Miniature Detector Pack [Obselete]

    Miniature Detector Pack [Obselete] V1.2

    Game version
    obselete
    detectorpack2.png


    [Logic loop error has killed this system]

    As requested smaller detectors.
    Pack of 5 of them from left to right
    Enemy Detector 1.6x sector range (great for firing swarmers)
    Enemy Detector 3.2x sector range
    Missile Detector 3.2x sector range
    Missile Detector 1.6x sector range
    Astronaut Detector 3.2x sector range

    The detectors for enemy will only pickup hostiles and not neutrals.
    The missile detector will pickup neutral and hostile missiles so if your ship and the detector doesn't have faction set it will probably detect your own missiles. Not sure about astronauts as I play single player and there isn't really anyone to test against.

    Remember to enable turret AI just encase.
    After the battle disable any weapons that are activated by the detector, then turn the detector off, then reset turret positions. Assuming it resets properly you can start it back up again.

    6L 4W and 6H each includes all the room required to rotate.
    Also there is spare room inside those box dims for standing room
    near the wireless links at the rear, you will need to access to them anyway.
    Includes faction block, power gen, shield recharger to fill core shield.
    Is light enough that each detector can move slowly without a thruster.
    Has 3 wireless blocks for external connections.
    Has extra buttons to help reset it if it breaks.

    Wireless links near display - Top to bottom
    Fault -
    When detector is turned on if this is blinking its good. If its not blinking the rail is stuck somewhere. If the rail is stuck and the detector is on its detected something. If the rail is off and the turret reset and its still stuck the logic is broken. If blinking rapidly the turret has rotated to engage something and the rail logic is faulted as the rail is resetting itself. It has detected something but won't show a detection output.​
    Detect - Found whatever its set to look for when on
    Enable - when turned on starts the detector, can be turned off without breaking it.

    There is a safety interlock if the detector is not enabled it can't have a detection output.

    Resetting after detection.
    Depending on how the rail and turret got stuck, just resetting the turret position may not reset the detector logic properly. In which case you can either respawn a replacement in or you can muck around with the logic.

    To the right of the display is three buttons
    Top - If the rail is stuck in the top position push this button to make it move down.
    Middle - If the rail is stuck in the bottom position push this button to make it move up.
    Bottom - If the rail gets stuck again after moving try this one as it switches the flip flop that determines the logic as if the rail was going up or down.
    Towards the front up the top is two more buttons one on the left and one on the right.
    If the rail is moving up and down fine while its turned on but your getting false detections you may need to reset the flip flops up the front for the collision detection logic. Each button controls the flip flop beneath it.
    When the rail is up top the left side flip flop should be on.
    When the rail is down the bottom the right side flip flop should be on.

    Okay designing this thing isn't an exact science. The logic system may get broken if the detector is running when exiting the game. When loaded back in while running it might be broken. If the rail gets jammed during a detection resulting in it repeatedly bouncing off the end of the rail it will stuff up the logic. There isn't much I can do to stop this from happening.

    I suggest if your linking one of these to a swarm missile launcher that you get an inner ship remote and link both that and the detector output to an AND block then to your weapon firing system. That way you can disable the weapon system from firing if the detector gets stuck in the detect position. Otherwise the missile will end up homing in on you when you exit the core.....

    Tested the detector while it was stationary while set to missile detect by firing dumb fire missiles around to test. I assume if those were detected fine the ones set to target any should detect ships fine. Not sure if sector change will upset it like someone else reported with their detectors.

    Below is an example of a detector room with 4 detectors. All of them fit inside the same space taken up by one of my old large detectors.

    detectorroom2.png
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    Author
    Mork2
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    Latest updates

    1. Increase in reliability and less chance of getting bugged

      Slight changes to the detection rail increases chances of detection for targets in the front and...
    2. Startup False Detect Fix

      When the detector is first turned on wirelessly there is a false detection briefly until the...