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      NOT BUG: Logic Based Firing controlls

      SOLVED cause I'm batman obviously not really a bug, it was an issue with flip flops because the way they work in game, solved by putting a NOT gate to cause beams to trigger ONLY when flip flops have reached stable state couldn't have done this without being batman though, to ill post a copy...
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      Trying to make this basic clock faster for a push effect

      use flip flop clock multipliers: basically its a simplification of what Olxinos did you connect your clock output to a NOT gate then connect clock output to 2 activation then connect NOT to 2 activation then connect all 4 activation to 1 flip flop presto x2 clock rate (repeat until you reach a...
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      NOT BUG: Logic Based Firing controlls

      re-post from logic (accidentally put it there) I made a logic based firing control to fire 5 beams in a series and discovered a really annoying bug with using logic to activate the beam computers. the system is fairly simple: 1. clock timer (>- activation - delay x3 - NOT -<) 2. counter...
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      Using Flip Flops 101

      I made a logic based firing control to fire 5 beams in a series and discovered a FEATURE with using logic to activate the beam computers. the system is fairly simple: 1. clock timer (>- activation - delay x3 - NOT -<) 2. counter incremented by clock ( clock(1) -> FlipFlop x3 ) each FlipFlop...