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1. The Door Servos only are allowed positive Input (i.e. an open signal after which the door is open for x seconds [or a constant signal during which the door stays open]) but not a negative (a close signal) upon which the door immediately closes
2. You can only directly connect a door control to a servo ... not indirectly via intermediary logic circuits
If we wouldn´t have 1 (and you also would have a separate "close" signal, you could get a circuitry that sends a close signal to the other door, as soon as one door receives door control input
If we wouldn´t have 2, we would be able to modify the door open signal from door control to only get through if the other door isn´t open
As we have 1 and 2, I think we aren´t currently able to build a real airlock system
I was thinking of having; power sitch/power line > door control > door servo > door. So we could control it outside of 2. see what i mean?
The key is in the Door Servos. They can be connected further to transmit their signal further to other components, in this case a Logic Circuit.
I haven't worked out the schematics so far for your exact scenario but the key is in having a Door Servo transmit its signal to a Logic Circuit which then controls the state of other doors. If the Logic Circuit is set to NOT we can create a simple 2-way airlock system where when Door A opens, Door B at the other end closes. So when Door A then closes again, Door B opens yet again.
In the 2-way airlock system, some limitations occur, such as the speed of which Door B closes is quite slow due to how doors in the game works, which requires a certain distance from each other to stop someone from getting through in time.
I have also designed a 3-way airlock system using NAND but it isn't quite applicable to your situation and needs. In this case I have three doors, A, B, and C. When only one of Door A or B is opened, Door C is also opened. When both door A and door B opens, door C closes.
Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=299876935
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The difficulty is in the fact that Door Monitor System can only be connected to a Door Servo, and even if a Door Servo is created above a door it won't transmit a signal if a Guard goes through using normal keys.
So we're restricted in what we can utilize so far since the things we rely upon to transmit signals doesn't full work in all situations.
But I believe that it's definitly doable. A potential solution would probably be to have 2 two-way airlocks combined with a three-way airlock, utilizing the first two remote controlled doors to control the rest of the doors.
So while it's probably doable in the current state of the game, the solution is far too complex and involves a series of intermediate gates to work all ♥♥♥♥♥♥ out.
Ultimately, it's the discussed issue number 2 which is the major caveat at any design. Issue number 1 is solved by having the door servo connected to a logic circuit configured to NOT, that inverts the signal door servo receives and transmits it further down the chain. But since we're required to tie Door Monitor System directly to a door servo we either can't use only Remote Control doors (which is the whole idea anyway) or add further ties to the Door Monitor System in convoluted solutions.
The people goes from the two different rooms on top and the visitation room is on the bottom. Whenever someone tries to go through one of the two airlocks the other one closes.
As you notice one of the two doors on the bottom is opened when no signal is coming through from the Door Monitor System. This wasn't my intention but I believe this can be used to enable two-way directions through. As of now, only one party can get back while the other is stuck. I believe a potential solution would be to simply connect more logic circuits and play around with the various 1/0 states.
I had such a thing constructed with road gates ... but I found it absolutely impractical/unusable (and returned it soon to both gates being separately contorlled via the door control).
A big problem IMHO is, that with the NOT circuitry you have one of the 2 doors permanently open ... having both closed is not possible.
So, lets call the inner Door "Door A" and the outer door "Door B".
2 Scenarios ...
Scenario 1:
I put a door control into Door A and the NOT-Connection to Door B.
-> Default: Door A is closed and Door B permanently open
Someone waits for door to be opened:
Door A opens (slowly) and Door B closes slowly.
Then, after Door A has closed again Door B opens again.
Problem:
1. You cannot have A and B close at the same time
2. There is an overlap where both doors are open at the same time
3. Door B is operated totally automatic ... lets say a prisoner walks into the airlock before Door A closes, this means that he can automatically gain freedom, as there is no way for your guards to prevent the opening of door B (only possibility is player action, if s/he sees it in time)
Scenario 2:
Door B is connected to door control and Door A is connected via NOT.
That means, Door A is permanently open
-> no access control to airlock ... everyone can walk into the airlock and then hope that the guard at the control opens it.
It doesn´t prevent that a prisoner, before door A closes, slips into the airlock and is able to get into freedom.
This is why I, in my prison, returned to manual controls for the 2 doors in my airlock systems.
Never tried to control power switches via logic circuits ... maybe you should just make a setup and try it. Hypothetically (if an interaction between the logic circuit signals and power switches is possible) it may be a way to switch off the servos (and therefore make one of the doors not interactable by door control)
Thanks
you don´t have to plan them up till every end user however ... smaller appliances (like lights or TV sets) only have to be in a certain distance from the major powerline to work ...
only major power consumers (like washing machines, ovens, workshop saws and so on) have to be directly connected.
Also, you have to plan water pipes rom the pump to toilets, showers and sinks ...
no plumbing however (guess it is asumed to be part of the water supply system)
It isn´t all too much work, however, when you know what you´re doing
Pros:
- Acts as an automated buffer mechanic. As long as one of the outerlying doors are open, the inner door will remained close.
Cons:
- The distance between each door is determined by the walking speed of the underlying material. The faster walking speed the longer distance rrequired.
- The outerlying doors still aren't automatic and require manual control.
Screenshots:
http://steamcommunity.com/sharedfiles/filedetails/?id=299929485
http://steamcommunity.com/sharedfiles/filedetails/?id=299929500
The only scenarios I can think that this is even remotely applicable is where you need to ensure that nobody should be able to sneak through by slowing everyone down until both of the outerlying doors are closed.
Assuming that a way of doing this will get added in the future (which I consider a bit doubtful), you could almost* do what you are after, and you can do so now if you use two manual power buttons and pretend that a guard is pressing them whenever someone wants a door opened (two doors default to closed, and you only open them if the other is closed and has been closed for 5s).
* The main caveat is that you can't check if a door is open/closed, but only if a door servo is set to open/close a door - for example, if a prisoner blocks one door with a laundry basket then the other door will open again. This applies to all airlock designs you could conceivably come up with.
My solution looks a bit like this:
http://i59.tinypic.com/2mn3ymo.jpg
http://i58.tinypic.com/24ce97p.jpg
Medium button opens the left door, bottom button controls right door, top button is only there to provide power to the logical circuit. If both buttons are pressed at the same time, the clock you can see makes sure that only one of them is opened.