Video Contents: 0:00 - General Concept 0:36 - Wireless Turret Pods Build 1:51 - How to expand turret count 2:35 - How it works with Active Usage 4:28 - Adding a Wireless Trigger 7:32 - Demonstration with Trigger 8:42 - Example Pod - Three Turrets No Doors 12:07 - Example Pod - Four Turrets With Doors 17:10 - Outro
pro tips use single or double doors, garage doors are slow, also run a rand in the loop so the door doesnt always open. Making it unpredictable will drive people nuts
Great video! But why at 9:30 is there room betwee the solor panels and the bottom part of the base? Doesnt that make it easier to destroy the stone the panels are sitting on?
Hello again! Quick question, If an OR switch (which takes input from the 'has target' and 'low ammo' outputs of the turret) sits between each turret and their respective transmitters, would you receive both of the respective alerts on rust+ when triggered? Thanks!
Yes and no. The OR Switch requires 1 rW to power itself and will then pass any additional power. Turret outputs will only pass 1 rW, which means both outputs would need to be active for the OR Switch to pass power. Meaning, you would only receive a notification if both the Has Target AND the Low Ammo (or No Ammo) outputs were activated at the same time. Since this can only occur in a specific scenario, the most likely outcome is that you would block the rust+ notification.
Great question. You COULD do that with a single HBHF. The HBHF/RF transmitters to that RF receiver allows for multiple HBHF to a single input, which you need if you want to be able to detect players from all sides. And you're welcome!
But if u gey mlrs'd the sensors will break and the turrets will stay of when u get raided is there a way when the sensor breaks the sensors will go on and stay on
It feels silly to me to use a timer and the broadcaster and transmitter, if you use and switch and hbhf sensor, the turrets turn on while someone is in range, then when they go out of range or die the sensor stops detecting and the circuit cuts off?
I use a timer to prevent players from being able to power cycle the turrets and to trap them. The range of an HBHF Sensor is much less than that of a turret. I want the turret to remain powered on after they're out of range so they can't escape.
@AustinKlailaGames that does make sense, I personally only use turret pods around my base so I just keep the turret powered 24/7, as you said thr range of the turret is greater than the sensor so if they're in range of sensor that's a death. But as you said this circuit Conserves power
Video Contents:
0:00 - General Concept
0:36 - Wireless Turret Pods Build
1:51 - How to expand turret count
2:35 - How it works with Active Usage
4:28 - Adding a Wireless Trigger
7:32 - Demonstration with Trigger
8:42 - Example Pod - Three Turrets No Doors
12:07 - Example Pod - Four Turrets With Doors
17:10 - Outro
this gives me new ideas how to run my whole raid defense system. it makes way more sense using multiple transmitters than and/ors etc.
Nice!
Thank you for another great circuit! ❤🎉
Very good video. I build a similar design but ill probably build this now thanks ill add a few things on but yes good video
pro tips use single or double doors, garage doors are slow, also run a rand in the loop so the door doesnt always open. Making it unpredictable will drive people nuts
That was awesome
Great video! But why at 9:30 is there room betwee the solor panels and the bottom part of the base? Doesnt that make it easier to destroy the stone the panels are sitting on?
Thanks! It's the top honeycomb above the tc. You could eliminate it by upgrading the roof to metal if you wanted.
Hello again! Quick question, If an OR switch (which takes input from the 'has target' and 'low ammo' outputs of the turret) sits between each turret and their respective transmitters, would you receive both of the respective alerts on rust+ when triggered? Thanks!
Yes and no. The OR Switch requires 1 rW to power itself and will then pass any additional power. Turret outputs will only pass 1 rW, which means both outputs would need to be active for the OR Switch to pass power. Meaning, you would only receive a notification if both the Has Target AND the Low Ammo (or No Ammo) outputs were activated at the same time. Since this can only occur in a specific scenario, the most likely outcome is that you would block the rust+ notification.
I have a question:
What's point of using RF transmitter and receiver if you can just make the HBHF sensor trigger the circuit ?
Thanks for the design!
Great question. You COULD do that with a single HBHF. The HBHF/RF transmitters to that RF receiver allows for multiple HBHF to a single input, which you need if you want to be able to detect players from all sides.
And you're welcome!
I didn't know that @@AustinKlailaGames
Thank you for valuable info!
Hi ncie video, what if i want to add a smart switch to open garage doors by phone?
is there any way to do this on console?
But if u gey mlrs'd the sensors will break and the turrets will stay of when u get raided is there a way when the sensor breaks the sensors will go on and stay on
HBFS take two rockets
It feels silly to me to use a timer and the broadcaster and transmitter, if you use and switch and hbhf sensor, the turrets turn on while someone is in range, then when they go out of range or die the sensor stops detecting and the circuit cuts off?
I use a timer to prevent players from being able to power cycle the turrets and to trap them. The range of an HBHF Sensor is much less than that of a turret. I want the turret to remain powered on after they're out of range so they can't escape.
@AustinKlailaGames that does make sense, I personally only use turret pods around my base so I just keep the turret powered 24/7, as you said thr range of the turret is greater than the sensor so if they're in range of sensor that's a death. But as you said this circuit Conserves power
We need a better walkthrough on the 4 turret one. I can’t figure out what I did wrong
need to make these with auto opening doors so ppl dont even see the turrets