Motion Sensor Logic Inversion

I am using powered drawbridges to form a large opening roof for my heliport. I need them to be down (powered) until I approach then up (depowered) when a motion-sensor detects me. Basically I need a motion sensor that supplies power to the drawbridges unless it "sees" me.

Any help?
 
Jawoodle produced a video that showed an automatic base vehicle entrance in the desert using overhead doors. It was a complex way to do this. I did look for the video but never could hit the right keywords. It was (A19. A20, A21) I think.

IIRC, the technique was to have the doors powered and open, at the closest power level. The Motion Sensor was inline and downstream of the motion sensor was a load of several lights. When the Motion Sensor activated and the lights came on, it stole enough power from the system that the doors would not be powered and then closed.
 
Yeh, the above is decent, but quite hacky.
Another decent, and differently hacky is:

Power -> Cam1 -> Cam2 -> Bridge
Cam1 set to trigger instantly and stay on forever
Cam2 set to trigger instantly and turn off instantly

Usage:
show yourself to Cam1, it'll open the door and keep it open.
show yourself to Cam2, it will turn the power off

Align the cameras so that you "exit" via vision of Cam1 and complete your return to the vision of Cam2. Any jammed doors, missing limbs or destroyed vehicles are solely at the responsibility of the user.
 
I remember there was a mod that added inverse powered doors. No idea if it's still around or working. I did something that is probably similar to what Jawoodle did, back in A19. Here's a graphic I made at the time. It's pressure plates instead of motion detectors but I think it would be the same. It's the same idea of overloading a circuit.
 

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Yes, I found a video illustrating how to use multiple "switches" by daisy-chaining them together for an "or" behavior.

And I found a solution to my particular needs ... that of mounting drawbridge such that the bridge is horizontal when unpowered and vertical when hot. I believe I needed a mod to allow complex rotation during placement.

 
Yeah, I tested out the overloading option to have the doors inverted back in maybe A21. It works, but it's definitely hacky. I wouldn't use it for normal play.

Advanced rotations are a good option for a drawbridge since it opens to 90 degrees, making it easy to put on its side and make it work the way you want. And yeah, that requires a small mod to do.
 
I hear ya. The technique isn't really usable.
Yeh, firing off two triggers at once tends to cause that kind of flickering. Not a problem for traps, but really annoying with doors.

Looking at your setup, you'd optimally want the doors to be closed all the time, but open when you're approaching them from either above or below? ("Closed" in the sense of covering the chute, electrically irrelevant)
Going to be tough flying that upwards..

The setup I described above could technically work, but you'd basically have to use 4 cameras for any hopes of convenience. (I also messed up the wiring order writing from memory; the "off-cams" need to come before the "keepers")

So .. Power -> CamA1 -> CamA2 -> CamB1 -> CamB2 -> Door

CamBs: instant, always on. They will power the door when they see you and remain in that state unless you trigger a CamA.
CamAs: instant, triggered; they will flick the door "open" when you're seen by them, but importantly they will cause CamB's to reset when you leave their vision.

CamA:s are there to "open" the door for you as you approach it. The triggering happens when you LEAVE their vision, so you'll have to place them such that they see you on approach, but not AT the doorway. Should be fine for the incoming one, just point it at the sky "far enough".. the inside one might be a bit trickier to fit in, with the constraints of the base.
CamB:s are there to close the door; as you leave the base, one of these should be last thing to see you. The other should be somewhere in the parking area to seal it after you, but it can't overlap with the inside CamA ...

I don't know how well the setup holds with chunk unloading; it might, but also might not :P Good news is, that at worst the CamB:s lose their triggered state, which merely opens the door - as you use the CamA on approach, the door should always be openable, it just might not remain closed.

It's not all that complicated, but please do test with a light bulb setup before trying to make it work for a base. :)
 
Alright I think I have it. The key seems to be non-overlapping fields of view and setting the cameras to stay on for fixed lengths of time. Enough time to get from one cam fov to the next when landing or taking off.


I'm using the Immortalis gyro-to-heli mod as part of all this. I may have better luck hovering down from directly above and aim the approach camera accordingly.

Thanks for the help!
 
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Basically you turned it into the default way the electrics are meant to be used, by rotating the bridges. That's probably for the best ... :D

Hmm.. you could still use a quick-close cam at the bottom; you'll be entering your base from the hangar through some tunnel, if you put a instant/instant cam there and make it the "first in the camera chain", it should close the door as soon as you move out of it. Purely for hi-fi reasons tbh...
 
Would be nice if the Gyro actually worked like that in vanilla, you know like a helicopter is supposed to, taking off and landing straight up and down instead of like a plane on a runway. Nice job figuring that out.
 
Would be nice if the Gyro actually worked like that in vanilla, you know like a helicopter is supposed to, taking off and landing straight up and down instead of like a plane on a runway. Nice job figuring that out.

But a gyrocopter (gyroplane, autogyro) is a plane. It just has a freely-spinning rotating wing instead of a fixed wing. Forward propulsion is via the engine driven pusher propeller.

Notwithstanding, that the 7d2d flight controls suck and there is no instrument feedback (altitude, aispeed, pitch, etc). Meaning not many players enjoy using it. I know I stop at the motorcycle...
 
Then I guess those helipads at the trader compounds should be converted into runways right?

I think we both agree the controls on that thing are beyond poor. At minimum it would at least be nice if you had the ability to vertically lift and descend to take off and land.
 
I doubt they'll change how the gyro takes off or lands because that's actually realistic already. If they were to add a helicopter, then you could have the vertical take off and landing. But it really isn't that bad. In the past, it was much harder to take off and land, especially in a short distance. As it is now, you can almost land vertically already because it lets you slow down almost to a stop. With a little practice, you can land in around 5-10m, which would include the landing pads. I've landed at the top of skyscrapers where there wasn't much room. And taking off can be done in a very short distance as well, so long as you don't mind the unrealistic way you can point the nose straight up at very low speed and not stall. I can be airborne in 10-15m or so, though if there's anything in the way, I'll need a bit more to get some altitude to avoid hitting whatever it is. In the past, you needed significantly more space for both taking off and landing.
 
Then I guess those helipads at the trader compounds should be converted into runways right?

I think we both agree the controls on that thing are beyond poor. At minimum it would at least be nice if you had the ability to vertically lift and descend to take off and land.
A gyrocopter is not a harrier jet, but there's no rule against innovation. Just because gyrocopters took off and landed like planes preapocalypse doesn't mean a person jury rigging some kind of weird hybrid wouldn't think of making it take off and land vertically. ;)

I doubt I could ever get used to those controls, but there are mods that make it a little more manageable. I do hope the vehicles get a loving once over before gold. They're all flying machines, atm.
 
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