The P6 Clock (the shoot-out rail "Alter"native)

    alterintel

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    Since the update, shoot-out rail clocks have become more unstable. The danger of docked cores flying apart has become more common. Especially when the server is lagging. So I decided to try to make a Clock that doesn't use shoot-out rails and can still achieve the same pulses per second. Dare I say, I've made an "update proof" alternative to the shoot-out rail clock? (knock on wood)

    I Present the P6 Clock.

    A standard shoot-out rail clock is able to clock 16 pulses per second. As you can see from the pic, this one averages a bit higher. I have tested this with a jump drive and it can charge in 22.5 seconds.

    There will be a video explaining how to make one soon (tm)


    Next the AlterDrive, Muhahaha.....
     

    MrFURB

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    Interesting... Perhaps some creative logic use could reduce the entity count needed. I love the application of rail speed changes.
     
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    alterintel

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    I'm always finding more ways to shrink the logic, so who knows. But currently it just depends on how fast you want it. If you want it fast enough to charge a jump drive in 22.5 seconds this is how many entities you currently need. But if you only need something that's going to fire your cannon/cannon five times a second then you could probably get by with fewer.

    There are other tricks that can be used, but I'm trying to stay away from stuff that I think may get "fixed" later. Hopefully this clock is update proof and works for a long time.
     
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    Lone_Puppy

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    Since the update, shoot-out rail clocks have become more unstable.
    I think it's because the shoot out rail is buggy.
    While using for drone deployment I noticed the drones didn't slide of nicely like they're supposed to. So I tested with a single rail and some ships and when the ship slides to the last rail it kind of shoots off on an angle.

    Something definitely not right with it.
     
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    it kind of shoots off on an angle
    If it is "merely" a slight upwards angle (up and away from the "face" of the shootout rail), then it is a result of the code it used not being sufficiently distinct/divorced from the un-dock code used in all the other bits of rail.

    All other angles are quite likely a bug, or a factor of lag.
     

    Lone_Puppy

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    If it is "merely" a slight upwards angle (up and away from the "face" of the shootout rail), then it is a result of the code it used not being sufficiently distinct/divorced from the un-dock code used in all the other bits of rail.

    All other angles are quite likely a bug, or a factor of lag.
    Thinking back on it, I think it is the face. I will check tonight. If this is by design, then it's not practical. I don't want the ship to be flying off on an angle. It's just stupid.