Thoughts on the IMO OP salvage (master) - cannon (slave)

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    Short version: optimum 8 with 8, pulse adds a lot of damage, tick lower, but damage filled, so a lot of blocks per pulse.

    Tip: if you have the space, build two such arrays on a ship to constantly be able to salvage.

    I did just that. Made a logic rig to activate the two in an overlapping fashion....

    But they do not work the same when activated by logic as they do with a continuous mouse-click. :-(

    They emit a beam about 11 out of 15 seconds with the mouse-click. But only about 3 seconds out of 15 with a logic rig.

    The vanilla salvage cannons don't seem to have this discrepancy......
     
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    I did just that. Made a logic rig to activate the two in an overlapping fashion....

    But they do not work the same when activated by logic as they do with a continuous mouse-click. :-(

    They emit a beam about 11 out of 15 seconds with the mouse-click. But only about 3 seconds out of 15 with a logic rig.

    The vanilla salvage cannons don't seem to have this discrepancy......
    You do realise that you will need a clock, right?
     
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    You do realise that you will need a clock, right?
    Yes I do. I never said I couldn't make the salvage/dam-pulse rig work at all. Just that the behaviour is inconsistent.

    My pure salvage beam array had the same emission:cooldown timing whether I manually control it or use a timing pulse driven logic rig. The problem is that the emission:cooldown timing is different for the salvage/dam-pulse: with the flight controls (ie. hold down the mouse button until it quits on its own) it was 11sec:15sec.; whereas the logic rig produced 3sec:15sec timing.

    And, yes, I do know that vanilla beams and supported beams have different cooldown times, and that the timing must be adjusted accordingly.
     
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    Yes I do. I never said I couldn't make the salvage/dam-pulse rig work at all. Just that the behaviour is inconsistent.

    My pure salvage beam array had the same emission:cooldown timing whether I manually control it or use a timing pulse driven logic rig. The problem is that the emission:cooldown timing is different for the salvage/dam-pulse: with the flight controls (ie. hold down the mouse button until it quits on its own) it was 11sec:15sec.; whereas the logic rig produced 3sec:15sec timing.

    And, yes, I do know that vanilla beams and supported beams have different cooldown times, and that the timing must be adjusted accordingly.
    Are you sure that the logic clock pulses every 0.5 seconds for at least 15 seconds? You really will need that, as just activating it once with an activation module won't work for what you want it to do.
    The burst time for 100% effect with damage pulse is 15 seconds by the way.
     
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    Are you sure that the logic clock pulses every 0.5 seconds for at least 15 seconds? You really will need that, as just activating it once with an activation module won't work for what you want it to do.
    The burst time for 100% effect with damage pulse is 15 seconds by the way.

    So you are saying I am doing it wrong?

    Well, I will test that out at my earliest opportunity. ;)

    -Edit -

    Ok, I've had a chance to test it. I don't understand why half- second square-wave would work...

    It would be like me rapidly clicking my mouse button, which would result in a half a second burst, followed by 20 to 30 seconds of nothing while the beam goes through cool-down.

    But, it does work.

    To psuedo-quote Douglas Adams, 'Logic in Star Made is almost completely unlike real world Logic.'

    Thanks, FunnyBunny
     
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    Ok, I've had a chance to test it. I don't understand why half- second square-wave would work...

    It would be like me rapidly clicking my mouse button, which would result in a half a second burst, followed by 20 to 30 seconds of nothing while the beam goes through cool-down.
    It works because activating a computer once with logic will fire the the beam in this case for about 0.5-1 seconds. Something with logic also only gets an input when it changes state, and doesn't detect a constant "on" pulse.

    Thanks, FunnyBunny
    You're welcome :)
     
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    Tip: if you have the space, build two such arrays on a ship to constantly be able to salvage.
    Can I put this second array 'behind' the first array, such that it fires 'through' the first array? Up until just now I assumed the second array had to be beside the first one, resulting in some cumbersome aim-point selection. A nice side benefit to being able to put a second such array behind the first is that it will create for a longer, thinner shape, which is much more aesthetic.
     

    jorgekorke

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    Mining is unreliable, even using salvaging+cannon.

    It would be better buffing the other salvaging combos instead of nerfing sal+can. Otherwise... things will get even worse for miners.
     
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    Can I put this second array 'behind' the first array, such that it fires 'through' the first array? Up until just now I assumed the second array had to be beside the first one, resulting in some cumbersome aim-point selection. A nice side benefit to being able to put a second such array behind the first is that it will create for a longer, thinner shape, which is much more aesthetic.
    Of course you can! It is very easy by the way. Just make sure that you don't accidentally mess it all up by. Having a layer of something else inbetween the two systems never hurts, but if you know what you are doing you can just as easy put them directly behind each other. Putting one system behind another does create the problem that the range will be different. To avoid this, use the auto link feature to place rods connecting to one salvage computer, and then select the other and place the other ones. The first layer will look something like this then:
    1 2 1
    2 1 2
    1 2 1
    1 is connected to computer one, 2 is connect to computer two. This is a front view. The top layer will be the inverse of this. Keep in mind that you can't use SHIFT+V while doing this, as it would mess up the linking a lot. Undo is your friend!
    The slave systems can be placed anywhere on the ship, and can be in any shape. (So some in the front, some in the back, some in the sides, etc.)

    Mining is unreliable, even using salvaging+cannon.

    It would be better buffing the other salvaging combos instead of nerfing sal+can. Otherwise... things will get even worse for miners.
    Please check the date of the first post (thread intro). I think you'll find this thread is about the old system, before it got changed to the system we have now with salvage power, burst times, cooldown times and tick rates. I kind of got sidetracked due to some interesting questions, which is why this thread is still alive after having being brought back from the dead. My apologies about that.