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#1

Why are my pistons floppy, and my string stetchy?

Archive: 10 posts


Recently I've noticed something wrong with pistons and string, and even rods....

I was trying to get my ghost in the vertical tunnel in my latest level moving up and down and left and right, in kind of a ghostly way. So the obvious thing to use is a vertical piston attached to a solid base and a small piece of material at the top, and the a horizontal piston attached to the small piece of material and the ghost. I set both the pistons to stiff.

But when I let it go, it just flopped down. I double checked the stiff setting and it was definitely set right. Whats going on? In the end I had to use a winch in addition to these two piston to support the weight of the ghost.

In the same section I have several balls of sponge joined together by pieces of string to form a grabbable vine type thing. But the string stretches like elastic! whats going on here?
2009-06-18 00:37:00

Author:
chillum007
Posts: 228


Your problem seems like a problem I would have...

Have you looked at the maximum and minimum lengths of the of pistons? If not, that could be a reason. I am not for sure.

On the string thing, you might also have to look at the maximum length of the string.
2009-06-18 04:41:00

Author:
blacknumbers
Posts: 79


um... i take it the pistons are set to stiff? I believe the cornish yarg patch made it so pistons aren't so godly as they used to be, try using a lighter material?2009-06-18 05:08:00

Author:
Burnvictim42
Posts: 3322


I've had this problem. One solution is to use 2 or even 3 pistons, it makes them support more weight. But sometimes not even that works.

You can always place an invisible line of Dark Matter parallel and under the bottom piston, so it has a 'rail' to keep it from bending down. Better yet instead of DM, use invisible glass, connected to invisible DM, slides better.
2009-06-18 09:57:00

Author:
TripleTremelo
Posts: 490


Pistons (&c) are only guaranteed to remain stiff when moving from heavy materials to light materials (dark matter > metal/stone/wood > sponge > dissolve/cardboard/negative peach floaty > poly > pink floaty, from what I remember with my own problems). Otherwise, depending on how fast they move, they can bend extremely far out of shape. Meaning, attach to the heavier material, drag to the lighter material. Royal pain, it is.2009-06-18 10:30:00

Author:
Loius
Posts: 342


I had a similar problem while I was attempting to make a level based on the film "Cube".
I designed a way to make the rooms move around eachother like they do in the film but the pistons wouldn't stay straight enough for it to work properley.
2009-06-18 11:16:00

Author:
SneakySteve1983
Posts: 121


I had a similar problem while I was attempting to make a level based on the film "Cube".
I designed a way to make the rooms move around eachother like they do in the film but the pistons wouldn't stay straight enough for it to work properley.

Heh, I thought about that and then decided not to even atempt it lol.

Yeah I had a similar problem to this a while back when I was first creating, syroc is about right there, but this thread has some more info in it:

https://lbpcentral.lbp-hub.com/index.php?t=t=10506&page=2

Some of the solutions there won't help you that much (sliding on DM) but the concepts are good to know. Actually if you intermeidate connector is say stone, sliding horizontally on glass and it is reasonably wide, it should be solid as a rock, and the vertical connector will be have a much more stable base.


As for string, similar issue with the pistons described in the other thread. My assumption is that string is basically very strong elastic. Once you start chaining it up the relative strengths go messed up. One thing you might want to try for this is to connect the chain of grabbable materials up, then anchor each one, individually, to the roof with invisible string. It won't be perfect but it may well be an improvement.
2009-06-18 12:16:00

Author:
rtm223
Posts: 6497


Yeah, I've done a lot of work on this back in the pre-CY days trying to hide connections behind thin layers. It is very difficult to put stiff pistons in series because the game will apply the weight of later objects and create a twisting motion on intermediate ones. You can sometimes avoid this by using very light materials. Sliding an intermediary block or putting it on wheels tends to be the best solution. I have a set-up for doing this in my boss AI tutorial level, which you can grab from a prize bubble. It actually has 4 pistons in series (2 vertical and 2 horizontal). It was the strongest mechanism I could come up with at the time. I may need to revisit it at some point and see if I can do better now.2009-06-18 12:38:00

Author:
dcf
Posts: 468


Pistons (&c) are only guaranteed to remain stiff when moving from heavy materials to light materials (dark matter > metal/stone/wood > sponge > dissolve/cardboard/negative peach floaty > poly > pink floaty, from what I remember with my own problems). Otherwise, depending on how fast they move, they can bend extremely far out of shape. Meaning, attach to the heavier material, drag to the lighter material. Royal pain, it is.

^ I agree with this. I think this is how it goes. I had to understand this so I could test something, and it worked. In other words: I am pretty sure this is true.
2009-06-18 17:29:00

Author:
blacknumbers
Posts: 79


I've also noticed that string seems to stretch (or glitch out) when the grabby connected to it is small. If that's the problem making it bigger fixes it.2009-06-19 04:56:00

Author:
TripleTremelo
Posts: 490


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