Enemy Detection (Model II)

    Enemy Detection (Model II) 1.1

    Game version
    -
    This enemy detection system is inspired by the system A Fat Pokemon published, but has been heavily simplified.

    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.
    The system works by detecting a change in the interruption of either rail. If the state of these changes, the output turns on, and will only turn off after 5 seconds with no subsequent pulses.

    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:



    Author
    Heillos
    Downloads
    807
    Views
    807
    First release
    Last update
    Rating
    5.00 star(s) 5 ratings

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    Latest updates

    1. "Safety" Output

      A new output has been added, which will only trigger after two errors, and is reset by the same...

    Latest reviews

    Though this is two years later, I like this detector. I changed one thing; the grey hull wedges on the turret itself, I replaced with plex door wedges linked to a wireless block. This is because almost every time the turret snaps back to center, it overlaps and catches the angled rail clock, causing a collision and freezing the mechanism. Using a button to pulse the plex doors off and on resolves this.
    I love this thing. Going to setup red alert with this on my WIP titan. One thing I noticed though in singleplayer one of the detector arms had a tendency to get stuck inside the turret part and become jammed together. This didn't happen in multiplayer though.
    Thank you! Thank you! Thank you! A thousand thank yous.
    Going to find this useful for later, wonder if it can be setup to check for missiles too by changing the AI to look for them?
    H
    Heillos
    Yep, I believe that is possible. I haven't conducted proper testing of such functions, but it stands to reason that that would work.
    This things great, I'm sure I'll be able to put it to some kind of diabolical use.