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It's also fine if you don't want to for any reason, then i'll mock up something for you, i suppose.
Basically, when the seat is occupied the docking doors close, unlock and the turret assembly slides forward by one block, which allows the pivots to rotate without collision. When you leave the seat, the turret returns to a 0 rotation, than slides back and docks again.
Will need to fiddle a lot with a microcontroller. Will see how it works.
https://steamcommunity.com/sharedfiles/filedetails/?id=1998669324
It shows a few different pump setups and their effectiveness.
So, since the turret is quite flush with the hull, there is no need for the elevators to rotate downwards. Simply clamping the input works, but than there's this "dead zone" in the movement if the seats input is negative.
I thought about having the seat input connected to two memory registers, find the difference between the two and shifting an up-down counter set to 0-2 with a start of 1. However for that to work one of the memory registers has to lag behind on the input. Any way to make that work?
Also, I might upload the mock up turret, but I wouldn't like it to be modified.
I find working and solving these challenges, even if with some help, one of the most fun parts of the game. Uploading it and having someone throw back a "finished" design would ruin the fun.
EDIT: realized I'm silly, and wouldn't need memory registers in the first place. But I'd still need to make one of the inputs lag behind.
https://steamcommunity.com/sharedfiles/filedetails/?id=2020803955
The design needs some overhaul. I realized while building it that I need less space for the turret to rotate in than I initially thought, so I could have more space in the turret.
The whole sealing and door mechanics are not made yet, so you can't really climb out for now unless you put it back in the workbench.
I'm trying to design the microcontroller in a way that I can configure some things easily, so I can reuse it for other creations (and of course the final design that goes in the future boat).
I believe it's a classic case of overthinking the issue based on what you said previously. For instance if you have delays moving the turret downward, why not simply set the sensitivity to 100% and divide the input so it isn't too fast to use?
Than I compare the original input with the Memory Register, which is lagging behind by 0.1 seconds. Depending on which is greater it shifts an Up-Down counter to adjust the elevation. So now the Up-Down counters increments become the elevation speed. And sadly, I can't dynamically change that.
I could do that to the Azimuth though.
Also, yes, I think I do have a tendency to overthink things.
https://steamcommunity.com/sharedfiles/filedetails/?id=2020931715
The whole on/off return thing doesn't work with the elevation, but it should be easy to re-implement.
I reimplemented the sliders, but than I realized my main problem. The way the turret activate has to go in a certain order, which is easy enough. However when you deactivate it it has to go in the exact opposite order. And I don't know how to do that.
EDIT: Would timing it with Capacitors work?
If you're having trouble figuring out how to reverse one routine, make two routines. There's plenty of space in the microcontroller grid. To me it sounds like all you need is a pair of switchboxes that set the rotation and angle of the turrets to default (0), then perform a check that both are at 0, and only then retract the turret.
Note that i'm only making this because i'm interested in the little challenge, i think it's much better for you to learn the loops of the microcontroller yourself. Consider this as a "cheat sheet" on making it as compact as possible.
I'll edit this post with an upload once i'm done.
Backwards the rails check the turret angles before moving, and the magnets turn on when the turret starts moving backwards, locking at the end.
The doors check if the turret is active or not and if there is a seal.
My only remaining issue is setting the turrets back to zero. Since I can't read the position of the compact rails, only its speed through the Up-Down counter, I can't tell the position of the turret. Should I ever want/need a longer rail system for it, or build it more confined, I can't just have it turn on/off if the rail is at speed.
I could try to change the system to the bigger rails to be able to read such information, but with that the turrets size also increases.
The only idea I have is to measure distance manually with a Property slider. Assuming the rails speed is in meter per seconds, I could count how long it takes for it to reach the end and wire that to a timer.
EDIT: I updated the workshop to my current design if you feel like looking at it. All its missing is the turret reset microcontroller part
https://steamcommunity.com/sharedfiles/filedetails/?id=2021191739
Took longer than i expected, but then i was working on it being compact and simple. The microcontroller comes with a grand total of 6 connections as a whole on its logic board. I cross-wired the docking doors so that they open automatically once they form a seal. The turret also won't retract until it reaches 0 rotation.
Also i took a look at it again, but the one i can load from workshop is the same i'm already subscribed to!
I can't look now, but won't the sealing cause trouble when the turret disconnects? Since it dislodges it self instantly, while the doors take a few seconds to close. Or does the game considers a closing door already sealed?
Also, odd you see the old one. Maybe the workshop didn't update it yet/properly?