Meaning that closed doors, cloaker/jammer/… enabled, and fully charged power/shields/. Its default condition is 100% (or above but it’s already the maximum value). For doors it will look at the entire group, for systems such as power it will look at the total power. Just link the sensor to any of the systems mentioned above to change what it should be checking. It’s best to make your own clock so it constantly asks the sensor block to check again. It only does this check when it’s triggered by an external signal such as an incoming true signal from a button/activation module. The sensor block outputs a true signal to all touching logic blocks if its condition is met. (For more information on reading from the values, see below.) ~ Cargo: The output is based on that unit’s volume/capacity percentage. ~ Doors: The output is 100% when closed and 0% when open. ~ Jam/Cloak: The output is 100% when it’s on and 0% when it’s off. ~ Jump Drive: The output is based on the charge percentage. ~ Shields: The output is based on the percentage of shields compared to its capacity. ~ Power and Power Aux: The output is based on the power/capacity percentage. This means you can now include the state of those systems in your logic circuits. The logic sensor block is part of an entirely new system that can probe the current state of most systems on a structure, such as power or shield percentage. Logic Sensor Block (Council suggestion T1756 ) You also can also modify the odds by chaining these blocks together with ANDs to reduce the odds, or ORs to increase them. Using multiple randomizers can create a random binary number depending on how many you use. Each time it receives any signal (true or false) it has a 50% chance to change its state. This update adds a new logic block and system to the game.Īs you probably guessed by the name, this block produces random results when activated. Although we said updates are going to be smaller during this time, this one actually has quite the substance to it for logic users. File:Death Star Core.This is another update in the midst of developing the NPC update.įile:SD Docking Unit.png SD Docking Unit.File:SD Hct xm3.4 Power.png SD Hct xm3.4 Power.File:SD-BB Missile Array.png SD-BB Missile Array.File:SD KB Missile Array.png SD KB Missile Array.File:Cannon Computer.png Cannon Computer.One key thing to remember is that without running a jammer at the same time, you will still have a targeting marker on your ship.įile:Missile Computer.png Missile Computer This means an effective energy system is required. However, to cloak a ship requires 100 energy per second for each block. WARNING: using cloaks will take a lot of power it is recommended that you optimism your power for fast recharge and actual large amount of power.Ī single Cloaker is currently needed to cloak a ship. Though it may be possible with a proper power setup and cloaks for your to stay cloaked indefinitely, the bigger the ship, the more cloaks needed as well as power. This device temporarily cloaks your ship, making it invisible against other entities for a limited amount of time. It's radar marker will still appear, and turrets, Heat-Seeking Missiles and Lock-on Missiles will still be able to target it. The Cloaker is a device that hides your ship from visible detection.
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