Logic Jump Inhibitor

    Logic Jump Inhibitor 1.1

    Game version
    -
    The first public development in logic-operated Jump Drive Inhibitors.

    DISCLAIMER: Blueprint may be faulty, frequent errors have been faced trying to upload seemingly-good copies of this to CC.

    This self-powering logic inhibitor produces 603,000 discharge/second (Enough to completely stop a jump drive up to 11,860 modules in size, and dramatically slow many drives of somewhat greater size), while fitting in a mere 11x9x52m package; less than half the blocks that a regular inhibitor of equivalent yield (in discharge/second) would require.

    For maintenance's sake, all wireless modules are readily visible. There are 4 pairs for the connections from control module --> inhibitor rods; in each pair, the innermost wireless module is the master, and should be connected outwards to the adjacent wireless module.

    The remaining 3 are an on/off input (with spam-proofing to improve reliability), as well as two status indicator outputs. On the bottom of the maintenance doorway is the input; on the wall, two status indicators. The upper indicates the start of an on or off cycle, while the lower changes state only when the cycle ends. These indicators reset upon sector reload in the same way that the inhibitors they represent do.

    This technology has been available to some factions for some time now, and it has been decided that a public release will serve to level the playing field and further development of such work. An explanation of how the system works, and the option to discuss the desirability of such mechanics, is available in this thread.​
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    Author
    Heillos
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    1. Blueprint Fix (?)

      Further attempts to correct unexplained errors in spawning this blueprint. Technology must prevail.

    Latest reviews

    will put next to my void drive
    I absolutely love functional designs like this on the dock, especially highly effective contraptions like this.