NOT BUG: Logic Based Firing controlls

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    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 incremented by clock
    ( clock(1) -> FlipFlop x3 ) each FlipFlop linked to NOT gate for 1 state
    3. counter reset
    ( AND(triggered by counter=5) -> delay x2 -> activation -> reset counter to 000 state)
    4. AND gate controlled beam computers x5
    (each AND is triggered by specific state of counter)

    the problem is that on 1, 3 and 5 the AND gates trigger multiple weapons without it being intended or in fact being linked to said weapons at all...

    gif of the problem:


    annotated img


    *edit* add .smet
    *edit* add .smet
     

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    Jaaskinal

    ¯\_(ツ)_/¯
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    • Legacy Citizen 4
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    If you could provide a blueprint of the device that is failing, I could look at it and possibly fix it. I'm not a tester or a bug expert, so I cant help you there, but I could probably make it work.
     
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    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 of this in logic forums

    delete this here plz