- Game version
- -
This enemy detection system is inspired by the system A Fat Pokemon published, but has been heavily simplified.
Details:
Constant rotation along 2 axes removes any realistic possibility of there being a "blind spot" in its detection. Wireless logic blocks are in place to allow this rotation to be controlled remotely, if desired.
Core access, faction module, output signal, and input signals to control the rotation are found on the bottom and back sides of the unit. A rail docker is also fitted to the underside, so that the unit can be easily docked to other structures.
Various display modules on the components provide additional details about the function of the device, as well as pointing out the location of the inputs and outputs of the device.
The Grey Hull outline on the base dictates the required free area for the motion of the components; blocks within this outline may impede the function of the sensor.
Pictures:
Details:
- Total mass: 6.7 units.
- 13W 13H 13L, including required clearance for moving parts.
- Minimum response time: ~1.5s.
- Reset time (time elapsed with no detection pulses before "enemy detected" output turns off: 5s.
Constant rotation along 2 axes removes any realistic possibility of there being a "blind spot" in its detection. Wireless logic blocks are in place to allow this rotation to be controlled remotely, if desired.
Core access, faction module, output signal, and input signals to control the rotation are found on the bottom and back sides of the unit. A rail docker is also fitted to the underside, so that the unit can be easily docked to other structures.
Various display modules on the components provide additional details about the function of the device, as well as pointing out the location of the inputs and outputs of the device.
The Grey Hull outline on the base dictates the required free area for the motion of the components; blocks within this outline may impede the function of the sensor.
Pictures: