linking road gates to open close sequence?

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therealbobisme
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linking road gates to open close sequence?

Postby therealbobisme » Sun Dec 13, 2015 5:47 am

I have 5 gates, controls divided by 2 door controls and on either side of the gates i have servos, 1 opens on trigger the other closes on trigger.
Once the truck passes the first gate every other gates 'open gate servo' and 'close gate servo' is attached to the previous and first gates 'close gate servo'. In a way locking the first gate/all gates until the truck leaves the fifth gate then a new truck comes in,
Generally only 1 gate is in operation as each gate triggers close servos

i also put in pretty status lights, the last gate is attached to a front gate status light :P

it isn't bad, is this the best approach? i tried to play with logic circuits, but didn't get the result i wanted wanted something like: if: [*gate = open] = closed, else = open :D
murgh
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Re: linking road gates to open close sequence?

Postby murgh » Sat Jan 30, 2016 2:18 pm

Just like you I put two servos on each gate - one to open it and one to lock it shut. At first I thought of using logic circuits as well in order to create air-locks, but after several painstaking hours of trying to get something workable out of that I put this mess aside. Instead I now use the Road Sensors mod and just some simple logic bridges to do the job. Road sensors go in front and behind every gate. The first road sensor is to open the gate, second one is to close it immediately after the truck has passed the gate. With several gates in a row it becomes easy to link some of those road sensors via logic bridges. Thus some gates will stay closed in a row while deliveries take place further down the road, even when a truck is in front of a closed gate and is trying to open it. Fortunately the Locked Shut servo will override the Locked Open servo, so if both happen to be activated, the gate will still stay closed until authorized to open by a truck leaving deliveries further down the road. Of course fancy status lights will impress the visitors when they notice they've activated a Shut Gates pressure pad when they need to cross the road to enter the prison. No body will have to climb over trucks or jump aside. 8)
seesaw
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Re: linking road gates to open close sequence?

Postby seesaw » Sat Jan 30, 2016 2:42 pm

not sure what you want, an airlock?

if its so, you can have 3 gates. the first linked with the last, and the medium one being the opposite of these two. sensor in the first and last door. this way, the first opens, medium remains locked. first closes, medium opens. medium closes, last opens with sensors.

only problem i see is that you could get someone while one gate is opening and the other is closing, but not sure.
seesaw
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Re: linking road gates to open close sequence?

Postby seesaw » Sat Jan 30, 2016 3:39 pm

i was going to try and just noticed that pressure pads cant be used on roads... well fuck
murgh
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Re: linking road gates to open close sequence?

Postby murgh » Sat Jan 30, 2016 4:52 pm

seesaw wrote:i was going to try and just noticed that pressure pads cant be used on roads... well fuck


Pressure pads for road: https://steamcommunity.com/sharedfiles/filedetails/?id=485302724
Kunovega
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Re: linking road gates to open close sequence?

Postby Kunovega » Mon Feb 08, 2016 3:06 am

therealbobisme wrote:I have 5 gates, controls divided by 2 door controls and on either side of the gates i have servos, 1 opens on trigger the other closes on trigger.
Once the truck passes the first gate every other gates 'open gate servo' and 'close gate servo' is attached to the previous and first gates 'close gate servo'. In a way locking the first gate/all gates until the truck leaves the fifth gate then a new truck comes in,
Generally only 1 gate is in operation as each gate triggers close servos

i also put in pretty status lights, the last gate is attached to a front gate status light :P

it isn't bad, is this the best approach? i tried to play with logic circuits, but didn't get the result i wanted wanted something like: if: [*gate = open] = closed, else = open :D


Instead of 2 door controllers I only use 1 for road gates.

I have 6 road gates (3 above and 3 below the delivery/export/garbage region in the middle). I also use 6 walking gates (using solitary doors) for visitors (off to the right of the road in line with each of the 6 road gates)

This creates a triple airlock above and below the entrance area. All 12 (gates and solitary doors) are connected to only 1 door controller. In this way it is always monitored by a guard and that person can not trigger more than 1 to be open at a time.

Note: each airlock section is slightly longer than one truck length and my delivery/export/garbage region is more than 2 truck lengths long. In this way the trucks rarely hold any gates open and even when they do its never all 3 in a row at once.

I also recently put in 4 sniper towers. 1 At the beginning and end of the entry/exit airlock systems in both directions.

Along with a triple walled prison the prisoners have no where to try getting out but the one always guarded pathway that leads to the airlocks. With 100 or so prisoners none have even come close to escaping. I'm slowly expanding and hopeing to get 1000+ prisoners into this design and hopeful that it will keep up with demand
murgh
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Re: linking road gates to open close sequence?

Postby murgh » Mon Feb 08, 2016 3:22 pm

Kunovega wrote: All 12 (gates and solitary doors) are connected to only 1 door controller.


Eek, so what happens if that 1 guard who controls that 1 controller decides to take a break? The whole system will get stuck...
Please use a backup door control panel so a second guard will always be able to continue the work.
This also speeds up the time it takes to open a door for somebody, since two guards will be able to open the same doors time will be divided by half. :D
edit: ah but you don't want that on purpose, so I assume you have free roaming guards always nearby that control desk?


Here are two screenshots of a (almost) perfectly working system:

Image
First of all, the road has been completely altered. From left to right: intake, cargo, cargo, emergencies.
Having two cargo roads works so much better for deliveries, it's a no-brainer to implement this when running a large prison.
Also having prisoner intake separated from cargo is much much much more efficient. Did I say much more yet?

Road sensors do their job better than logic circuits - they take less time to respond and are easier to use.
Yes it requires two door servo's at a gate, thus visually a bit less attractive.
But it's by far the best solution I've tried in many many hours of finding a good way.
With the use of logic bridges you can easily bundle the signals coming from the sensors and apply them to more gates where desired.
The little room next to the classroom contains all bridges needed in this setup.

To make road sensors work they will need status lights, which is a good way to add a tiny delay where needed.
Connect it like this: sensor - statuslight - servoOpen, or sensor - statuslight - servoClosed.
The status lights can be put under a door servo so they won't sting you in the eyes by being all over the place.

To add a delay, simply chain a few status lights in a row before the last one connects to the servo. So you do: sensor - statuslight - statuslight - statuslight- (etc) - servo.
I used this last method at the intake road, where two snitch sorters are checking the intake bus. These handy tools need a little delay (about 5-10 seconds) to do their job.
Once the bus passes the first gate, the road sensor which will close that gate also will shut the gate in front of the bus, so it has nowhere to move.
Once the sequence of 4 status lights is completed, the gate will be opened and the bus can proceed to the next snitch sorter.
You could use maybe one snitch sorter instead of two, but during testing I found out using only one snitch sorter will increase the chance of a snitch slipping through this system :s
So double check that prisoner bus to be sure nobody gets missed!

When sorting is done, the bus will be cleared to unload its fresh prison meat at the reception.
The road sensor over there makes sure that the gate behind the bus keeps closed shut until it's done unloading.
Prisoners will always shoot out of the first tile of the bus and if they have nowhere to move next to the bus they will move forwards instead of directly up.
Keep the first two tiles open (I used metal detectors) and use a brick wall to limit their route.
All area over there is marked as StaffOnly except the Reception room, so the only way to go is straight into reception.
This works very well but not 100% perfect - let's say 10 out of 400 prisoners will end up on the road anyway, usually when it's getting really crowded in reception.
Or, if the prisoner is on death row: these fellows really don't like to be inside the prison, nor walk an inch by themselves...

The double cargo route has a 'box of 6', so up to six trucks can be buffered inside the prison while the rest will be waiting outside a closed main gate.
When the first (double)gate opens, the truck will be captured into the top box and wait until the main (double)gate is closed by the sensor.
Again, an extra status light will provide the needed delay for the next gate to open while the first (double)gate gets closed.
When the cargo truck moves on, the gate for the middle box will be opened early if the route is clear, so the truck doesn't need to stop in there.
It will only wait in the middle box if the last box is filled (=truck over there standing on road sensor connected to servoClosed behind it).
The signal for servoClosed overrides the signal for servoOpen, so fortunately a gate will stay closed shut when both servos are active.
This whole box system acts like a buffer when too many trucks arrive for deliveries and too little workers are available to unload them quickly.
Why use a box of 6 and not simply remove those gates in between? Because when rush hour starts, that would mess up things badly.
Trucks really need to be separated one by one in order to have them drive when you want them to drive.
If a certain gate would not be there in between then a following truck in the row would drive too fast and ignore a closing gate in front of it, or get stuck in it.

Visitors will arrive between the second cargo road and the emergencies road.
You can change the visitors spawning location by editing the OriginX value in the save.
In this particular map OriginX is at 116. I was hoping the OriginY value would do something as well to this spawning location, but it seems it doesn't.
When putting another value at OriginX, the row of 5 tiles of 'unable to build on this road here' will also reposition.
So playing around a bit with this value will make it easy to build roads and stuff anywhere you like and to remove the original road.
Trucks will by default spawn a bit to the right of OriginX, unless you use the RoadWorks mod which allows you to have trucks go where you want them to go.
Drifting off, so lets get the attention back to the visitors.

At some point they will pass a few pressure pads (somewhere at the middle of the 'box of 6').
The perfect spot for these pads is something you have to test for your prison: it takes some time for visitors to walk and it takes some time for gates to close.
It also takes some time for the pressure pads to give 'area clear' signal for the trucks, so the whole thing comes down to trial and error while implementing it.
These pads will override all of the gates at the crossover, making sure those gates are closed shut while visitors walk on the crossroads to enter the prison.
This way no truck will ever collide with them, keeping things running smooth for the cpu.
It used to be a mess down there when 80 people would be entering the prison in the morning while colliding with several trucks on their way in...



Image
Deliveries area is long enough to handle four trucks at once.
Usually only one or two trucks will be there, but you know those times of the day when a LOT of food arrives all at once, or sheet metal or whatever...
If two trucks are already unloading and new trucks arrive at Dock 3 or Dock 4, a road sensor will make sure no new trucks can enter deliveries by keeping the gates in front of the crossroads closed shut.
When this happens the buffer 'box of 6' will catch incoming trucks while still being able to have all prison entries closed at all times.
So there will be no way for any prisoner to just run to the roads and survive all the way to the last gate. More likely he will be either tazered, shot to death or torn apart and be eaten by a dog when that happens. :lol:
Last edited by murgh on Tue Feb 09, 2016 11:35 am, edited 4 times in total.
seesaw
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Re: linking road gates to open close sequence?

Postby seesaw » Mon Feb 08, 2016 8:29 pm

thats full of mods, right?
murgh
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Re: linking road gates to open close sequence?

Postby murgh » Tue Feb 09, 2016 10:56 am

Yes it is. It's running with:

metal detector fix https://steamcommunity.com/sharedfiles/ ... =321753473
roadworks https://steamcommunity.com/sharedfiles/ ... =574426965
road sensors https://steamcommunity.com/sharedfiles/ ... =485302724
no size requirements https://steamcommunity.com/sharedfiles/ ... =550777349
instant build https://steamcommunity.com/sharedfiles/ ... =568730671
numbers https://steamcommunity.com/sharedfiles/ ... =472858558
snitch sorter https://steamcommunity.com/sharedfiles/ ... =562914620
prison basketball https://steamcommunity.com/sharedfiles/ ... =538064627
better prayer mats https://steamcommunity.com/sharedfiles/ ... =508469595
working bookshelves https://steamcommunity.com/sharedfiles/ ... =417622178
circuit isolator https://steamcommunity.com/sharedfiles/ ... =528388013
harder parole hearings https://steamcommunity.com/sharedfiles/ ... =495662481
reform programs for large prisons https://steamcommunity.com/sharedfiles/ ... =567804314

I altered the prison basketball mod a bit where I changed the psychologist to be an external teacher.


I made a test version of this secure prison entry on a medium sized map. It only holds one cargo lane and a shared intake/emergencies lane, but that should be enough for a medium sized map anyway.
To test the map you will need roadworks, roadsensors and snitch sorter mods, the rest can be ignored (forgot to remove it from savedgame).
Flood deliveries by just spamming a lot of beds onto the field on an area bigger than deliveries/storage zones and the cargo lane buffer will fill itself :P
Feel free to check it out: http://prison-exchange.com/browse/maps/ ... ntry-demo/

Image

Feedback appreciated! Enjoy.
Last edited by murgh on Fri Jul 08, 2016 11:53 am, edited 1 time in total.
murgh
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Re: linking road gates to open close sequence?

Postby murgh » Fri Jul 08, 2016 11:42 am

I've made another demo map with this entry, but now on a large map with two instead of one cargo road: https://steamcommunity.com/sharedfiles/ ... =715551731

Image

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