Since the Flip-Flop got added, you can over-clock your stuff.
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Please do NOT fix this maybe-bug... (Or I will not report anything anymore :p)
How it works.
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How it works.
Its just the simplest Computer you could build ^^*Looks at gif*
How the F can you people understand that stuff o_o It looks like a wall of orange/blue blocks flashing....
Because we're super-nerds.*Looks at gif*
How the F can you people understand that stuff o_o It looks like a wall of orange/blue blocks flashing....
That's not a Cylon.Perhaps you should make your Zylon ship with rail-rotators.
And the electrical grid is run by an overclocked economy which depletes earths entire resources within a few hundred years.Overclocking a computer built with logic inside a game run by an OS running on an overclocked computer fed by an electrical grid ran by humans.
1) Its Cylon, not Zylon.Perhaps you should make your Zylon ship with rail-rotators.
I wouldn't even consider this a bug, but rather a workaround for a missing feature (fast pulses). If Schema doesn't like this, he needs to implement a fast pulse. If this is considered a bug and then "fixed" and I hear of it, I will post a suggestion to un-implement the "fix" or add a variable delay.@Please do NOT fix this maybe-bug... (Or I will not report anything anymore :p)
The basis of a proper flipflop is a rising or falling edge detector. We need one of those to make finite state machines reliable.ived used this sytem and a set of rails rotating on prime numbers to generate strobe lights. past that i can't find a good application for the fast pulses.
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i considered trying to adapt the same system to a good RNG, the problem becomes trying to take a reading of the flip flops. because the read cycle is the full tick, all reads of flip flops are "random", sure, but tend to bias hi-input as a result.
has anyone figured out a good way to get a reliable read on the fast pulse? it seems like a lost cause to me.
Please upload that, I really want to dissect it.ived used this sytem and a set of rails rotating on prime numbers to generate strobe lights. past that i can't find a good application for the fast pulses.
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i considered trying to adapt the same system to a good RNG, the problem becomes trying to take a reading of the flip flops. because the read cycle is the full tick, all reads of flip flops are "random", sure, but tend to bias hi-input as a result.
has anyone figured out a good way to get a reliable read on the fast pulse? it seems like a lost cause to me.
sure thing. i've got it submitted at http://starmadedock.net/content/ninewerks-products-strobe-lights.2825/Please upload that, I really want to dissect it.
LOL... Well its not for everyone! But the great thing about Starmade is there is so much more than logic! I dont have a building talent so I stick with building logic circuits! stick with what you do best then learn the other stuff slowly..*Looks at gif*
How the F can you people understand that stuff o_o It looks like a wall of orange/blue blocks flashing....
That's a bit late, but you can try something like this:ived used this sytem and a set of rails rotating on prime numbers to generate strobe lights. past that i can't find a good application for the fast pulses.
[shiny lights]
i considered trying to adapt the same system to a good RNG, the problem becomes trying to take a reading of the flip flops. because the read cycle is the full tick, all reads of flip flops are "random", sure, but tend to bias hi-input as a result.
has anyone figured out a good way to get a reliable read on the fast pulse? it seems like a lost cause to me.
slick, thanks for the download. i will check this out when i get home tonight.I attached the blueprint, if you want to make my rotator clock turn, make sure the flip-flop next to it is turned off and activate one of the 2 activation modules next to the rotator block. To debug/understand how it works, i suggest using flip-flop to see if something turned on (you won't see any flip-flop beside the memory cell's one or any and-gate turning on)