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
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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