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Terro

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  1. Finally finished my underground base build after getting the entrance doors working.. Here's what it looks like. Was a monster build project, but im loving the end product. Maybe someone gets some ideas for their own base from it. (everything except the top entrance level is to scale with 1 square = 1 building block) The parking (middle) level works, but be careful adjusting cus it could easily get stability issues.
  2. ok so i made something and tried to paste it as reply but its saying its spam.. is it the part of the excel im pasting thats seen as spam or the fact that its a long reply.. gonna try to post in 2 parts i guess. hope it works [UAS2] [AS5] [L_DOOR1] [L_DOOR2] [L_DOOR3] [AS4] (BASE) DRIVE OUT--->>> [AS6] [AS3] <<<---(OUTSIDE) DRIVE IN [AS1} [R_DOOR1] [R_DOOR2] [R_DOOR3] [AS2] [UAS1] [GEN] ((TERRO'S HORIZONTAL 2x3 STEEL GARAGE DOOR POWERED BUILD.. for 15long 5wide underground entrance)) ***Only problem with it is if someone goes in without exiting before another person enters.. the doors open+close+open instead of just open for the 2nd person coming in. ***So perfect for 1player, but with multiple players just make sure u dont speeddrive in cus if someone arrived and hasnt exited yet ur gonna get an open+close+open door. ***For the ramp, i dunno im into electricity now.. had the ramp working but not electricity.. was combo of wedges/narrow wedges/ramps or something /////////////\\\\\\\\\\\\\\\ ////////THE BUILD\\\\\\\\ /////////////\\\\\\\\\\\\\\\ 1)---GENERATOR with max engines for 300w.. overkill.. So could put lights or even more doors. I will stay 2x3doors, downsize door generator and lights will be a seperate generator. 2)---MOTION SENSORS--- --ACTIVE MOTION SENSORS-- powerdelay=5sec power duration=triggered (toggles power from on to off, or off to on) --UNACTIVE MOTION SENSORS-- powerdelay=5sec power duration=always (always just keeps the current going, its a sensor thats pointing down to not trigger anyways. I put delay 5sec, dont know why but did some testing and this worked) ____________________________________________________ Active sensor 1+2 and 4+5 are on opposide entryways of the path u drive through to trigger the gates. One on each side pointing inward. I use arrow slits to limit their field of view. Active sensors 3+6 are unnecessary and need optimalization, but do not hinder this build or can just be removed/bypassed if unwanted, but i want to expand on this as a failsafe for slow drivers/walkers or even if adding more doors. Unactive sensors are just there as a cable point to extend the full sensor_only circuit, point these down or make sure they see nothing. ____________________________________________________ 3)---((THE CIRCUIT)) GEN->AS1->UAS1->AS2->AS3->AS4->UAS2->AS5->AS6 AS6->L_DOOR1->L_DOOR2->L_DOOR3->R_DOOR3->R_DOOR2->R_DOOR1 ____________________________________________________ 4)---((CIRCUIT MAP)) PASTE CIRCUIT MAP HERE ```````````````````````` Ty for looking, Terro Opress If you have any ideas or improvements feel free to add to comments ok so i pasted the excel first then the written text and the forum automatically merged them.. while when i tied to paste it in one go it said it cancelled cus might be spam.. ok its long but hope it helps someone. Nice entrance for an underground base or something.
  3. I have lines going from bigbattery to lights.. like skater and it did work before somehow. smallbank->2cam->bigbank bigbank->2doorrelays->6doors bigbank->lights I have wondered how the overcharge works this way but decided not to question it.. your way does make actual sense. You put wires straight from the cameras to the lights? Without a relay between cam to lights? Thought cams could only have 1 outgoing wire. You can connect a cam to 5lights+bank2 with 6 direct wires out of a cam?
  4. cheers to SkateQc for his youtube explaining it really well.. However, I cant craft leveled batteries for some reason, maybe cus DarknessFalls. Character tab shows i can craft lvl5 batteries in workshops, but once crafted theyre just lvl1. Also cant find leveled batteries in Creative Mode, just a level 1 lead car battery (25W). I had it working close to perfect. Going in was perfect, but driving out was 50% chance to leave door open. Cant remember if it reopened or just stayed open.. Why? Prolly cus driving in(down) u had to slow down or you'd get airtime on the down slope and smash into ceiling. This prolly made you take the 4sec of a camera's delay to get to the next camera. Driving out(up) u could go pretty fast.. which i think led to both cameras seeing you too quickly in succession and screwing it up somehow. So friend started tweaking and before i knew it everything was changed and it didnt work at all.. shoulda noted how it was put together before tweaking it. Anyways I experimented a ton again from scratch, failing to get it to even open all 6 doors properly cus i dont remember battery Watts or how many lights i used. Current problem is either all doors dont work, or only 5 doors work. Experimented for at least an hour or two again failing to get it back to where it was, prolly just need to fiddle more with high/low battery W and the W of lights.. i need a break. Here's how Skaters build goes and then mine.. the battery/light values on mine are still experimented on. It can work, iv seen it work.. SKATER'S BUILD with 2x2doors and lvl1+lvl5 batteries: *****COMPONENTS***** HIGH_BATTERY LOW_BATTERY LIGHTS relay_LEFT_DOORS-->L_DOOR1-->L_DOOR2 relay_RIGHT_DOORS-->R_DOOR1-->R_DOOR2 SENSOR_INSIDE SENSOR_OUTSIDE SENSOR SETTINGS: PowerDelay=Instant, PowerDuration=4sec(detect player+ally) *****THE CIRQUIT***** LOW_BATTERY-->SENSOR_INSIDE-->SENSOR_OUTSIDE-->HIGH_BATTERY HIGH_BATTERY-->LIGHTS HIGH_BATTERY-->relay_LEFT_DOORS-->L_DOOR1-->L_DOOR2 HIGH_BATTERY-->relay_RIGHT_DOORS-->R_DOOR1-->R_DOOR2 skater's stuff: HIGH_BATTERY = 45W (1x level 5 lead car battery) LOW_BATTERY = 29W (1x level 1 lead car battery) 3x industrial light = 3x7W=21W 2sensors=2x5=10W 4door=4x5W=20W 2relay=2x1W=2W 43W with lights 22W without lights MY BUILD WITH 2x3DOORS AND 25W LEAD CAR BATTERIES: HIGH_BATTERY=4x25W=100W (tweaking) LOW_BATTERY=2x25W=50W (tweaking) TOTAL_BATTERY=150W 6door=6x5W=30W 2relay=2x1W=2W 2sensors=2x5W=10W TOTAL WITHOUT LIGHTS=42W LIGHTS (tweaking) 0x5W=0W 3x7W=21W 2x10W=20W TOTAL LIGHTS=41 My build is same, just i use 6doors and lvl 1 lead car batteries.. experimenting with high/low battery values and amount of lights to get doors working properly again.
  5. im not using tripwires or dart traps.. i just want to use motion sensors to make the doors open when i drive a vehicle to my base
  6. i cant believe nobody else has tried these types of doors before.. It's perfect for an underground base https://imgur.com/vYGLmvY
  7. Im looking at jawoodle's youtube with the inverse powering using overloading on car batteries but im not getting it 100%. At least its not working for me.. I dont think he shows everything like how he actually wires things, which is probably why im failing. Also he uses creative mode to make level 1-5 batteries.. my character can craft level 5 batteries in crafting menu but when i craft them in workbenches they just turn into normal level 1 batteries.. i can craft them in mechanic and chemistry workbenches with differing matterials, iv tried but both and they just craft level 1 batteries. Im playing on DarknessFalls mod, maybe thats why i cant craft level batteries, but nontheless i can still put 6x lvl 1 (25W each) batteries in a battery bank which should be ok. Here's what im experimenting with now: (subject to change so if i update it check below in chat if i have updates) RELAYS---> [relay_LEFT_DOOR]=3x garage doors (5W each=15W total) [relay_RIGHT_DOOR]=3x garage doors (5W each=15W total) [relay_ALL_DOOR]=[relay_LEFT_DOOR]+[relay_RIGHT_DOOR]=(30W total) [relay_ALL_LIGHTS]=4x player lights (10W each=40W total) [relay_MOTION_SENSORS]=[msensor_INSIDE]+[msensor_OUTSIDE]=2x motion sensors (5W each=10W total) connections: BatteryBank1->[msensor_INSIDE]->[Smsensor_OUTSIDE]->[relay_MOTION_SENSORS]->BatteryBank2->[relay_ALL_DOOR]->[relay_ALL_LIGHTS] BATTERIES---> BatteryBank1=(2x25Wbattery=50W)=[relay_ALL_DOOR]30W+[relay_MOTION_SENSORS]10W=40W BatteryBank2=(4x25Wbattery=100W) BATTERY LOGIC-> BattertyBank1 needs to power [relay_ALL_DOOR] (30W)+ 2x sensors (2x5W=10W) = 30+10=40W If sensors detect someone I want battery1 to overload to make doors open.. they should trigger lights which is +40W=battery1(40W)+40W=80W 1batterylvl1=25W BatteryBank1 has 2xBatteryLVL1=50W BatteryBank2 has 4xBatteryLVL1=100W Do i lower the batteryBank2 W? MOTION SENSOR SETTINGS---> [msensor_INSIDE] power delay instant power duration 10sec [msensor_OUTSIDE] power delay instant power duration 10sec the two motion sensors are currently just somewhere close to my testing area facing opposite directions so i can stand/walk and test each sensor... my thinking is 2sensor to represent 2sides of the gates.. one sensor represents inside other outside of doors. Im thinking i should get either one to overload the system, which would cut the power, making the doors open for a period before they close again.. maybe depending on settings of the sensors?Im looking at jawoodle's youtube with the inverse powering using overloading on car batteries but im not getting it 100%. At least its not working for me.. I dont think he shows everything like how he actually wires things, which is probably why im failing. Also he uses creative mode to make level 1-5 batteries.. my character can craft level 5 batteries in crafting menu but when i craft them in workbenches they just turn into normal level 1 batteries.. i can craft them in mechanic and chemistry workbenches with differing matterials, iv tried but both and they just craft level 1 batteries. Im playing on DarknessFalls mod, maybe thats why i cant craft level batteries, but nontheless i can still put 6x lvl 1 (25W each) batteries in a battery bank which should be ok. Here's what im experimenting with now: (subject to change so if i update it check below in chat if i have updates) RELAYS---> [relay_LEFT_DOOR]=3x garage doors (5W each=15W total) [relay_RIGHT_DOOR]=3x garage doors (5W each=15W total) [relay_ALL_DOOR]=[relay_LEFT_DOOR]+[relay_RIGHT_DOOR]=(30W total) [relay_ALL_LIGHTS]=4x player lights (10W each=40W total) [relay_MOTION_SENSORS]=[msensor_INSIDE]+[msensor_OUTSIDE]=2x motion sensors (5W each=10W total) connections: BatteryBank1->[msensor_INSIDE]->[Smsensor_OUTSIDE]->[relay_MOTION_SENSORS]->BatteryBank2->[relay_ALL_DOOR]->[relay_ALL_LIGHTS] BATTERIES---> BatteryBank1=(2x25Wbattery=50W)=[relay_ALL_DOOR]30W+[relay_MOTION_SENSORS]10W=40W BatteryBank2=(4x25Wbattery=100W) BATTERY LOGIC-> BattertyBank1 needs to power [relay_ALL_DOOR] (30W)+ 2x sensors (2x5W=10W) = 30+10=40W If sensors detect someone I want battery1 to overload to make doors open.. they should trigger lights which is +40W=battery1(40W)+40W=80W 1batterylvl1=25W BatteryBank1 has 2xBatteryLVL1=50W BatteryBank2 has 4xBatteryLVL1=100W Do i lower the batteryBank2 W? MOTION SENSOR SETTINGS---> [msensor_INSIDE] power delay instant power duration 10sec [msensor_OUTSIDE] power delay instant power duration 10sec the two motion sensors are currently just somewhere close to my testing area facing opposite directions so i can stand/walk and test each sensor... my thinking is 2sensor to represent 2sides of the gates.. one sensor represents inside other outside of doors. Im thinking i should get either one to overload the system, which would cut the power, making the doors open for a period before they close again.. maybe depending on settings of the sensors?
  8. Thanx a ton for that info flu. Ya i just had dinner watching utube and saw Thanx again
  9. https://imgur.com/AqEEDEM Hopefully that screenshot paste of my building issue works.. a picture speaks a thousand words. 6x garage doors, 5 unpowered, 1 powered straight into generator. If screenshot didnt work here's what im doing: Im building an underground base under a road and want to drive my car in with sensors but steel powered garage doors arent working for me. I dug a hole in the road with underground ramp that decends to my base. I covered the hole in the road with steel powered garage doors so they would cover the road nice and flat for zombies to just walk over (instead of a protruding vertical structure with doors). However, the garage doors snap the wrong way (vertical and i need horizontal so they cover the hole in the road, there is no 3D snapping i think). The problem is the doors in their relaxed position arent closed for my build. (compare my build with a helicopter pad using garage doors on top) If all i do is hook a generator straight into a door, it assumes the correct position. So i need to power them always in order for them to be closed. Motion sensor triggers send power, not cut off power. To my knowledge. I hope it makes sence and someone has a fix for my dilemma. Friend and I have wasted lots of time experimenting with sensors/switches/power.
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