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Does that even make sense? When the bunker doors open and the gantry extends at the same time, wouldn't the rocket land and kill the gantry?
I personally just have a switch controlling the gantry and have a dupe flip it.
Edit: OIC what I did. Said open when I meant to say when the bunkers close. When opens, retracts.
Rocket leaves -> bunker door closes -> gantry extends due to your "corrected" logic, then rocket returns doors open, gantry still extended dead gantry
Maybe there is a simple way to use the gates for this problem or maybe there's some sort of delay option in automation but I don't think it's as simple as tying it to the bunker doors either way as you make it out to be.
My best guess would be to put a weight sensor and when it detects a rocket has landed above it, it sends a green signal to extend the gantry. I think you'd still want a manual switch to retract the gantry before you launch again. I haven't actually tried this configuration so I don't know the details on what mass setting you need to check for the rocket but that should be simple enough, the rocket is pretty heavy. Does that make sense?
I didn't reduce it. That's your ignorant assumption. All I did was point him in the right direction, not hold his hand and do it for him.
Your "correction" makes zero sense. If you think that tying it to the doors closing instead of opening solves the problem, then a simple NOT gate would fix that issue. It's impossible to see what's in your head because you're not spelling out what you think the solution is.
What's the issue with weight sensor below the rocket, I'd like to know. I don't remember the ground below the rocket actually taking any damage at all, and yes I've launched a few rockets.
And if you were actually trying to guide the op to the solution, you would have started with your snippy/diva-like "learn to use gates" right at the getgo and leave it at that. Grow up man come on. You're better than this.
To OP, yes it can be safely automated.
There's an automation solution, looks overengineered to me but hey it works so who cares. Like the thread owner in that solution points out, the issue is trying to get the gantry to extend only when the rocket lands, not just looking at when the doors open or close (because that information alone is indeterminate as to whether the rocket is departing or arriving).
Another poster in that thread pointed out you could just deconstruct the gantry and be done with it (i.e. don't worry about gantries at all once you've loaded the astronaut in) because the astronaut inside doesn't have any needs to care of really, if you plan to continuously use that one astronaut it's definitely a funny way to get around the problem.
on display is battleseeds level of helpfuless, he soars in on his magic carpet delcares there is a solution then soars off! At least I stick around and try to learn and am humble when I'm wrong.
Connect the signal which you use to open the bunker doors to the gantry via a NOT gate.
When the signal is active, the bunker doors open and the gantry retracts. When it's inactive the bunker doors close and the gantry extends.
I pointed out the flaw in this reasoning earlier -
a) rocket leaves
b) bunker door closes
c) gantry extends
d) rocket returns, bunker door opens, rocket kills gantry
the fundamental issue is when the bunker door is closing, does not indicate alone whether the rocket is departing or arriving. That is why you need something overengineered like that link I provided.
If you have the gantry on the same signal as the doors (but inverted), the gantry will be retracted whenever the doors are open. Leaving or returning doesn't matter.
It doesn't matter whether the rocket is departing or arriving. If you open the doors, you retract the gantry.