- Game version
- obselete
[logic loop error has killed the logic]
I saw the previous entries about enemy detectors and thought I would make one I can understand and modify.
Will only detect neutral ship/station if faction setting is set to neutrals are enemies.
Length 11m
Height 9m
Width 21m
Inside box with a opening at the rear.
Has a rail docker at the rear bottom. Is in the off position when spawned to avoid rail bugs.
Start left top rear wireless switch to turn on or off. Will not output a positive signal in the off setting.
Wireless output to connect to ship or other logic. On for detection
Built in 3 sections. 3 separate missile/beam turrets for 3.2 x sector range each on a different axis x, y and z. Each has a rail system to detect turret movement. The logic system for each is broken into three parts. Rail movement to auto up/down. Detect rail movement stopped. Then the last logic section only outputs a positive if at least 2 of the rail systems are blocked from moving up or down. There is 3 of them for redundancy just in case an enemy is exactly in the direction that one of the turrets doesn't need to rotate. Its not completely fool proof because it weird collisions between the rail and the turret may keep a section from detecting a target. Hopefully you won't have two sections have that happen at the same time.
There is a red indicator for each rail being blocked and a red indicator for output to wireless logic.
There are now 3 separate wireless outputs:
any 1 turret detection
any 2 turret detection
all 3 turret detection
Rear view logic
Top view turret layout
To change the range of the system to 1.6x sector range replace the beam modules on the turrets with normal blocks. To change to a missile detector set just change all 3 bobby AIs to missile setting. Note only detects not your faction missiles.
If you want to change the case just find and replace the scaffolding.
I saw the previous entries about enemy detectors and thought I would make one I can understand and modify.
Will only detect neutral ship/station if faction setting is set to neutrals are enemies.
Length 11m
Height 9m
Width 21m
Inside box with a opening at the rear.
Has a rail docker at the rear bottom. Is in the off position when spawned to avoid rail bugs.
Start left top rear wireless switch to turn on or off. Will not output a positive signal in the off setting.
Wireless output to connect to ship or other logic. On for detection
Built in 3 sections. 3 separate missile/beam turrets for 3.2 x sector range each on a different axis x, y and z. Each has a rail system to detect turret movement. The logic system for each is broken into three parts. Rail movement to auto up/down. Detect rail movement stopped. Then the last logic section only outputs a positive if at least 2 of the rail systems are blocked from moving up or down. There is 3 of them for redundancy just in case an enemy is exactly in the direction that one of the turrets doesn't need to rotate. Its not completely fool proof because it weird collisions between the rail and the turret may keep a section from detecting a target. Hopefully you won't have two sections have that happen at the same time.
There is a red indicator for each rail being blocked and a red indicator for output to wireless logic.
There are now 3 separate wireless outputs:
any 1 turret detection
any 2 turret detection
all 3 turret detection
Rear view logic
Top view turret layout
To change the range of the system to 1.6x sector range replace the beam modules on the turrets with normal blocks. To change to a missile detector set just change all 3 bobby AIs to missile setting. Note only detects not your faction missiles.
If you want to change the case just find and replace the scaffolding.