I am creating another cannon and have some Redstone questions:
1: I need a Redstone contraption that will do the following:
= Input (Clock)
= Output 1
= Output 2
= Output 3
1st time flashes will cause to turn on,
2nd time flashes, it will cause to be on.
3rd time flashes, it will cause to be on.
Sorry, im trying my best to explain here... I want a cannon that when the firing button is pushed it will fire 3 shots 1 right after the other using 1 barrel with 3 floors of TNT.
It would be epic if someone could discover the correct Redstone combination for me.
Quote from bleachisback »
Also, for people that want to fire more then once with just pressing one button, use this:
<Snippity snip>
By pressing the button once, it sends out 5 different signals (shoots a cannon 5 times) and automatically resets itself. You would, of course, need to make the clock on the bottom bigger, this one was for demonstration purposes.
I came up with this idea awhile ago, and even though I could make the booster TNT launch correctly, I could get the actualy projectile to work, so if anyone thinks they can do it, feel free to.
do I win? Also, the device can be adjusted to work with any odd number of shots to be fired (3,5,7,etc.)
edit: I can also post a schematic of this if you so wish.
<3 Thanks so much! =D<br/>
Ill start building this, and if you can... post a schematic please. =D
or you could just place the TNT on a block and then surround the block with more TNT.
That's what I did with this:
I'm sure you could have multiple racks for fine-tuning it. For example, have an extra TNT block on one side so it launches in the opposite direction instead of 100% vertically.
Arch is completely based on TNT Missile position upon launch.
TNT Missiles suspended by a block will have the most arch, especially facing West because the Missile will jump towards the Engine (eastward) thus being effected from underneath, producing more arch.
Half step gives standard minimal arch, for those trying to accomplish a simpler cannon. Standard Imperial Avengers cannot utilize half steps due to the complex ignition system.
And having no suspension on the blocks (i.e. Same-Plane cannons) will have no arch, and begin acting on gravity upon being fired. However, my SP Series of Imperial Avengers utilize the TNT jump boost giving arch lower than that of a Half Step.
While arch is nice for overcoming obstacles such as mountains or walls, <with information provided by Conundrumer>, a TNT Missile will have 5 seconds to reach it's target.
I made a 360-degree cannon that is aimable and can shoot upwards. Unfortunately, I messed up the wiring in this model, so it can only fire people, but it does so well. I'm going to make a model 2 that has optional booster compressors and can fire TNT missiles, but for now, pictures of this one:
I enjoy the 360 cannons you guys posted as they are far easier to build than my design. This is just my tinkering with redstone torch ignition, which could allow you to build an underwater base with a submerged cannon on the roof. Since underwater bases can be made impenetrable due to drowning before the blocks if built correctly, this seems like a valid idea and a cool one too. Why fight when you can just swim.
I am creating another cannon and have some Redstone questions:
1: I need a Redstone contraption that will do the following:
= Input (Clock)
= Output 1
= Output 2
= Output 3
1st time flashes will cause to turn on,
2nd time flashes, it will cause to be on.
3rd time flashes, it will cause to be on.
Sorry, im trying my best to explain here... I want a cannon that when the firing button is pushed it will fire 3 shots 1 right after the other using 1 barrel with 3 floors of TNT.
It would be epic if someone could discover the correct Redstone combination for me.
Quote from bleachisback »
Also, for people that want to fire more then once with just pressing one button, use this:
By pressing the button once, it sends out 5 different signals (shoots a cannon 5 times) and automatically resets itself. You would, of course, need to make the clock on the bottom bigger, this one was for demonstration purposes.
I came up with this idea awhile ago, and even though I could make the booster TNT launch correctly, I could get the actualy projectile to work, so if anyone thinks they can do it, feel free to.
do I win? Also, the device can be adjusted to work with any odd number of shots to be fired (3,5,7,etc.)
edit: I can also post a schematic of this if you so wish.
<3 Thanks so much! =D<br/>
Ill start building this, and if you can... post a schematic please. =D
Have a
EDIT: Its too confusing! D= Maby the schematic is more understandable?
i was thinking about doing something like this, but circuits like that one are a bit advanced for me. so, i took a more mechanical approach to the problem.
i just used a minecart vertical door booster (thread here: http://www.minecraftforum.net/viewtopic.php?f=35&t=101623) and ran the boosted cart around some pressure plates. this way all i have to do to change the number of outputs or the length of time in between each output being powered is rearrange the loop that the boosted cart travels on and lengthen or shorten the amount of boost it receives.
not the fanciest or most compact solution, but it works. here is the prototype:
put it inside a box (maybe underground?), made of whatever material you want, leaving the outputs and the button on the outside and your're good to go.
Thank you bleachisback. Your picture made me realize that the center block can activate the surrounding tnt, which my cannon uses for a different function. This greatly reduces the amount of redstone layers needed. And link for pictures in my other post. http://picasaweb.google.com/11633869978 ... 67/Cannon#
Arch is completely based on TNT Missile position upon launch.
TNT Missiles suspended by a block will have the most arch, especially facing West because the Missile will jump towards the Engine (eastward) thus being effected from underneath, producing more arch.
Half step gives standard minimal arch, for those trying to accomplish a simpler cannon. Standard Imperial Avengers cannot utilize half steps due to the complex ignition system.
And having no suspension on the blocks (i.e. Same-Plane cannons) will have no arch, and begin acting on gravity upon being fired. However, my SP Series of Imperial Avengers utilize the TNT jump boost giving arch lower than that of a Half Step.
While arch is nice for overcoming obstacles such as mountains or walls, <with information provided by Conundrumer>, a TNT Missile will have 5 seconds to reach it's target.
It depends a lot on the position of propellant, as well. The further back the propellant is, the less arch it imparts upon the warhead... but also the less power.
Rollback Post to RevisionRollBack
You know your worth when your enemies praise your architechure of aggression.
I turned the Lambda cannon around, and now it has a range of 1.3 kilometers, around 300 meters more than facing eastward. This is probably due to how the projectile TNT is slightly closer to the boosters, since they're moving the opposite direction.
Here's the world: http://www.mediafire.com/?32mt484zk92ngun
I suggest taking a close look at the vertically propelling TNT.
Also, the cobblestone markers show boundaries of render distance, ie how far TNT goes until it hits unloaded chunks and freezes, meaning you'll have to load chunks to keep the TNT going. The gold marker in the Nether shows an approximate area of where the TNT will land.
Rollback Post to RevisionRollBack
My Youtube channel.
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
Arch is completely based on TNT Missile position upon launch.
TNT Missiles suspended by a block will have the most arch, especially facing West because the Missile will jump towards the Engine (eastward) thus being effected from underneath, producing more arch.
Half step gives standard minimal arch, for those trying to accomplish a simpler cannon. Standard Imperial Avengers cannot utilize half steps due to the complex ignition system.
And having no suspension on the blocks (i.e. Same-Plane cannons) will have no arch, and begin acting on gravity upon being fired. However, my SP Series of Imperial Avengers utilize the TNT jump boost giving arch lower than that of a Half Step.
While arch is nice for overcoming obstacles such as mountains or walls, <with information provided by Conundrumer>, a TNT Missile will have 5 seconds to reach it's target.
It depends a lot on the position of propellant, as well. The further back the propellant is, the less arch it imparts upon the warhead... but also the less power.
I'd say that SOME of the TNT Boosters' position would effect the arch as well. If you don't face a cannon west, you'll see that the arch is pretty much minimal. Whereas TNT Boosters placed at the rear of an engine WOULD cause less arch, the reduced arch is not an impressive difference for the lack of power the engine would give.
Unless you have a system which fires the TNT Missile in mid-air. Then it'll be Missile-based again.
However, I didn't test what I just said in this post. But theoretically, it seems correct.
If my system wasn't corrupting EVERY save, I'd do more testing...
I can't wait until Notch makes an update that doesn't make my world regenerate some chunks during it's SAVING process. I think Beta version 1.0_01 or something did not corrupt my files at all. But this recent update brought back that curse.
I turned the Lambda cannon around, and now it has a range of 1.3 kilometers, around 300 meters more than facing eastward. This is probably due to how the projectile TNT is slightly closer to the boosters, since they're moving the opposite direction.
Here's the world: http://www.mediafire.com/?32mt484zk92ngun
I suggest taking a close look at the vertically propelling TNT.
Also, the cobblestone markers show boundaries of render distance, ie how far TNT goes until it hits unloaded chunks and freezes, meaning you'll have to load chunks to keep the TNT going. The gold marker in the Nether shows an approximate area of where the TNT will land.
A few things...
1. Chunks don't unload after render distance. Max Render distance is around 200 meters. Chunks don't "unload" until after 300 meters. That's where trees stop growing, redstone stops working, etc.
2. TNT still functions outside of max render distance. I know this because I can remotely bombard a target outside of max render distance. (~225m)
3. How can you possibly "load chunks" while the TNT is in mid-flight? If this is some function of an outside client then your results of 1000m are not representative of a cannons In-Game performance. To get scientific results of how cannons perform in-game... you must do it in-game. How do you know loading those chunks through an editing program is not skewing your results? While your data is interesting it is currently unsupported by in-game testing. For it to be true science it must be peer reviewed and your results must be able to be replicated in "realistic" (In game) scenerios. It's great knowing that theoretically you could fire a TNT over 1000m's... But if you can't stand at a target site and watch a TNT explode which was fired from over 1000m's away, then it's not verifiable.
Quote from ZirumsHero »
Arch is completely based on TNT Missile position upon launch.
Quote from ZirumsHero »
I'd say that SOME of the TNT Boosters' position would effect the arch as well.
Which is it? COMPLETELY or not?
In other cannon news...
Etho and I verified the following, this afternoon:
40 Redstone Torch delays between trigger and warhead ignition is maximum.
2 is minimum.
We are in the process of designing a compression based cannon. Once we have successfully done this we will have removed one of the obstacle equations keeping us from getting reliable arch to range results.
After we are able to set up a binary based variable delay timer and a compression based cannon we are satisfied with we will start doing tests to verify projectile velocity, max range, and arch. Once we gather that data, we will plot it on a graph and post results.
If anyone has suggestions for minimizing arch while maintaining high power they would be greatly appreciated.
Once we have properly functioning hardware, a finely tuned delay timer, and reliable data; it should not be difficult to engineer a 360 degree firing version of the single vector prototype.
Rollback Post to RevisionRollBack
You know your worth when your enemies praise your architechure of aggression.
Arch is completely based on TNT Missile position upon launch.
Quote from ZirumsHero »
I'd say that SOME of the TNT Boosters' position would effect the arch as well.
Which is it? COMPLETELY or not?
In other cannon news...
Etho and I verified the following, this afternoon:
40 Redstone Torch delays between trigger and warhead ignition is maximum.
2 is minimum.
We are in the process of designing a compression based cannon. Once we have successfully done this we will have removed one of the obstacle equations keeping us from getting reliable arch to range results.
After we are able to set up a binary based variable delay timer and a compression based cannon we are satisfied with we will start doing tests to verify projectile velocity, max range, and arch. Once we gather that data, we will plot it on a graph and post results.
If anyone has suggestions for minimizing arch while maintaining high power they would be greatly appreciated.
Once we have properly functioning hardware, a finely tuned delay timer, and reliable data; it should not be difficult to engineer a 360 degree firing version of the single vector prototype.
Haha, your reaction about the whole "TNT Boosters in the back also effects the arch" reminded me of the same thing I found out a long, long time ago. Just forgot it and was too lazy to fix my other post. But evidently, I changed my mind.
And where were you during the other cannon science thread? I feel like we might be reinventing the wheel, when we shouldn't.
My timer set up has 51 Inverters (counted and proven and unargued).
But that's my timer set up. Any other set up might require less. But Max is noted as 51 to make it perfectly timed. And perfectly more compact than any other timer set up (of 40 inverters) I've ever seen posted anywhere.
And where were you during the other cannon science thread? I feel like we might be reinventing the wheel, when we shouldn't.
I've read it. What wheel is being reinvented?
My timer set up has 51 Inverters (counted and proven and unargued).
But that's my timer set up. Any other set up might require less. But Max is noted as 51 to make it perfectly timed. And perfectly more compact than any other timer set up (of 40 inverters) I've ever seen posted anywhere.
SPP or SMP? In SMP, the max is 40. I assure you.
If you want to verify this on your SPP world, I would suggest running ONLY Repeaters
[]
And make sure there are absolutely no redstone torches between your trigger and your propellant. Using a standard 1 rack cannon design should be sufficient for testing this.
It is possible that the way you are compacting your inverters somehow effects the timing. The number of torches used for should never be ODD. The delay is the DIFFERENCE between the RS Torches used on the propellant and the warhead. Not the total amount of RS Torches used. Also, in some cases, like with AND gates, there are 3 torches on 1 AND Gate, but only 2 of them are counted in relaying the signal.
Please know that I am not attempting to be combative or argumentative. I'm here to verify and share data. If we hope to get on the same page and make real progress (for the good of everyone), then we should make it a priority to resolve any conflicting information.
Rollback Post to RevisionRollBack
You know your worth when your enemies praise your architechure of aggression.
hi i made a mortar cannon with decent aimability up to about 30 degrees left and right. it has a high amount of arc a bit like a mortar and aims pretty well here is a pic :
the two shorter barrels at the sides provide most of the arc and the other provides forwards momentum
the arc boosters provide aiming and about 75% of the arc
The TNT Booster thing is something I briefly went over during some videos I posted about 4-ish months ago.
And you need to clarify that you're doing your studies on SMP or you're going to run some people (posters or readers) confused. But, in any case, I guess we'll need to post information we already knew to catch someone up to what we know. So disregard the wheel thing if it runs some new cannon pioneers up to speed.
Anyway, I didn't count my ignition pad, which is another torch, completing the even count. However, I like to not include the ignition pad with my timer count. And you're right, the way I have my inverters compacted effected the timing, but results in a smaller timer room.
So my timer count is still 51. Total used on my cannon unit (including timer) is 56.
The difference is 2. :smile.gif:
I'd need a server that accepts cannon use in order to test my compacted timer to see if it works the same. What was the repeater requirement in SSP? Or was it the same?
http://www.megaupload.com/?d=ZYUCCYIQ
出れ矢ご~
Oh fuuuuuuu-.I forgot I had japanese turned on. Anyway, there ya go =3
Fire the TNT into a wall... It will fire straight up.
or you could just place the TNT on a block and then surround the block with more TNT.
That's what I did with this:
I'm sure you could have multiple racks for fine-tuning it. For example, have an extra TNT block on one side so it launches in the opposite direction instead of 100% vertically.
Remember that you can put the schematic directly into the game with MCEdit. Try that
TNT Missiles suspended by a block will have the most arch, especially facing West because the Missile will jump towards the Engine (eastward) thus being effected from underneath, producing more arch.
Half step gives standard minimal arch, for those trying to accomplish a simpler cannon. Standard Imperial Avengers cannot utilize half steps due to the complex ignition system.
And having no suspension on the blocks (i.e. Same-Plane cannons) will have no arch, and begin acting on gravity upon being fired. However, my SP Series of Imperial Avengers utilize the TNT jump boost giving arch lower than that of a Half Step.
While arch is nice for overcoming obstacles such as mountains or walls, <with information provided by Conundrumer>, a TNT Missile will have 5 seconds to reach it's target.
It's at 2:32
(yes, I am looking down)
i was thinking about doing something like this, but circuits like that one are a bit advanced for me. so, i took a more mechanical approach to the problem.
i just used a minecart vertical door booster (thread here: http://www.minecraftforum.net/viewtopic.php?f=35&t=101623) and ran the boosted cart around some pressure plates. this way all i have to do to change the number of outputs or the length of time in between each output being powered is rearrange the loop that the boosted cart travels on and lengthen or shorten the amount of boost it receives.
not the fanciest or most compact solution, but it works. here is the prototype:
put it inside a box (maybe underground?), made of whatever material you want, leaving the outputs and the button on the outside and your're good to go.
It depends a lot on the position of propellant, as well. The further back the propellant is, the less arch it imparts upon the warhead... but also the less power.
I turned the Lambda cannon around, and now it has a range of 1.3 kilometers, around 300 meters more than facing eastward. This is probably due to how the projectile TNT is slightly closer to the boosters, since they're moving the opposite direction.
Here's the world: http://www.mediafire.com/?32mt484zk92ngun
I suggest taking a close look at the vertically propelling TNT.
Also, the cobblestone markers show boundaries of render distance, ie how far TNT goes until it hits unloaded chunks and freezes, meaning you'll have to load chunks to keep the TNT going. The gold marker in the Nether shows an approximate area of where the TNT will land.
Contains Pachebel's Canon made with noteblocks, a working Rubik's cube made with pistons, and the ultimate TNT cannon.
I'd say that SOME of the TNT Boosters' position would effect the arch as well. If you don't face a cannon west, you'll see that the arch is pretty much minimal. Whereas TNT Boosters placed at the rear of an engine WOULD cause less arch, the reduced arch is not an impressive difference for the lack of power the engine would give.
Unless you have a system which fires the TNT Missile in mid-air. Then it'll be Missile-based again.
However, I didn't test what I just said in this post. But theoretically, it seems correct.
If my system wasn't corrupting EVERY save, I'd do more testing...
I can't wait until Notch makes an update that doesn't make my world regenerate some chunks during it's SAVING process. I think Beta version 1.0_01 or something did not corrupt my files at all. But this recent update brought back that curse.
A few things...
1. Chunks don't unload after render distance. Max Render distance is around 200 meters. Chunks don't "unload" until after 300 meters. That's where trees stop growing, redstone stops working, etc.
2. TNT still functions outside of max render distance. I know this because I can remotely bombard a target outside of max render distance. (~225m)
3. How can you possibly "load chunks" while the TNT is in mid-flight? If this is some function of an outside client then your results of 1000m are not representative of a cannons In-Game performance. To get scientific results of how cannons perform in-game... you must do it in-game. How do you know loading those chunks through an editing program is not skewing your results? While your data is interesting it is currently unsupported by in-game testing. For it to be true science it must be peer reviewed and your results must be able to be replicated in "realistic" (In game) scenerios. It's great knowing that theoretically you could fire a TNT over 1000m's... But if you can't stand at a target site and watch a TNT explode which was fired from over 1000m's away, then it's not verifiable.
Which is it? COMPLETELY or not?
In other cannon news...
Etho and I verified the following, this afternoon:
40 Redstone Torch delays between trigger and warhead ignition is maximum.
2 is minimum.
We are in the process of designing a compression based cannon. Once we have successfully done this we will have removed one of the obstacle equations keeping us from getting reliable arch to range results.
After we are able to set up a binary based variable delay timer and a compression based cannon we are satisfied with we will start doing tests to verify projectile velocity, max range, and arch. Once we gather that data, we will plot it on a graph and post results.
If anyone has suggestions for minimizing arch while maintaining high power they would be greatly appreciated.
Once we have properly functioning hardware, a finely tuned delay timer, and reliable data; it should not be difficult to engineer a 360 degree firing version of the single vector prototype.
Haha, your reaction about the whole "TNT Boosters in the back also effects the arch" reminded me of the same thing I found out a long, long time ago. Just forgot it and was too lazy to fix my other post. But evidently, I changed my mind.
And where were you during the other cannon science thread? I feel like we might be reinventing the wheel, when we shouldn't.
My timer set up has 51 Inverters (counted and proven and unargued).
But that's my timer set up. Any other set up might require less. But Max is noted as 51 to make it perfectly timed. And perfectly more compact than any other timer set up (of 40 inverters) I've ever seen posted anywhere.
I've read it. What wheel is being reinvented?
SPP or SMP? In SMP, the max is 40. I assure you.
If you want to verify this on your SPP world, I would suggest running ONLY Repeaters
[]
And make sure there are absolutely no redstone torches between your trigger and your propellant. Using a standard 1 rack cannon design should be sufficient for testing this.
It is possible that the way you are compacting your inverters somehow effects the timing. The number of torches used for should never be ODD. The delay is the DIFFERENCE between the RS Torches used on the propellant and the warhead. Not the total amount of RS Torches used. Also, in some cases, like with AND gates, there are 3 torches on 1 AND Gate, but only 2 of them are counted in relaying the signal.
Please know that I am not attempting to be combative or argumentative. I'm here to verify and share data. If we hope to get on the same page and make real progress (for the good of everyone), then we should make it a priority to resolve any conflicting information.
the two shorter barrels at the sides provide most of the arc and the other provides forwards momentum
the arc boosters provide aiming and about 75% of the arc
any improvements?
Cube Craft, a simple pack by me!
And you need to clarify that you're doing your studies on SMP or you're going to run some people (posters or readers) confused. But, in any case, I guess we'll need to post information we already knew to catch someone up to what we know. So disregard the wheel thing if it runs some new cannon pioneers up to speed.
Anyway, I didn't count my ignition pad, which is another torch, completing the even count. However, I like to not include the ignition pad with my timer count. And you're right, the way I have my inverters compacted effected the timing, but results in a smaller timer room.
So my timer count is still 51. Total used on my cannon unit (including timer) is 56.
The difference is 2. :smile.gif:
I'd need a server that accepts cannon use in order to test my compacted timer to see if it works the same. What was the repeater requirement in SSP? Or was it the same?