This is a simple, expandable rail elevator design that requires no wireless logic but is still packed with plenty of features:
an external view of the downloadable unit:
i would hope that it is obvious that the design can be compacted considerably when implementing it, but the intention here is to show how it works, not to give out an ideal installation.
a view from directly outside the carriage:
here you can see the "call" button at right, the current floor indicator lights and floor select on the opposite wall. because the elevator carriage is on this floor, the safety glass is down, allowing the player to enter the shaft where the carriage currently resides. the safety glass prevents players from making inappropriate selections at the console.
a "going up" / "going down" matrix:
by intersecting what floor the carriage is at (y-axis, taken off the rail) with where the elevator needs to go (x-axis, taken off the consoles), this matrix sorts out whether the elevator needs to move up or down from its current location. expanding this matrix diagonally allows for additional floors to be implemented. the AND nature of this matrix means that consoles and call buttons are locked out when the carriage is in motion, making them relatively spam-proof.
note: it is possible to hang the elevator carriage by hitting a call or console button *exactly as*the elevator passes over a floor-level rail. as this is an extemely rare occurrence in all but the most high foot traffic stations or ships, and in the interest of keeping the installation small, i have allowed this to pass through to release.
these memory cells hold which floor is to be moved to, and reset when arrival occurs.
* screenshots make use of plusnine's fancy starmade effects.
- call button
- safety glass
- easily wireable indicators for what floor the carriage is at
- easily expandable going up / going down matrix
- easily expandable memory cell sequencing
- absolutely no wireless logic required
an external view of the downloadable unit:
i would hope that it is obvious that the design can be compacted considerably when implementing it, but the intention here is to show how it works, not to give out an ideal installation.
a view from directly outside the carriage:
here you can see the "call" button at right, the current floor indicator lights and floor select on the opposite wall. because the elevator carriage is on this floor, the safety glass is down, allowing the player to enter the shaft where the carriage currently resides. the safety glass prevents players from making inappropriate selections at the console.
a "going up" / "going down" matrix:
by intersecting what floor the carriage is at (y-axis, taken off the rail) with where the elevator needs to go (x-axis, taken off the consoles), this matrix sorts out whether the elevator needs to move up or down from its current location. expanding this matrix diagonally allows for additional floors to be implemented. the AND nature of this matrix means that consoles and call buttons are locked out when the carriage is in motion, making them relatively spam-proof.
note: it is possible to hang the elevator carriage by hitting a call or console button *exactly as*the elevator passes over a floor-level rail. as this is an extemely rare occurrence in all but the most high foot traffic stations or ships, and in the interest of keeping the installation small, i have allowed this to pass through to release.
these memory cells hold which floor is to be moved to, and reset when arrival occurs.
* screenshots make use of plusnine's fancy starmade effects.