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The standard Linear Design and the 3 entrance one, that requires input from you to stay in the tube, are the only one I know about that currently work.
https://steamcommunity.com/sharedfiles/filedetails/?id=3103407442
Imo hypertubes need some QoL changes like buildable junctions that don't require power like mad. (for when you first get them they do require a lot of power).
https://www.youtube.com/watch?v=fC2ZJUIxsYM
So I tested my blueprint
North and East require only taping right to leave
South and West, you have tap left to stay in the the tube.
https://www.youtube.com/watch?v=PCnGy7Xhyto
I was thinking of entrances that are angled so that if you're going fast enough an entrance with a "better" angle but further down can grab you away from the worse-angled but closer accelerator entrance. I don't have anything that works, though, or I'd be bragging instead of begging.
*looks around*
https://steamcommunity.com/profiles/76561198039028676/screenshot/2245668864101777437/
You can get up to an 8 way split - rows of 3 entrances top and bottom and 2 in the middle, but the placement is critical for a smooth ride (angle and distance from the straight cannon exit part). Built with 2 blueprints, 1 for the straight, battery and main switch, the other for the split and their corresponding switches.
The screenshot wasn't the finished version; I label based on where it's going, rather than 1, 2, 3, etc, it's S, SW, W, SE, etc with corresponding labelling for the the priority switches. Obviously that needs to be configured for each cannon, as they'll usually be different.