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    VFS - Void Drive v2

    Version V2



    Changelog:

    After taking the notes from the review done by Jaaskinal

    Removed Redundant T-Flips

    Modified clock section to remove gaps and added some lights (in case people want to use this as a display)

    Changed Footprint from 3x3x8 to 3x3x6

    Jump-drive changes
    - Drives are now 18 down from 24
    - Drives per group are now 9 up from 8
    - Delinked from Core all but one Jump computer to reduce clutter
    Author
    Atheu
    Downloads
    583
    Views
    583
    First release
    Last update
    Rating
    4.80 star(s) 5 ratings

    Latest updates

    1. V2 Release

      Version V2 Changelog: After taking the notes from the review done by Jaaskinal Removed...

    Latest reviews

    YES WILL PUT ON MY INFINITY!
    NOW DO DESTROY EVERYTHING IN MY WAY lol
    Good stuff. Using this in all my ships.

    Spent some time deconstructing this thing and its logic, here's a diagram: https://i.imgur.com/WuKltIo.png
    I really like this chaindrive, but I have to be critical of a few pieces. This isn't to rip it apart, but to help you get better at logic. These are all pretty small issues, and if any one of them gets fixed or updated, I'll change my review.

    1) Two of the flip-flops in the clock are unnecessary. When you're creating instant pulses in the clock, you could have both the delay's and not's go into the flip-flop, skipping the two others, and it would have the same 2Hz frequency, charging the JD's in 45 seconds.

    2) I don't really get the way you laid out the JD's, and how many there are. This clock is excellent and charges JD's in 45 seconds. The jump drive animation only takes 4 seconds, so you need 12 jump drives to constantly jump. With just two layers of eight jump drives, you could have 16, and constantly jump. Even if you did the math to be super stingy, and say that the animation takes 3 seconds, you still only need 15 jump drives.

    2.3) This is basically a quality of life complaint, but it's the laziest level of QoL. I don't like how the JD comps are in 3 different groups. I personally hate having chaindrive JD's clogging up my weapons menu, and so I disconnect them from the core to prevent that. 3x shift v clicks for this set up vs a slightly different design having comps all adjacent. This one is pretty nitpicky ¯\_(ツ)_/¯

    2.6) My last complaint about the JD's themselves, spent long enough nitpicking them. Why are you only using 8 in a stack? Why not just put one in the middle and make it 9. Feels weird to not use that space.

    3) This is another really small personal preference, which you have somewhat dealt with in this design, but I don't feel like it's enough. Having a single button toggle for a chaindrive is great in a low lag environment (<100ms ping) but it starts to break down and get a little more unreliable with more and more lag. (>500ms ping) Now, most games I'd say whatever if you have 500ms ping you're playing on the wrong server, but this is skub we're talking about.

    For what you're doing with this absolutely miniature design, it's kind of a balance. Having a robust control system takes a decent amount of space, and I'm not sure you'd really fit it well in 3x3x2 with what you have left in terms of space. I didn't even try to make a one jump in my 3x3x3, so IDK ¯\_(ツ)_/¯

    All in all, this is a really good chaindrive, and people should use it over the current version of the Chaindrive M. (XIII)
    Atheu
    Atheu
    Thanks for the constructive Criticism i'll look into these issues, though point 3 is kinda unavoidable due to the current state of the game.
    No docked entities for people to target and break my warp drive. Love it! Awesome job!
    I've been using the same rusty rail rotator drive for almost two years and it's managed to serve we better in reliability than all the other fancier ones that came and went. This drive above all others has finally convinced me to switch.