Space Engineers

Space Engineers

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Strong Hoov ✅ Feb 21, 2023 @ 3:18pm
Event Controlled 3 Stage Sequenced Elevator (NO SCRIPTS)
An early design me and my friend came up with together.
I did the general designs, and my great friend did the Logic.
Together we combined our ideas into a majestic harmony between Engineering and Art.

Simple but effective.
(The design will be uploaded to the workshop 'ASAP' When the Automaton update goes live.
:se:
_______ My pals video demonstration______
https://www.youtube.com/watch?v=B7fj_qqVj1Q
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Showing 1-5 of 5 comments
kennet0508 Feb 21, 2023 @ 3:28pm 
:D
Jeff Feb 23, 2023 @ 4:40am 
Interesting. My attempts at an elevator using the event controller failed because of the way the event controller works. In your video, it simply went from floor 1 to 2 then to 3 then to 2 and then to 1. The problem I ran into is if you go from 1 to 2 then go back to 1, I couldn't get it to go back to 2 after that.

I could have tried to change my logic but I was trying to reduce the amount of blocks and work to set up an elevator. I currently have a design but it requires four timers and a sensor for each floor. In my test the top and bottom floor needed one event controller and any floor in between needed two or three event controllers. But, like I said, the event controller design doesn't work properly because once it triggers a slot, it won't trigger that slot again until the other slot gets triggered.
Last edited by Jeff; Feb 23, 2023 @ 4:40am
kennet0508 Feb 26, 2023 @ 11:53am 
The design you see in the video does not feature a level selection, it needs button input for each "floor" so in use it goes like:
1. floor -> push button = 2. floor
2. floor -> push button = 3. floor
3. floor -> push button = 2. floor
2. floor -> push button = 1. floor

We also have "reverse piston" to change direction of the elevator
Example:
1. floor -> push button = 2. floor
2. floor -> reverse piston -> push button -> 1. floor.

I think we used 4 event blocks, 1 for fully extended, 1 for fully retracted and 2 for midpoint offset by 1% (which could be reduced to 3, but we wanted the top gate to not open until the elevator was leaving 1. floor, incase for some reason you changed your mind and didnt want to vent the insides of the ship.)

in regards to your design not going back up again, we used reverse and toggle off as the top and bottom event logic elements, so once it goes to 1. floor, it toggles off and "reverse" as the event trigger. and the button turns the piston back on.

I think there would be a possibility to have preset buttons for floor selection by toggling on/off event blocks based on which floor you want, which would be an exiting new challenge! @Strong Hoov, what do you say? multifloor elevator with floor selection next?
Jeff Feb 26, 2023 @ 4:38pm 
I started to type a reply but then had another idea hit me that might work and, over an hour later and trying a bunch of different things, I still can't come up with a way to easily and reliably detect whether the elevator car is above or below where I want it to go so that I can take the appropriate action.

The idea I had while working on my first reply almost worked. I gave up on trying to stop at the appropriate floor and just tried to get it so it would extend or retract in the proper direction between the bottom and top floors. With the car on floor 1, I could hit floor 2's call button and it would extend to the top, hit the call button again and it would retract to the bottom over and over without a problem. I got it to do that on floor 3 as well but sometimes, when I switched between the floor 2 and floor 3 buttons, it just wouldn't work and I have no idea why.

None of the other things that my room mate or I tried worked either.

This could all be easily fixed by just resetting the state of the event controller whenever you turn it off so that it can do the test and do the appropriate action(s) immediately upon turning the block on. They could also improve performance because they wouldn't need to do any of the checks for event controllers that are turned off. Currently it checks even when it is off, it just doesn't do the action(s) when it changes state.

Just had another idea but I think I'll just write it down and try it some other time.
kennet0508 Feb 26, 2023 @ 6:06pm 
Just a heads up, i dont know if this is your case, but i did build a contraption that was failing to trigger an event at 100% extension on one of my pistons, so i was troubleshooting it for 30m. turned out that there musthave been some collision. The event controller was reporting the piston at 100% extension but it musthave been at 99.99 or something, after i dialed the event to trigger at 99% instead of 100%, then the contraption started working as expected.
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