Chasing Lights

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    Hello, I'm looking for help if possible. My idea is to have some lights that come on in turn to create runway lights or a chasing light. Maybe also to light a perimeter that chases around the outside. Is this possible?
     
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    Depending on how big the gap you can do it fairly simply with some delay blocks in a loop, something like this (simplified, perhaps someone can suggest a nice circuit that can be easily turned on/off):

    [Button] -> [Delay] -> [Delay] -> [Delay] -> (back to first Delay)

    Link each delay block to the next light in sequence like so:

    [L1] [L2] [L3] [L1] [L2] [L3] [L1] [L2] [L3]

    L1 = Light linked to Delay 1
    L2 = Light linked to Delay 2
    L3 = Light linked to Delay 3

    EDIT:

    Just realised that Delay circuit wont work as they'll all be ON, nor does it loop properly... pro tip: don't post logic circuits when away from gaming pc and tired! Hopefully it still gives you some insight though piggy1982, and I'm sure someone will post a better example soon :)
     
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    I will have a play about with your suggestion tonight. Thank you for your help. I'm new to star made and it's blowing my mind already. :)
    [DOUBLEPOST=1448361156,1448361107][/DOUBLEPOST]Ha ha. No problem. I'm not able to get on the game till later anyway.
     

    Tunk

    Who's idea was this?
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    There are a few ways to do it based on the effect you want.

    The simple ones are the button clock and the not clock.
    A button clock produces a short pulse, a not clock produces a long pulse.

    Following animation should demonstrate that for you, its a bit choppy though as I haven't done cleaning up on it other than cropping (starmade gif recording + lag for the win).
    starmade-gif-0012-a.gif

    The logic elements are all connected in series left to right, with the last one connected back to the start.
     
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    You're amazing Tunk! The top one is exactly what I had in mind! Although I do like the bottom one too. Look forward to having a play later. Many thanks!
     

    Tunk

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    Its not really that it reduces delay time, its a property of how delays and buttons work.

    Delays propagate both high and low signals, so what the button does is introduce a high for 0.5 seconds, then switch back to low.
    So in reality the button clock has two signals traveling down the line at once, a high signal, followed by a low signal.

    The not clock doesn't introduce a state change until the previous signal has completely propagated.