Starmade Logic Tutorials

    Bench

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    Hey, I have watched your logic tutorials with great interest.
    Have you found a way to delay a launch of a missile or firing of a cannon to create a constant stream of projectiles instead of both barrels on two-barreled turret going off at the same time?

    I have been experimenting with logic blocks and I have yet to succeed in making the cannons not fire simultaneously.
    It would be possible if you had two different computers. You could use logic with it but you wouldn't be able to if you were building turrets as AI can't use logic.
     

    Bench

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    New?


    You can also invert this circuit by using an or instead of an and built the same way. You'll get a falling edge monostable circuit that will flash a low pulse instead of high.
    I say new as it's new for my series. To be fair I haven't watched your videos before so didn't even know you had done that one. Good indepth look though.
     
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    I say new as it's new for my series. To be fair I haven't watched your videos before so didn't even know you had done that one. Good indepth look though.
    I've been on a bit of a hiatus for a while now and I've gotten a new computer so I really want to re-boot my tutorials. One set of those pulses are broken now and I've thought of a new set today. Using the right tool for the right job can save a lot of hassle. If you have a high/low signal you can directly output either a high or low pulse depending on what you need. Sure a single standard pulse can do the job adding not gates where you need them but the smaller the circuit the more room you have for other modules and there fore better ships overall. I've also found being able to choose between rising and falling edge to be quite beneficial as well.
     
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    The new video tutorials are wonderful, keep up the good work.
    It would be possible if you had two different computers. You could use logic with it.
    How do you do it? The only way I can make "constant stream of projectiles" with logic blocks is by hooking the AMCs' weapon computers into logic loop that can be activated by manually hitting the activation block.
     
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    Thanks Bench for the great tutorials. They helped me a lot.

    Seems like this is the right place for questions about logic so here is mine.

    I try to build a fancy salvage ship with multiple "salvage modules" which consist of a bunch of salvage cannons each a own salvage computer. I want to put them next to each other to get a large salvage area.

    And now the fancy request: I basically want each module to activate if a object is in range and deactivate if it gets out of range.

    I tried a bit and don´t see a real solution since the area trigger just works by entering the area and not by leaving. Did i miss something or is it simply impossible?
     
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    @SchnellBier don't bother making an automated salvage ship just yet. In this thread I say that they son't work and why: http://starmadedock.net/threads/make-by-logic-activated-beams-move-with-the-ship.3718/

    And as far as I know there isn't a way to use area triggers to build an automated salvage ship. The area trigger just doesn't allow anything like that to happen (might be wrong).

    I heard once that the ship storage could be accessed from the ship menu (a menu, don't know which, probably the one where all the docked entities are located). Using that ability and the new logic for storages you could use the storages to make a simple trigger for salvage arrays.

    But I might be wrong about the storages, I didn't test it out myslef once I realised that the salvage beams don't really work well with logic.
     
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    Well bugs will be fixed at some time and they don´t keep me from building my ships. It shouldn´t really be automated it´s more about a way to make logic circuits to recognize if something is in a certain area or not. I would call it a selective salvage area. For example if you target an asteroid that is smaller as the salvage area of the ship only the salvage modules who are able to hit him start salvaging.
     
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    Well bugs will be fixed at some time and they don´t keep me from building my ships. It shouldn´t really be automated it´s more about a way to make logic circuits to recognize if something is in a certain area or not. I would call it a selective salvage area. For example if you target an asteroid that is smaller as the salvage area of the ship only the salvage modules who are able to hit him start salvaging.
    Good luck! You'll need it btw, as you'll need to have a lot of computers, which might get a bit complicated.

    One thing you could do is an automatic off-switch for the salvagers.

    @Bench, I'm curious now too. Is there any way to reset the area triggers so they send out another signal?
     
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    Most of it isn´t that complicated. It´s just one clock and some logic blocks on every "salvage module". I try to get it so it can be copy pasted. I´ve basically got the system running. I just need a indicator if there is something to salvage. :D
     
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    Tip: The way starmade is by default makes it a bad idea to place activtor modules far ahead, as it drastically increases the boxdim and therefore the turning speed. I'd just leave it on a manual swithc to be honest.

    Oh, if you make an open area in behind your core, you can use build mode to activate an activate an activator module there.
     
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    I was thinking of creating a ship that has a compartment where one can maneuver an asteroid inside of, then flip a switch that has salvage modules tear it apart completely. I wonder how effective this could be
     
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    Tip: The way starmade is by default makes it a bad idea to place activtor modules far ahead, as it drastically increases the boxdim and therefore the turning speed. I'd just leave it on a manual swithc to be honest.

    Oh, if you make an open area in behind your core, you can use build mode to activate an activate an activator module there.
    The whole shipidea isn´t really designed to be practical. It´s more like i want to build it that way. Of course there is still a manual salvage switch additional to the other salvage mode.

    To the idea: The salvage beams fire downwards. The bridge is in front of the ship. And there is an observation deck far below the bridge to watch the salvage beams work behind it. I also want to light the salvage modules default in blue and every active in red. If it works as I hope then you fly above an object and every module in rage lights red and begin salvaging.

    I was thinking of creating a ship that has a compartment where one can maneuver an asteroid inside of, then flip a switch that has salvage modules tear it apart completely. I wonder how effective this could be
    This one isn´t that hard to build. I thought about it too but i don´t want to limit salvaging to asteroids. But maybe i build somthing like that too.
     
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    I was thinking of this for something like a multi-role non salvage dedicated ship to have a modular "asteroid salvager 9000" component so that any decently large ship I made can have this attached and be functional.
     
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    I was thinking of this for something like a multi-role non salvage dedicated ship to have a modular "asteroid salvager 9000" component so that any decently large ship I made can have this attached and be functional.
    Since the ship won't be moving, that should work even with the (what I now consider) bug.
     
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    The idea was simply that you position yourself above an asteroid, descend onto it and maneuver it into the salvage cavity, close the plexdoors and turn on the salvagers, The system would just be two checkerboard walls that are aligned to hit every block inside the cavity.
     
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    @Krazykat please add 3 more layers so you have salvage beams on all but the front section! It would be so incredibly overpowered that it would just be beautiful to watch!