Logic-charged jump drive problems

    Valiant70

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    I was trying to create a warp cruise feature for a ship so my fingers wouldn't get tired on long FTL voyages, but I can't figure out how to charge the drive at a normal rate. Any clock I connect it to charges it obscenely slowly. Is there a secret to this?
     
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    Not that I know of. Auto-charging does the equivalent of a single mouse click every 0.5 seconds.
    As I recall, someone came up with a way to overclock the logic, but I'm not sure that would be useful in this case.
    I would be happy if some one posts something proving me wrong.
     
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    Hey Valiant,

    Try using a ship core propelled through area triggers. I've tried it and it's faster than a clock.
     

    alterintel

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    I put together a short 12 minute youtube video going over some of the nuances clocks for chain drives here
    I've since figure out how to get the charge time down to 52 seconds, and I show off a couple of other ideas to.
    you can download the chain drive that Jaaskinal made here]

    Good Luck :)
     
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    I tried to replicate your results with Jaaskinal's chain drive but it always took more than 3 minutes to charge, the more test clocks I added to my test ship the longer it took. After doing some reading of the WIKI I came to understand the mass of the ship including docked entities affects charge time. On a large enough ship the 27 jump drives of version 1 may not be enough to have a continuous jump capability.
     

    Ithirahad

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    Skaire, remember that the drive was created before they nerfed chain drives so that they can't charge incredibly fast. You won't be able to achieve the old charge times, but I suppose you can always just hook up more modules to all the computers.
     
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    Personally I shall rue the day that Auto-charged jump-drives become the least bit serviceable. The whole point of jump-drives to me has been that one MUST drop-tools on clicking other things to make it charge. Effectively a ship has to disengage (at least where it's main weapons are concerned) so it can charge the drives, doubly so if an interdiction field is going strong and draining the system at the same time.

    It means you can only charge one at a time, as well. Convenient as some things may be, they interfere with other elements of game-play, and I would not wish anyone to have to write exceptions for these conflicting interests.
     

    Atheu

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    I have a very basic circuit for a logic (chain) drive with a built-in redundancy/anti-lag function. Fairly easy to make, everything is controlled by the inner ship remote. (the spare rotator on the side, controls the rail-clock) (Can be compacted down more than it is in the image I have it expanded to show how the circuitry is linked)



    EDIT: I'm not all for the large drives, due to the size and space they take up, I can easily make something that can fit within the same space, and be able to travel a lot further, at the expense of a little charge time. Plus if the core pops off the drive still works. All you have to do is replace the core when you get to where you are going.
     
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    I have a very basic circuit for a logic (chain) drive with a built-in redundancy/anti-lag function. Fairly easy to make, everything is controlled by the inner ship remote. (the spare rotator on the side, controls the rail-clock) (Can be compacted down more than it is in the image I have it expanded to show how the circuitry is linked)
    Well, I'm quite useless at logic, so I tried to set this up as a test, but although I get to were it states jumpdrive not charged, that's all what happens. ;)
    What am I missing here? Could you draw some arrows on the links? Maybe I've hooked it up wrong...

    Greets,

    Jan
     
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    I have a very basic circuit for a logic (chain) drive with a built-in redundancy/anti-lag function. Fairly easy to make, everything is controlled by the inner ship remote. (the spare rotator on the side, controls the rail-clock) (Can be compacted down more than it is in the image I have it expanded to show how the circuitry is linked)

    (image snipped)

    EDIT: I'm not all for the large drives, due to the size and space they take up, I can easily make something that can fit within the same space, and be able to travel a lot further, at the expense of a little charge time. Plus if the core pops off the drive still works. All you have to do is replace the core when you get to where you are going.
    Could you upload that to community content as shown so we can BP build it and see how the logic links
     

    Jaaskinal

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    Well, I'm quite useless at logic, so I tried to set this up as a test, but although I get to were it states jumpdrive not charged, that's all what happens. ;)
    What am I missing here? Could you draw some arrows on the links? Maybe I've hooked it up wrong...

    Greets,

    Jan
    If it says that, you're actually doing it right. The "Jumpdrive not charged, hold left click to charge" message means that some jumpdrive on your ship had charge added to it. Now, it takes something like 1,500 charges for a single block. It looks like the clock on Atheu's contraption is ~2-3Hz, meaning it'll take 500-750 (8-12 minutes) seconds to charge a single block jump drive.
     

    Master_Artificer

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    Aka logic drives currently are great for civilian vessels, but because of how easily neutered they are, fair poorly as the main drives of warships.
     
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    If it says that, you're actually doing it right. The "Jumpdrive not charged, hold left click to charge" message means that some jumpdrive on your ship had charge added to it. Now, it takes something like 1,500 charges for a single block. It looks like the clock on Atheu's contraption is ~2-3Hz, meaning it'll take 500-750 (8-12 minutes) seconds to charge a single block jump drive.
    Well, I realized that later after downloading, if I remember correct, your small chain jump drive *.sment from the community content page. ;)
    And yes Atheu's clock has a 'normal', or default speed. I like how that small chain jump drive has a nice compact design including a speed up clock for faster loading of the jump computers.

    Greets,

    Jan