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    1. Dvaren

      Large counters loose time/sync

      Yes, the logic is all within 20 meters or so of each other .... the poster right before you made a guess that looks very similar to what is happening, as the switching of the binary "patterns" seems to be moving along just fine, yet the associated ANDs do not fire in even time (they do all fire...
    2. Dvaren

      Quick question.....

      Any idea if there is a setting that alters the jump drive charge times? I'm seeing a 56 second charge on the server but a 184 second charge in singleplayer .... a rather large jump. The "ship" in question is nothing more than a block of hull, a bit of power, and a single jumpdrive+module with...
    3. Dvaren

      Quick question.....

      grrr.....lol..... would you happen to know if there is a server setting that changes how fast jump drives charge? They seem to be nearly 3 times slower on my vanilla single player than on Shattered Skied server?
    4. Dvaren

      Quick question.....

      Does anyone know where the server .cfg file is stored for the multiplayer server I play on? I'm trying to get ym single player to mirror the settings so what I build actually works! Thanks!
    5. Dvaren

      Large counters loose time/sync

      I'm not quite sure what you are asking there, lol ... it is a synchronous, all outputs are ANDs, and it uses a single clock =) ......and God help me if I run that counter with anything BUT a .5 standard clock. Anything faster really sheets the bed =/ I considered lag, but as I'm playing single...
    6. Dvaren

      Large counters loose time/sync

      I've been toying with a 64 stage counter (6 FLIPs and 6 NOTs). A button outputs to the first FLIP and to a NOT (the NOT outputs to all of the ANDs in the next stage to eliminate those pesky junk signals). The various combinations of the counter output to 64 AND's. Attaching a simple DELAY/NOT...
    7. Dvaren

      Maybe I'm having a brain fart...

      Thanks a bunch Achriel and Deez and sorry for the late response (I was away for a bit)!
    8. Dvaren

      Maybe I'm having a brain fart...

      Actually, my current solution IS a counter...one that has 4 states. Yet I do not require it to achieve states 3 and 4 so have truncated it at stage 3 with an additional not and a delay. It works fine, but I feel as if it could be made simpler....and perhaps without the delay. And yes, the...
    9. Dvaren

      A few polite requests and an open ear for input...

      You seem to have missed either the intent or tone of my post. It was not intended as a judgement or a demand, but a polite request to consider, and more so an open discussion among players. That is why it was posted in general discussion. I do believe the title of the post and the first...
    10. Dvaren

      Maybe I'm having a brain fart...

      Although I've found a solution to this, I believe it's a bit clunky, and it's likely I'm missing the overly obvious.... I'm in need of a circuit that has three consecutive button activated states, not 4....off...on #1...on#2...and of course back to the orginal off. I've accomplished this using...
    11. Dvaren

      A few polite requests and an open ear for input...

      I see many posts here offering suggestions for various features that others would like to see implemented into the game. Seeing as that requires more imagination that I'm willing to engage, I would like to politely request a few alterations, or possibly bug fixes?, to features that are already...
    12. Dvaren

      Zero shields no longer pause regen....

      Ahhh....I understand what you're saying now...thanks for the clarification. I'll have to modify my test cannon to provide a steady stream of ion or overdrive cannons to ensure the shields don't tick past me, as the main weaponry at that point (after the shield drainers that is) is 100% pierce...
    13. Dvaren

      Zero shields no longer pause regen....

      Active shield regen is not supposed to resume if shields are at zero and the entity is still taking damage. Especially if the entity in question would be sucked back to zero shields instantly by the amount of firepower decimating it.... =)
    14. Dvaren

      Zero shields no longer pause regen....

      I've tested this with two entities, both within 50 meters of each other, and located dead center in the middle of a sector. Single player or multiplayer, the problem persists. Here is what I've done: Entity A is nothing more than a massive self powered testing weapon. It fires large alternating...
    15. Dvaren

      For the life of me, I can not find the error in this circuit...

      Thanks Deez! The problem was resolved but I'm always game for new or simplified solutions. I'll be using that method for sure =)
    16. Dvaren

      Zero shields no longer pause regen....

      The thread title states it all. After extensive testing, dropping a target ship's shields to zero no longer seems to result in a pause in shield regeneration that was there previously. I am not sure if this is a bug or not, but do not see a change in any patch notes, and have not seen the issue...
    17. Dvaren

      For the life of me, I can not find the error in this circuit...

      Thanks a million. I added the not as you recommended and the issue is fixed. (In the meantime I also created an identical circuit using ORs linked to the lights and to themselves in place of the last FLIPs....this also was a successful workaround, lol)
    18. Dvaren

      For the life of me, I can not find the error in this circuit...

      I am building (well failing at building) a simple circuit that lights sequentially (and keeps lit) three lights in order and then turns them off. One button press for the first light on, the second button press for two lights on, third button press for three lights on, and the fourth press of...
    19. Dvaren

      Docked entities and performance...

      Although that would work to a point on the battery example I gave (not perfectly...each module has a sliding access panel door), it will prove to be rather difficult on moving items such as turrets or moving rail entities. It seems rather odd that his system fails so fast with such a low number...
    20. Dvaren

      Docked entities and performance...

      A friend of mine has been having an issue lately that appears to be caused solely by the amount of docked entities near him. A good example of this is a multi-entity docked power supply I designed. As the dimensions he requested were rather large (around 200L x 100W x 10H) I knew that no single...