Do your settlement spotlights ever work?

Post » Sat Jan 16, 2016 1:44 pm


It's why I said hook up the spotlights to the interval switch pylon, and then the pylon to your grid. If you hook anything else up to the interval switch, it will turn off your other powered items.



So basically, best I can lay out in text graphics - P = power grid connected item (pylon, generator, any item that can pass power through), I = interval switch, S = spotlight, T = terminal, -- and | are representation of wired connections



P -- P-- P


| | |


P-- P-- P -- I -- S -- S -- S


| | |


P-- P-- P


|


T



If you place any P (powered object) after the interval switch, you will inadvertently turn on/off those objects - so best way is to just have 1 interval switch connected somewhere off your power grid, and then have as ONLY powered items connected to it be the spotlights you want to control.



Anything up the chain from the interval switch is not affected. Anything down the chain from the interval switch will be power cycled to settings programmed on the terminal. The terminal itself you only need 1 for entire settlement and can be located anywhere, hooked into power grid anywhere, long as that power grid eventually connects to the switches, pylons, etc you want to control.



The terminal is also useful to program the spotlights to target admin instead of hostiles when setting up. It will let you know exactly how and where the cone of lights can be rotated and still track targets. In general the svckers are 360 degree turning, and the angle of pitch and declination is good enough you can place on elevated mounts and have it still track ground targets - which it then feeds targeting info to any connected turrets on same power grid. Turrets that have targets can fire 360 degrees, not just the scan angle you seen when placed.

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Melanie
 
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Post » Sat Jan 16, 2016 1:49 pm

Thanks for the extra info Jaco

:)
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Eve(G)
 
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Post » Sat Jan 16, 2016 2:31 pm

More importantly, my disco balls are really erratic. On sometimes, off sometimes, it's a huge problem. ;)

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luke trodden
 
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Post » Sat Jan 16, 2016 7:36 pm

Yup! And those strobes are SO undependable. :)

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Miss K
 
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Post » Sat Jan 16, 2016 11:21 pm

Same thing with me OP and it doesn't matter how much power is going into it. All my playthroughs have this problem it's very annoying. Im Xbox as well, it's the worst bug I have so in the grand scheme of things I'm probably crazy lucky... But it's still annoying lol
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Ellie English
 
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Post » Sat Jan 16, 2016 11:44 am

I have just placed a simple Switch Pylon next to my Fast Travel point. When I get back I just flip the switch off and on and it resets all the downstream Spotlights.



If You have the generators leading to the Switch Pylon and then spreading out into your grid, flipping the switch resets the power to the Spotlights.

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Laura Tempel
 
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Post » Sat Jan 16, 2016 2:38 pm

I read that the problem with the spotlights is due to a script, which stops functioning when you leave the area. It makes sense then that the people who have them hooked up to switches and timers and such still have them working.

I couldn't be assed to do all that, so I just never build spotlights anymore.
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Nicole M
 
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