Hey man, I use the first part of this circuit to open 2 doors for my turrets which are powered from a separate battery, so 2 sensors 2 and switches and 1 or switch and the doors are doing crazy stuff like staying open or staying closed then they work normally... did the update change something ? My favorite circuit by the way :)
I wish I found this video before yesterday! I had to figure out similar circuit. But for whatever reason I wanted to turrets be triggered, door will open and not close until manually turned off (smart switch) so I used blocker that when circuit works, once it will jam itself and cancel sensors after they sense enemy. Never used blockers before, thought I was smart for figuring out, then understood how useless that is.
is there an update to this? I have followed it to a T and i have some electrical branches that aren't lighting up. I read the comments about switching a couple to 3 going to the B of the AND switch but still they all arent lighting up. Thanks JP
I think you need 3 power coming TO the b side of the AND switches btw. Regardless. Neat circuit. I built one of these to handle 6 Hb sensors to start a timer to countdown to starting the turrets AND a 4 second delay to opening the doors.
I used to do the same so the raiders will think that the sensors are not working, then surprise them with the turret shooting them with the door timed to be open for 15 seconds.
I have two HBHF sensors in a base (one on a lower level, one on the top level) that I'd like each set up with its own smart alarm, but I can't seem to find any instructions on RU-vid on the most efficient way to do each of them without eating up an entire wall full of circuitry for each sensor (I'm using memory cells and splitters). I'm not seeing any memory cells in your diagram that would reset the tripped sensors.
If you double or triple the power is there an easy way to add more turrets and door controllers or would it be better to build the circuit for each turret?
Thanks for your awesome solutions. I enjoy watching your work and it got me into Rust electricity. My suggestion would be to use 3 blockers (1 per sensor and 1 to trigger the defense system). It's slightly cheaper and more power efficient. Rustrician: ?circuit=bbe7502c843d731ebc5ed0e7c20eab00
@@decentdrawer1204 I would post the entire link, but YT doesn't allow it. Go to rustrician . io / ?circuit=bbe7502c843d731ebc5ed0e7c20eab00 (delete blank spaces)
Okay so say you have a system that you want active all the time like the above using a test generator. Then say you have a large battery as a backup and you want that to charge the battery with the left over from the generator. Now say you want the whole system to have that battery hooked in as a battery backup. If the generator or the battery is destroyed the other one takes over to power it. How would that work
With the newer batteries, making a battery backup is fairly easy, but charging with left-over power is a bit more tricky, so designing that has a lot to do with how big your power load is expected to be. Do you know how big your desired power load is specifically?
Need to hook up the turbine to a large battery to store the excess power when you don't need it and release it when you do. Depending on how much more power you're needing, you might need a second turbine connecting the two with a root combiner.
Here is a slight edit that should shut the door if the turret runs out of ammo and keeps the turret on all the time so its already on and ready to go when the door is triggered by one of the sensors. www.rustrician.io/?circuit=fc9213c532375c9ba38f1e49b67b118a