Since the Flip-Flop got added, you can over-clock your stuff.
@ Please do NOT fix this maybe-bug... (Or I will not report anything anymore :p)
How it works.
Delay1 <--> Not1
Delay2 <--> Not2
Delay3 <--> Not3
Delay4 <--> Not4
And then connect these 8 blocks to your Flip-Flop which now pulses 8 times per second
(itself receives 16 input signals per sec).
Wall of 8x8 blocks to show the value of below binary clock.
0|32 +0|16 +0|8 + 0|4 + 0|2 + 0|1 => value between (inclusive) 0 and (exclusive) 64.
Not . Not . Not . Not . Not . Not
^ . . ^ . . ^ . . ^ . . ^ . . ^
F6 <- F5 <- F4 <- F3 <- F2 <- AM <- F = Flip-Flop (8x as fast as it should be)
Each subsequential Flip-Flop halves the ticks => nice binary clock to see how fast it goes.
But without Not-Blocks they like to count from [63 to 0] backwards!
Its just the simplest Computer you could build ^^
Every PC works just with on/off signals from a simple calculatot up to your Desktop PC, and thats just what it is.
If you understand how a PC thinks, you understand how logic systems with Orange (zero Signal) and Blue (one signal) works.
Just try it yourself with starting a simple thing and try to build a flipflop with a toggable Clock. Thats what you need for a Policesiren for example.
Activator ---> DelayBlock ---> NotBlock ---> AndBlock
Just lead the Signals back from
Activator ---> AndBlock
AndBlock ---> DelayBlock
Then connect
DelayBlock ---> Blue Light
AndBlock ---> RedLight
Now when you push the Activator you got a PoliceCarLight
When your done doing this and understood how this simple thingy works, you maybe understand how mor complex logics work ^^
I wouldn't even consider this a bug, but rather a workaround for a missing feature (fast pulses). If Schema doesn't like this, he needs to implement a fast pulse. If this is considered a bug and then "fixed" and I hear of it, I will post a suggestion to un-implement the "fix" or add a variable delay.
ived used this sytem and a set of rails rotating on prime numbers to generate strobe lights. past that i can't find a good application for the fast pulses.
i considered trying to adapt the same system to a good RNG, the problem becomes trying to take a reading of the flip flops. because the read cycle is the full tick, all reads of flip flops are "random", sure, but tend to bias hi-input as a result.
has anyone figured out a good way to get a reliable read on the fast pulse? it seems like a lost cause to me.
ived used this sytem and a set of rails rotating on prime numbers to generate strobe lights. past that i can't find a good application for the fast pulses.
i considered trying to adapt the same system to a good RNG, the problem becomes trying to take a reading of the flip flops. because the read cycle is the full tick, all reads of flip flops are "random", sure, but tend to bias hi-input as a result.
has anyone figured out a good way to get a reliable read on the fast pulse? it seems like a lost cause to me.
ived used this sytem and a set of rails rotating on prime numbers to generate strobe lights. past that i can't find a good application for the fast pulses.
i considered trying to adapt the same system to a good RNG, the problem becomes trying to take a reading of the flip flops. because the read cycle is the full tick, all reads of flip flops are "random", sure, but tend to bias hi-input as a result.
has anyone figured out a good way to get a reliable read on the fast pulse? it seems like a lost cause to me.
LOL... Well its not for everyone! But the great thing about Starmade is there is so much more than logic! I dont have a building talent so I stick with building logic circuits! stick with what you do best then learn the other stuff slowly..
ived used this sytem and a set of rails rotating on prime numbers to generate strobe lights. past that i can't find a good application for the fast pulses.
[shiny lights]
i considered trying to adapt the same system to a good RNG, the problem becomes trying to take a reading of the flip flops. because the read cycle is the full tick, all reads of flip flops are "random", sure, but tend to bias hi-input as a result.
has anyone figured out a good way to get a reliable read on the fast pulse? it seems like a lost cause to me.
That's a bit late, but you can try something like this:
The thing on the left is a rotator clock (it pulses roughly twice as fast as the usual delay/not clock), the thing on the right is probably what you want.
When you press the button this happens:
- the top flip-flop turns on, the first activation module (the bottom one) turns on
- if the memory cell's flip-flop on the right is on; the top and-gate turns on; the second activation module turns on
- the top flip-flop turns off then the bottom flip-flop turns on; the third activation module turns on; the memory flip-flop resets
- the top and-gate turns off (or stays off depending on the initial state of the memory flip-flop); if the clock currently outputs true then the bottom and-gate turns on; the fourth (and last) activation block turns on
- the bottom flip-flop turns off; if the bottom and-gate turned on during the last step then the memory flip-flop turns on
- the bottom and-gate turns off
then later when the button turns off all the the activation modules turn off successively
The key point here is what i described (set aside when the button turns off) happens at once. There's absolutely no delay or timing involved. in fact, theoretically 2 activations aren't needed (the first and the third), but without them it's "so fast" that there are race conditions on the and-gates and it doesn't work (i assume it's a bug, there's a similar one with or-gates, especially since they "work better" depending on whether they should turn on or off).
I attached the blueprint, if you want to make my rotator clock turn, make sure the flip-flop next to it is turned off and activate one of the 2 activation modules next to the rotator block. To debug/understand how it works, i suggest using flip-flop to see if something turned on (you won't see any flip-flop beside the memory cell's one or any and-gate turning on)
I attached the blueprint, if you want to make my rotator clock turn, make sure the flip-flop next to it is turned off and activate one of the 2 activation modules next to the rotator block. To debug/understand how it works, i suggest using flip-flop to see if something turned on (you won't see any flip-flop beside the memory cell's one or any and-gate turning on)
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