Compact logic for automated airlock.

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    • Legacy Citizen 2
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    • Community Content - Bronze 1
    Sophisticated but compact airlock that simulates de/pressurization.
    Amount of logic-related blocks: 30. Without logic for light indicators: 29. Without logic to reset button state: 28. This iteration does not include the airlock doors or rails.





    Trigger Area controller can be used to trigger the opening sequence if one wishes to enter from outside.
    Upon entering the trigger area, the player will be placed under-, or out of, the gravity of the ship.

    Upon starting the opening sequence by entering area trigger, or pressing a button, the logic simulates depressurization of the airlock by 3 second delay, upon which the doors will open. This again starts a 3 second delay, after which the doors close and which causes the last 3 second delay which simulates pressurization of the airlock.

    The active NOT-Signal on the screenshot above is for the light blocks and for the interior door, which work as indicators and closing mechanism of the interior door if the airlock is pressurized or not. The NOT-Signal does not affect the rest of the airlock logic sequence and can be removed if one wishes to.


    Below in the spoiler is wall of text with pretty pictures that explains in detail how the logic sequence works.




    Area trigger (area trigger activates an activation module, which is connected to a grav module and the button inside) or press of a button activates "OR" module, The "OR" module activates a flip-flop module and button, the latter launches a time-delay sequence. All delay-blocks are connected to the "AND" module as failsafe against multiple area triggering or button presses. At the end of the delay-sequence, a signal is sent to "AND" module, which the forementioned flip-flop is connected to. This sends a signal to the logic mechanism that handles the direction of the rails, which reverses the direction of the rails and thus opens the "door"



    As the door becomes fully open, the rail activates a button which de-activates the first flip-flop module and activates second one which is connected to a second AND-module, while at the same time launching second delay-sequence. At the end of the delay sequence a signal is sent, but this time only the second AND-module activates, sending a signal to once again reverse the direction of the rails and to close the door.

    As the door closes, the rail sends a signal to close the second flip-flop, at this time a NOT-module that the two first flip-flops are connected to, activates and stays active while sending a signal to third AND-module. The NOT-module is a failsafe that ensures that the AND modules won't activate sequences out of order.

    The same rail-activated button begins the third delay-sequence. As you may guess, at the end of this delay-sequence the third AND-module activates and sends a signal to the third flip-flop module, deactivating it and at the same time sending a signal to the fourth and last AND-module, which then-, if active, deactivates a button that caused the cycling sequence in the first place.

    Below, under the picture is a "proof of concept" blueprint download link, it is very basic in form for the sake of ease for players to get understanding of it's functions and to serve as a template.



    Link to Download
     
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