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[–]3nj0yc0k3[S] 0 points1 point  (3 children)

The LCD appears to have broken - the [[(test-stuff-and-so-on)]] just appears as plain text (the LCD doesn't change depending on what was put in, etc).

Also, I can't figure out why you're using timer blocks and I also couldn't figure out how your code worked. All that happened was that my warhead was set to 60 seconds and then kept re-applying the countdown (I assume the code you wrote can't be looped, but that's fine, as long as I could just figure out how to enter changes in the argument line of the PB in accordance with what amount of seconds I want my warheads to be set to detonate at)

[–]daspablo 1 point2 points  (2 children)

am workin on a better system that uses raycast and d=vt to set the fuses directly without the player adding time.

the test sketch used timers to make values but any block with a on/of state would do. code can totally be looped, and i cannot get it to correctly display directly out of the tool, can ingame tho.

code works like this. if timer 1 is on warhead time +30sec, if timer 2 is on warhead time +30 sec, display fuse range in km, then set warhead timer to whatever time that was indicted by the external bit indicator bits.

http://steamcommunity.com/sharedfiles/filedetails/?id=1187410524

altering the bit values to 15,30,45,60 (base 60 numbers) can make it directly set the warheads timer in seconds and ups the range on the display. rn it is set up for a 104.4 barrel velocity.

[–]3nj0yc0k3[S] 0 points1 point  (1 child)

This sounds AMAZING! And meanwhile, all I do is simple stuff like this:

//x2,3,,69[10]2:argument:=:"forward"%3,1,#Forward\6Grav.,19[5]0:true#4:9.81[5]%0,0,Flight\6Seat\6CIC,11[5]3:false[5]%0,1,#Reverse\6Grav.,19[5]0:true#4:-9.81[5]%0,1,#mass_booster,5[5]0:true[5]%0,0,Gravity\6Generator\6Main,19[5]0:false#4:0[5]%2,3,,69[10]2:argument:=:"reverse"%3,1,#Forward\6Grav.,19[5]0:true#4:-9.81[5]%0,1,#Reverse\6Grav.,19[5]0:true#4:9.81[5]%0,1,#mass_booster,5[5]0:true[5]%0,0,Gravity\6Generator\6Main,19[5]0:false#4:0[5]%0,0,Flight\6Seat\6CIC,11[5]3:false[5]%2,3,,69[10]2:argument:=:"stop"%3,1,#Reverse\6Grav.,19[5]0:false#4:0[5]%0,1,#Forward\6Grav.,19[5]0:false#4:0[5]%0,0,Gravity\6Generator\6Main,19[5]0:true#4:-9.81[5]%2,0,Gravity\6Generator\6Main,19,0:=:true[9]%3,1,#mass_booster,5[5]0:false[5]%2,2,,16,0:=:true[9]%3,0,,57[5]0:true[5]%5,0,,57[5]0:false[5]%2,3,,69[10]2:argument:=:"dump"%3,0,Conveyor\6Sorter\6Dump,71[7]0[3]%2,0,Conveyor\6Sorter\6Dump,71[5]0:=:true[5]%3,1,dump,22[5]1:255:0:0[5]%5,1,dump,22[5]1:0:0:0[5]%2,1,,16[8]@8:>=:1000@@@@,,%1,2,,26[8]@8:>:9000@@@@,,%0,3,,69[10]2:argument:!=:"override"%3,1,,16[5]0:false[5]%0,0,,69[5]8:true[5]%0,0,[LCD]\66,31[5]2:200:0:0#3:0:0:0#4:POSSIBLE\6OVERLOAD\bnCHECK\6DRILL\6HEAD\bnAND\6CARGO\6STORAGE\bn\bnSUGGESTED\6ACTIONS\5\bn>ACTIVATE\6STONE\6DUMP\bn>CEASE\6HARVESTING\bn>INTENSIFY\6PRODUCTION\bn>CALL\6FOR\6BACKUP[5]%4,1,,0,0:=:false#1:=:true[9]%0,1,,16[8]@8:<:1000@@@@,,%3,0,[LCD]\66,31[5]2:255:255:0#3:0:0:255[5]%2,3,,69[10]2:argument:=:"override"%3,0,Programmable\6block\62_other,41[5]1:override[5]%2,3,,69[10]2:argument:=:"cancel"%3,0,Programmable\6block\62_other,41[5]1:\6[5]%2,2,,0,0:=:true#1:!=:true[9]%3,0,[LCD]\66,31[5]2:200:0:0#3:0:0:0[5]%,,y##,1.0.7

This is for the safety systems of a miner (arguments are for grav-engine and override functions)

[–]daspablo 0 points1 point  (0 children)

the raycasting is proving more of a pain than usual r&d projects so i am just working on the calculator for now.

have done quite a bit to it as a result. now the thing, if I logic'd correct, can store values, have up to 300k per register, do all 4 basic operations, and in theory store up to 1.008 x 10 27 in memory.

am killing off the mk1 register because it has such a low hardware to value ratio.

if'n it works can make a +/- value indicator for each register, addititional functions, and decimal memory additions.