OK now that I have your attention I will explain my problem.
I need to create a small square track, preferably no more then 5 to 6 tracks at most on each side, preferably 1 to 2 tracks on each side. The track MUST be flat, the track has an entrance track and exit track on any side allowing players to enter the round about and exit when i signal. I have this all working.
Now I need to keep things moving 'slowly', on the PC we can use arrow keys on tracks to move our carts, but there's no way to do this on the Xbox yet, so i have to result to somehow using powered rails, on the PC i would send a rapid pulsar to the powered rail and this would keep the cart moving at a slow speed, but for some reason or another it don't work on the Xbox. And worse if the cart stops on powered rail even if it receives power the cart requires a 'push' to get it moving again.
I need the cart to move at a constant speed while on this roundabout and no faster then walking, or slightly faster.
I guess the 360 just isn't ready for this yet. It seems as if acceleration to power isn't correctly handled yet. The cart seems to go from 0 to almost full speed instantly over 1 powered or 2 at the most. I've tried using all powered rail on both sides and using various different pulsars to no effect, the instant the carts loose power they come to a grinding halt, and re-powering the cart requires a push.
I've tried using boosters as well and while this does work to a degree its....a) not real nice looking, unreliable and fails alot.
Hopefully this will fix in next update. I don't recall when mine carts begin to play with acceleration/deceleration in a much better roll on the PC, hopefully we'll get these same rules.
try experiementing with different NOR latchs or as you called them pulsars . ive noticed that the pulse is limited to about 2 tics per seconds after that they start jumping spaces. very weird stuff: /
not really a latch holds its state, kinda like a memory cell, where a pulsar is more like a timer, but very short usually 1 or 2 tick outputs. I can kinda see what you mean but a latch here will not work either.
There is no 'effective' solution for this problem as it stands right now. We'll have to wait for the next update and hope that minecarts evolve in it.
not really a latch holds its state, kinda like a memory cell, where a pulsar is more like a timer, but very short usually 1 or 2 tick outputs. I can kinda see what you mean but a latch here will not work either.
Exactly like a memory cell, as that's what a latch is, and the names only refer to function... for the most part. For example, an RS NAND latch and an RS NOR latch are both typical SR latches, they just use different logic to achieve the same effect. D latches are similar to a D flip flop, in the aspect they require a C input, the difference is they have two data inputs for Set and Reset, whereas the state of a D flip flop will reflect its data input when ticked.
Pulsar is a very broad term that I'm not too fond of. It can refer to a clock, but often it is used to describe a blinker, utilizing torch inversion mechanics. They are too random, unpredictable, and utterly useless in terms of respectable logic.
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I need to create a small square track, preferably no more then 5 to 6 tracks at most on each side, preferably 1 to 2 tracks on each side. The track MUST be flat, the track has an entrance track and exit track on any side allowing players to enter the round about and exit when i signal. I have this all working.
Now I need to keep things moving 'slowly', on the PC we can use arrow keys on tracks to move our carts, but there's no way to do this on the Xbox yet, so i have to result to somehow using powered rails, on the PC i would send a rapid pulsar to the powered rail and this would keep the cart moving at a slow speed, but for some reason or another it don't work on the Xbox. And worse if the cart stops on powered rail even if it receives power the cart requires a 'push' to get it moving again.
I need the cart to move at a constant speed while on this roundabout and no faster then walking, or slightly faster.
Any ideas or suggestions?
explain how this would keep the cart going slowly?
EDIT: Just looked it up. I guess not...
I've tried using boosters as well and while this does work to a degree its....a) not real nice looking,
Hopefully this will fix in next update. I don't recall when mine carts begin to play with acceleration/deceleration in a much better roll on the PC, hopefully we'll get these same rules.
Nothing worth learning is easy!
Nothing worth learning is easy!
There is no 'effective' solution for this problem as it stands right now. We'll have to wait for the next update and hope that minecarts evolve in it.
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Retired StaffExactly like a memory cell, as that's what a latch is, and the names only refer to function... for the most part. For example, an RS NAND latch and an RS NOR latch are both typical SR latches, they just use different logic to achieve the same effect. D latches are similar to a D flip flop, in the aspect they require a C input, the difference is they have two data inputs for Set and Reset, whereas the state of a D flip flop will reflect its data input when ticked.
Pulsar is a very broad term that I'm not too fond of. It can refer to a clock, but often it is used to describe a blinker, utilizing torch inversion mechanics. They are too random, unpredictable, and utterly useless in terms of respectable logic.