Thruster Sensor Help?

    Edymnion

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    Okay, I'm working on a ship where I want the engine cowl lights to come on at different thresholds based on the thrust of the ship.

    So in theory what I want to do is set up one sensor to the thrusters, set a single Off Activator to determine when the ship is standing still, then NOT that output to know "The ship is using thrust".

    starmade-screenshot-0000.png

    The other sensor is set to the thrusters, with enough activators to detect 1/3rd (I know, it was originally 1/4 and I added more offs to increase it, I can whittle that down to just 3 blocks instead of 6). That should tell me when I'm using at least 1/3rd of my thrust and will activate the second set of lights.

    starmade-screenshot-0001.png

    And wired in a basic two block clock to both of the sensors.

    And here's the thing, with the ship sitting still the sensors work in that they will toggle the activators next to them back off/on if I manually flip them. However, when I start moving, they don't change. I can rev the engines up to full thrust and the activators never toggle and turn my lights on.

    Is there something I'm flat out missing here?
     
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    I wasn't aware sensors could detect the use thrust at all. I might just be a logic noob, but have you done something like this before?
     

    Edymnion

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    I wasn't aware sensors could detect the use thrust at all. I might just be a logic noob, but have you done something like this before?
    Bench specifically mentions thrusters in the sensor tutorial video at about the 9:40-9:45 mark:
    [doublepost=1482338414,1482336977][/doublepost]Ah, I just broke a cardinal rule of mine and read youtube comments.

    Seems thruster sensing is only sort of there at the moment.
     

    Endal

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    Thruster sensing works fine on my part. However, there is a hitch to it,
    the sensor compares the Thrust number to the current speed, so with 100,000 thrust you would need 100 000m/s to actually get 100% on the sensor... yeah it's broken for now.
     

    kiddan

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    Thruster sensing works fine on my part. However, there is a hitch to it,
    the sensor compares the Thrust number to the current speed, so with 100,000 thrust you would need 100 000m/s to actually get 100% on the sensor... yeah it's broken for now.
    Very useful to know. Seems to be some more factors though? Tested the logic on a ship with max thrust, everything was fine. Added a bunch of stuff (hull and whatnot) and still had max thrust but the sensors would only send a signal at higher thrust values than they should've. Could acceleration also be affecting thrust sensors?
     
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    You could try using Display Module logic.
    Tell a display module to give the current speed of the ship. Then set up several more display modules with static speed displays and have sensors detect when they match the real time display.
     
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    Jaaskinal

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    You could try using Display Module logic.
    Tell a display module to give the current speed of the ship. Then set up several more display modules with static speed displays and have sensors detect when they match the real time display.
    Unfortunately this doesn't work. Display modules only compare the input, not the output. You may see [25 m/s] and [25 m/s] as the same, but a sensor see's [SHIPSPEED] and [25 m/s].
     
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    Unfortunately this doesn't work. Display modules only compare the input, not the output. You may see [25 m/s] and [25 m/s] as the same, but a sensor see's [SHIPSPEED] and [25 m/s].
    I haven't tested this exact function, so please feel free to correct me if I'm wrong.
    If you put the [SHIP SPEED] function into a block, and then copy the text of that display over to another display via a button, I believe the second one will just list the number that was on the screen at the time, will it not?

    If that's the case, then a logic clock could copy numbers to a second display while a sensor reads it for the correct numbers.
     

    Jaaskinal

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    I haven't tested this exact function, so please feel free to correct me if I'm wrong.
    If you put the [SHIP SPEED] function into a block, and then copy the text of that display over to another display, I believe the second one will just list the number that was on the screen at the time, will it not?

    If that's the case, then a logic clock could copy numbers to a second display while a sensor reads it for the correct numbers.
    Nope. If you just have content, you get an exact copy of the input, which would still end up with [SPEED] and [25 m/s] being compared. If you use other tags, like [ADD], you get roughly the same effect as the direct copy, with [SPEED] being added, rather than the output.

    What you see on the display module is likely only considered graphically, and doesn't really matter. All of the real content is in the meta-data and the logic.
     
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    Nope. If you just have content, you get an exact copy of the input, which would still end up with [SPEED] and [25 m/s] being compared. If you use other tags, like [ADD], you get roughly the same effect as the direct copy, with [SPEED] being added, rather than the output.

    What you see on the display module is likely only considered graphically, and doesn't really matter. All of the real content is in the meta-data and the logic.
    Well damn. Guess that shoots that idea down... Hmmm...
    Sadly that's about as far as my 'logic-fu' goes. I got nothin. :/