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Working 12 hour clock
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Starcraftman:
I'm not sure I understand what you're asking. I have it so that when the second counter has a print count overflow it sends a relay to an array of 6 bricks, which allows it to count up to 60 and then reset back to 0, and add one to the minute counter, and so on.
keonesan:
I've made plent of realtime clocks. THE PROBLEM IS, is that it becomes un-synched after a while. Since it has a .33 second delay on the fire relay your clock will eventually go off time and you will have to re-synch it. Unless you are using a different method somehow.
Starcraftman:
Actually I was aware of the 33ms delay and the solution to that is actually very simple. There is a separate brick that acts as the counter and its events are this: onrelay->firerelay->self with a 1000 ms delay (one second), and then: on relay->increment print count ->target-> second

This way the actual counter doesn't become desynced because if sending a relay to itself, and the delay is set to a higher number then 33 ms, then no 33 ms delay will be added. The only downside to having so many relays in this clock is that the minute and hour counters take a good 300+ ms to fully update but that really doesn't matter because the second counter is nearly perfectly accurate (off by 33 ms due to enforced delay). I have also let the clock run for a while when set to my computers time, and it does not desync.
boodals 2:
Ive made a 24 hour clock on one of Olaf's City RP's, i think..

Also, delays are not always 100% real time, if the server is lagging, the delays will be inaccurate.
There are many ways to avoid the 33ms min delay, i know of about 5, but most of them require Add-ons.
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