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...
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...
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...
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...
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