GnyoR Posted October 22, 2018 Share Posted October 22, 2018 I'm really enjoying the SU update, but suffering from some old problem continuing from RU. When meteor scanner detects coming meteorites, it successfully sends signal to bunker door and makes it closed. But the problem is, after the door is closed and it's sight is blocked, it withdraws it's previous warning signal and makes the bunker door re-open right after it is closed! Moreover, it sometimes repeats this dumb cycle several times right until meteorites actually come. Watching over this stupidity really piss me off. Troublesome thing is this symptom is completely randomly happens (I failed to find any law that rules this stupidity) Connecting all scanner network with a single automation wire just makes situation worse, because if any one scanner 'withdraws' its warning while bunker door is closing, it will makes the door re-open. But if I connect only one scanner to the bunker door, I could at least pray for the connected scanner not to be engaged in that madness while other scanners may go bad. I guess reason for this symptom is the scanners doesn't synchronize each other although they are called 'network'. I could easily observe some scanners are sending warning signal while others are not. Only when all the scanners saying same thing is when meteor is completely over or it's already showering. So I set-up my scanner network like the attached pic. I simply connected all scanners with OR gate into single output line so that bunker door would only open when all the scanners say it's safe. I feel like this is barely working, but not very fundamental solution. So I wonder whether anyone is suffering from same problem, since I failed to search similar topic here. Thank you for reading and any suggestion or reply would be welcomed. Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/ Share on other sites More sharing options...
crypticorb Posted October 22, 2018 Share Posted October 22, 2018 The problem you are experiencing is not a bug. You need buffer gates between your signal sources and the doors. When your scanners detect meteors incoming, they give you a signal that is a certain amount of time determined by the signal strength of your total network. The problem you have is that when meteors are detected 100 seconds (example number) in advance, the doors will close, which will greatly reduce the signal strength of the total network. Since the doors are closed and the scanner network can no longer detect meteors due to reduced signal strength, they reopen. The solution: buffer gates. With a 100 second buffer gate delay, the scanners will give a signal, activating the bunker doors to close. The buffer gates purpose is to KEEP them closed for the duration of the delay, even if the scanner network loses signal strength due to closed doors. Scanners will always be able to detect meteors during a meteor shower, so as soon as the shower goes away, the buffer will begin its 100 second countdown, and then the doors will reopen. You'll have to tune the buffer countdown to your particular network, the 100 second setting was an example number. Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101330 Share on other sites More sharing options...
0xFADE Posted October 22, 2018 Share Posted October 22, 2018 Did they change how they work? I only used a not gate... and a buffer since I didn’t need the full scan time to close the doors. Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101341 Share on other sites More sharing options...
crypticorb Posted October 22, 2018 Share Posted October 22, 2018 5 minutes ago, 0xFADE said: Did they change how they work? I only used a not gate... and a buffer since I didn’t need the full scan time to close the doors. A NOT gate and a buffer is really all that's needed. Scanners give a signal high when meteors are detected, which needs to be inverted to close doors. There wasn't any change to scanners other than being able to detect landing rockets. Wiring all the scanners together before the NOT gate is important, as this is how the scanner signal strength is linked together. Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101352 Share on other sites More sharing options...
Colqhoun Posted October 22, 2018 Share Posted October 22, 2018 buffers, filters, and especially useful is memory toggle Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101355 Share on other sites More sharing options...
GnyoR Posted October 22, 2018 Author Share Posted October 22, 2018 53 minutes ago, crypticorb said: The problem you are experiencing is not a bug. You need buffer gates between your signal sources and the doors. When your scanners detect meteors incoming, they give you a signal that is a certain amount of time determined by the signal strength of your total network. The problem you have is that when meteors are detected 100 seconds (example number) in advance, the doors will close, which will greatly reduce the signal strength of the total network. Since the doors are closed and the scanner network can no longer detect meteors due to reduced signal strength, they reopen. The solution: buffer gates. With a 100 second buffer gate delay, the scanners will give a signal, activating the bunker doors to close. The buffer gates purpose is to KEEP them closed for the duration of the delay, even if the scanner network loses signal strength due to closed doors. Scanners will always be able to detect meteors during a meteor shower, so as soon as the shower goes away, the buffer will begin its 100 second countdown, and then the doors will reopen. You'll have to tune the buffer countdown to your particular network, the 100 second setting was an example number. Thanks a LOT! beautiful explanation so that I could fully understand what was happening. I added 150s buffer and it works well Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101370 Share on other sites More sharing options...
crypticorb Posted October 22, 2018 Share Posted October 22, 2018 22 minutes ago, Colqhoun said: buffers, filters, and especially useful is memory toggle I'm curious how you implemented the memory toggle? I haven't gotten much farther than a half complete bunker tile shield, so I'm gathering as many methods to automate bunker systems as I can. The memory toggle was an interesting addition by Klei, and I haven't found much use for it yet. Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101374 Share on other sites More sharing options...
Sasza22 Posted October 22, 2018 Share Posted October 22, 2018 5 minutes ago, crypticorb said: The memory toggle was an interesting addition by Klei, and I haven't found much use for it yet. I use the memory toggle for my rocket silo automation. Once the rocket is ready to go it sets it to active and opens the doors/retracts the gantry. It stays open until the rocket is detected as comming back. When that happens it sends a single signal that resets the toggle closing the doors after a delay when the rocket fully lands. Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101376 Share on other sites More sharing options...
clickrush Posted October 22, 2018 Share Posted October 22, 2018 1 minute ago, crypticorb said: I'm curious how you implemented the memory toggle? I haven't gotten much farther than a half complete bunker tile shield, so I'm gathering as many methods to automate bunker systems as I can. The memory toggle was an interesting addition by Klei, and I haven't found much use for it yet. I can't say much about using them with scanners as I don't think it is needed there, but the memory toggle (or a self-made SR latch which is the same thing) is one of the best items you can use to increase duplicant efficiency and thus speed up your progression and make your base safer at the same time. It allows you to refine/convert materials in bulk, since you can send a 'from' and an 'until' signal so to speak. This means your duplicants will also deliver stuff to storage in larger chunks. Also it can help with priorities. This is true for kitchens, farms, water sieves, and all the refinenement processes that need duplicant interaction or some sort of material delivery. It is also great for cooling/heating stuff to an exact temperature before processing it further. If you have a continuous production that involves heat and exact numbers then you have to be much more careful how you build and prime it. I've only really understood this when I started to watch my duplicants just do things (with the 'follow camera') while noticing how stupidly inefficient it is for them to do alot of little things at the same time. Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101390 Share on other sites More sharing options...
Fischer_L Posted October 23, 2018 Share Posted October 23, 2018 I usually use memory toggle to detect temperature range, It's annoyes me the for example that door under wheezwort constatly opened and closed when reach target temperature. So one more termosensor and memory toggles can setup automation to temperature's interval. Link to comment https://forums.kleientertainment.com/forums/topic/97270-anyone-suffering-from-meteor-scanner-loop/#findComment-1101740 Share on other sites More sharing options...
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