Rail Rotator Clock Wise
This page is currently a stub. Please help us out by expanding it. |
Rail Rotator Clock Wise | |
---|---|
Hit Points | 100 |
Reactor Hit Points | 0 |
Mass | 0.05 |
Luminosity | none |
Data Value (ID) | 664 |
The Rail Rotator Clock Wise is an advanced block of the rail docking system. Rail rotators can not only move entities, but also rotate them. This makes rail rotators an essential part in more complex mechanisms. Rail Rotator Clock Wises can, as the name implies, rotate docked entities in a clockwise direction. Their counterpart is the Rail Rotator Counter Clock Wise.
The amount of rotation as well as the speed of rail rotators can be modified. The latter requiring a Rail Speed Controller. A continuous rotation is also possible.
Item Description
"This is the rail rotation module. Whatever goes on to it will rotate by default 90 degrees, and then move on in the given direction if there is another rail block to go to. The degree of rotation can be modified by connecting activation blocks Connect from the rail rotator up to 9 activation blocks. Each active block will add 45 degrees to its rotation. So it is possible to dynamically change the rotation by just activating and deactivating the activation blocks. Nine active blocks will result in a constant rotation."
Production
Production Info | |||||
---|---|---|---|---|---|
Produced in a | Standard Factory | ||||
Requires | To create | ||||
Sintyr Capsule | x10 |
Rail Rotator Clock Wise | x1 |
Usage
A Rail Docker can be attached to a rail rotator by using the Rail Docker's docking beam on the rail it should dock to. The arrows on the rail and docker indicate which way the docked entities will align.
A Rail Rotator Clock Wise will rotate an entity that docks to it or moves over it clockwise by 90°. After rotating it will try to move the docked entity in the direction the arrows show similar to how a Rail Basic would.
Logic Functions
When the rail rotator receives a high signal from any logic block that is linked to it, it will release the entity that is docked to it.
To change by how much the docked entity is rotated by, connect the rail rotator to Activation Modules. For every connected Activation Module that is in an active state, the rail will rotate the docked entity by 45°. If Activation Modules are connected but none are active, the docked entity will not rotate at all. If 9 connected Activation Modules are active, the docked entity will rotate continuously.
If a docked entity is resting on the rail rotator after it has already been rotated, using the rail exchange method to change the rail below it to any rail rotator (even if it already is that type of rotator) will refresh the rail and rotate the entity above it again.
Exchanging Rails
Using an Activation Module it is possible to replace or reorient rails. This is often used to switch the direction of rails, and for advanced manipulation of docked entities.
To exchange rails, place an Activation Module and link it to all rails you want to change. Place any rail with the type and orientation you want to change the other rails to adjacent to the Activation Module. When the Activation Module is activated, the rails it links to are replaced with copies of the rail adjacent to the Activation Module. To ensure this works correctly, only one rail block should be adjacent to the Activation Module.
This also works when using Button, Inner Ship Remote, and Wireless Logic Module in place of an Activation Module.
Rail Turret Axis can not be modified this way.