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#1

Winding up a lever to raise a gate

Archive: 37 posts


Breathe in, breathe out. Alright. Ready!

http://i37.tinypic.com/9fpu0o.jpg

I need to make some sort of lever (A), that when wound up, the gate (C) opens up along with it. Thing is, there is no "rope" in the game, although I could make one myself by "linked" blocks or circles. Sounds pretty thermo-heavy, though. So I'm trying to figure out B.

I hope the diagram is understandable.
2009-10-13 10:43:00

Author:
aer0blue
Posts: 1603


I have a method that uses logic, but I don't see it being too light on the thermometer. It doesn't require any linked blocks though, it should be pretty clean. Before I spend the time drawing it up, is it too big of an issue if it takes up a couple bars of thermometer?2009-10-13 11:24:00

Author:
BSprague
Posts: 2325


I'm down. Creating a "rope" for this is becoming a headache, so yes.2009-10-13 11:35:00

Author:
aer0blue
Posts: 1603


I'll start working on it today, and publish the mechanism in my Key Room tonight. I'll post in this thread with the combination. 2009-10-13 11:39:00

Author:
BSprague
Posts: 2325


https://lbpcentral.lbp-hub.com/index.php?t=t=12211

Our tech-maniac rtm223 has created such a mechanism. Haven't had a chance to try it out yet, but judging by his technical knowledge, I'm pretty sure that his contraption will fit your needs.


4. This one is the daddy. It's a three way directional switch. You turn it anticlockwise, the drawbridge comes down. You turn it clockwise the drawbridge goes up. You stop the wheel, the drawbridge stops moving. Nice, yeah? Well, when the drawbridge gets to the bottom, you can no longer turn the wheel anticlock. When it gets to the top, you can no longer turn it clockwise, so it really simulates the feel that the wheel and bridge are physically linked.
2009-10-13 11:42:00

Author:
Treas
Posts: 223


That's exactly what I need, actually. Seems he isn't too willing to share them, though.2009-10-13 11:54:00

Author:
aer0blue
Posts: 1603


I think he's referring to "Subterranean Setbacks". Man, I've got to play that level tonight. I want to play it for weeks now, but I forget it everytime I start up LBP.

Anyways, I think you might find it as a prize bubble in his Subterranean Setbacks. And if not, why not just ask him? I think he might share it if he sees that you want to put it to good use.

If you don't find it in Subterranean Setbacks, I'd recommend just asking him per PM (or waiting a bit... I think the thread title attracts all tech-lovers).
2009-10-13 12:02:00

Author:
Treas
Posts: 223


That reminds me, I played Subterranean Setbacks to get the sneak item, but I never checked whether I actually have the item.

To get back on topic: I've been doing some experiments with pulleys and chains made from blocks linked with rope, and while it does look cool when it works, it can only take really light loads. Any stress and the chain starts to shake and stretch, or worse, it drops through the pulley. So it will basically require a gate made from polystyrene.

Edit: have you tried linking a bunch of cog wheels into a rack and pinion? It used to work with Lego, I have no idea how the LBP physics engine would cope.
2009-10-13 12:17:00

Author:
Rogar
Posts: 2284


Ohhh, this is awkward....

The device Treas posted is very close to what you are looking for although you may have to make some design compromises if you want the lever design, rather than the full wheel. It doesn't exist in subterranean setbacks (except in a ruined, burning, non-functional form), because I ran out of horizontal space for that section of the level and because it doesn't exist in the level, it doesn't exist as a prize either.

But there still stands the fact that I'm not keen to just give them out (think what you will about that), but:


edit - actually, if you have a particularly good use for any of them I'll probably be happy to see them used. But I'll be picky about it

Essentially, if all you want to do is raise and lower a gate, and a standard 2 way lever would suffice, then I'm probably not going to be convinced to give up my closely guarded secrets. If there is more to it than that, then you can probably have it

I've seen rack and pinion done in LBP, but I don't know how well it would work with a series of cogs. Especially when you have to use sackboy's weight to turn the cogs AND move the gate. You can gear it up nicely I'm sure, but that's going to need a lot of turns of the wheel

Off topic, regarding the sneak sensor: if you don't have it yet, the sneak sensor is very close to where it is used in the level. If you get bored of secret-hunting and can't find it, give me a PM - I just don't wanna spoil the exploring nature of the level for anyone unless they ask
2009-10-13 13:03:00

Author:
rtm223
Posts: 6497


Essentially, if all you want to do is raise and lower a gate, and a standard 2 way lever would suffice, then I'm probably not going to be convinced to give up my closely guarded secrets. If there is more to it than that, then you can probably have it

What I'm working on is medieval-esque. Reason enough? d: I also want to try to make as many custom-switches as possible. In other words, emulating the game's premade 2-way and 3-way switches with custom made ones, along with some originals, such as your spinny-lever switch.

EDIT: There's a bug in the level, by the way. I know this isn't the place to be discussing it, but I'm quite far into it, and can no longer turn back. Frustrated to say the least. I'll PM it to you since I don't want to spoil anything.

EDIT 2: Hurray! It wasn't a bug. Well, sort of. But I worked it out.
2009-10-13 13:18:00

Author:
aer0blue
Posts: 1603


Maybe you could make the lever turn a pad wheel that hits a three way switch that is centered by elastic? Make sure the paddles are clear of the switch when the lever is all the way up/down.2009-10-13 13:21:00

Author:
Rogar
Posts: 2284


Maybe you could make the lever turn a pad wheel that hits a three way switch that is centered by elastic? Make sure the paddles are clear of the switch when the lever is all the way up/down.

...What do you mean by pad, though?
2009-10-13 13:23:00

Author:
aer0blue
Posts: 1603


Like the wheel of a watermill. there's one in the last Gardens level. The paddles of the wheel can hit the switch, which moves the gate up or down a little. Enough hits of the wheel, and the gate should be completely up.2009-10-13 13:32:00

Author:
Rogar
Posts: 2284


Like the wheel of a watermill. there's one in the last Gardens level. The paddles of the wheel can hit the switch, which moves the gate up or down a little. Enough hits of the wheel, and the gate should be completely up.

Hmm... Where are they... Ah! Here they are! Here friend, have ninethousand and one internets. This seems to be working appropriately and is very thermo-friendly (so far). I wouldn't mind seeing rtm's mechanism, though, as I could have it retract/close back down after a period of time, which would be very useful, not to mention players could cheat with this current method I'm working on.
2009-10-13 14:27:00

Author:
aer0blue
Posts: 1603


aerOblue.. I have something I threw together after reading your post. Shoot me a PM or send a friends request to rz22g and I can show you. You can have it if you want it and tweak it to suite your needs or just build off what you see.2009-10-13 16:26:00

Author:
rz22g
Posts: 340


What you could do is make the grabby wheel thing and behind in another layer, make another wheel that turns with the main one. put little nobbly stickout bits on the wheel behind the grabby one. put a 3 way switch on the layer behind the grabby wheel when the wheels turned itll hit the 3 way switch and thats attached to the door. make sure the nobblybits only brush the top of the switch that it wont be pushed to one side when the wheels still. ( i suggest using circles as the nobbly bits the they brush off the switch.)

Sorry if thats confusing. If you dont understand i could draw you a diagram.

Hope this helps
2009-10-13 21:04:00

Author:
theamilien
Posts: 485


I have a demo of mine posted now. Its labeled drawbridge test.. catchy huh 2009-10-13 21:32:00

Author:
rz22g
Posts: 340


This is interesting you know. When I first posted that Wheeley good switches demo, I tried to encourage people to come up with their own solutions to mimick the stuff I made. On the basis that if people experiment for themselves they will learn more than if I just throw them somat to use. No one went for it

Don't get me wrong, that wasn't at all the reason I've been keeping the stuff to myself, not in the slightest, I just thought it would have been nice.

Here we now have 2 or 3 workable solutions to the same problem in the same day. I quite like theamillion's solution and rz22g's (I just checked it out on line). Mine is rather different though (far more electronics inspired than mechanically inspired) but I don't see any reason to keep it back from release now.


I wouldn't mind seeing rtm's mechanism, though, as I could have it retract/close back down after a period of time, which would be very useful, not to mention players could cheat with this current method I'm working on.

It doesn't actually do that... You could make it do that with a winch-based clutch (crude term - it's a hard on/off clutch, but I don't know what that would be called IRL), like the one I use in the generator in setbacks. That would require some checkpoint / sackperson thick layers in there else you'd run out. I can think of some other ways of doing it too, but it would get a little complex.

I'll look into adding the device as a prize later tonight or tomorrow after work and let you know when it's done.
2009-10-13 22:11:00

Author:
rtm223
Posts: 6497


...

I actually did this, although the ends of the wheel (the cog "teeth") were not round, but flat. Took me a lot of trial and error to get just right. Then the power died for some hours. ... I know.


I have a demo of mine posted now. Its labeled drawbridge test.. catchy huh

Thanks, this solution is pretty solid, too! I might go along with it.


...

Well, I've been experimenting with this before having stumbled across your contraptions. They're really original & unique; I would've never been able to figure them out if it weren't for you releasing those collectable objects. Well, it would've taken me a long while, at least. I'll be taking a look at your published goodies ASAP, trust me. I'm still so, so curious.
2009-10-13 23:11:00

Author:
aer0blue
Posts: 1603


I'm still chugging along on mine, though I've gone through a couple different design options while looking for the most efficient one. Right now I sit at two bars and one direction of rotation raises, the other lowers. I'm just foolproof-ing this idea then moving onto another, more efficient idea that I have.2009-10-13 23:54:00

Author:
BSprague
Posts: 2325


What you could do is make the grabby wheel thing and behind in another layer, make another wheel that turns with the main one. put little nobbly stickout bits on the wheel behind the grabby one. put a 3 way switch on the layer behind the grabby wheel when the wheels turned itll hit the 3 way switch and thats attached to the door. make sure the nobblybits only brush the top of the switch that it wont be pushed to one side when the wheels still. ( i suggest using circles as the nobbly bits the they brush off the switch.)

Hey, that's what I said!


This is interesting you know. When I first posted that Wheeley good switches demo, I tried to encourage people to come up with their own solutions to mimick the stuff I made. On the basis that if people experiment for themselves they will learn more than if I just throw them somat to use. No one went for it

Don't get me wrong, that wasn't at all the reason I've been keeping the stuff to myself, not in the slightest, I just thought it would have been nice.

Here we now have 2 or 3 workable solutions to the same problem in the same day. I quite like theamillion's solution and rz22g's (I just checked it out on line). Mine is rather different though (far more electronics inspired than mechanically inspired) but I don't see any reason to keep it back from release now.

I'm starting to feel a bit unappreciated here...

I did give that wheel switch a bit of thought. I got as far as three switches to detect the direction the wheel is turning, but the logic to convert this into a usable output like a piston position got a bit too complex to do in my head.
2009-10-14 10:18:00

Author:
Rogar
Posts: 2284


Ahhh, you did say that, but I didn't get exactly what you meant, I thought there would be a chance of the wheel stopping so that 3-way is held in position either left or right.2009-10-14 13:17:00

Author:
rtm223
Posts: 6497


I would try to come up with my own solution, but it'd probably just be me copying rtm's design. This is not my intention, but having seen his threshold switch, I can't not think of it...

Although the up/down thing has me baffled. The only thing I can think of is using an ordered input tool, but I'm not sure exactly how it'd work.
2009-10-14 14:05:00

Author:
comphermc
Posts: 5338


I finished mine, it takes up about 2 bars, and it's the materials thermometer that is dominating, meaning this will basically have zero impact on your thermometer. It only uses three materials, which doesn't really matter, but they can be changed to suit the level. It works both ways, and works fairly well. Counterclockwise raises it and clockwise lowers it, but that can be changed as well.

To access it: Go to my Key Room (published over Australia, and type in Blue Blue Purple Purple Red Orange Red Pink). It will open the key up, which opens a copyable level up for you. The mechanics are simple, but they are a little messy as I through this last one together fairly quickly. If you have any questions or comments, feel free to ask!
2009-10-14 20:39:00

Author:
BSprague
Posts: 2325


rtm's lockbox, code is:

white, yellow, red, red, red, green, green, blue, orange, orange, pink. (WYRRRGGBOOP)

y'all can use it on two conditions:
1. You take the time to work out how it works
2. You tell me where you've used it so I can check it out (no one ever does this one )
2009-10-15 00:20:00

Author:
rtm223
Posts: 6497


rtm's lockbox, code is:

white, yellow, red, red, red, green, green, blue, orange, orange, pink. (WYRRRGGBOOP)

y'all can use it on two conditions:
1. You take the time to work out how it works
2. You tell me where you've used it so I can check it out (no one ever does this one )

I checked yours out, it's a very interesting way of doing it. You've essentially created a "player tracker", but instead of tracking the player, it tracks a magnetic key. Very nice.
2009-10-15 01:29:00

Author:
BSprague
Posts: 2325


Rtm, man, you are a freakin GENIUS. I'm sorry I can't add rep to you - I need to spread it around some more. This is why you are the master and I am the Padawan. Although this means I have figured out how most of your Wheelie Good switch work. Still, though - this is fantastic, and you've blown my mind a little. I also love how it locks into place when it's at the max and min lengths... is that something you've added since your love affair with winches, or was that part of the original design?


2. You tell me where you've used it so I can check it out (no one ever does this one )

Maybe nobody has used them? I've given you credit for you ordered input tool, right? Have I jacked anything else inadvertently? If I have... OOPS!
2009-10-15 01:58:00

Author:
comphermc
Posts: 5338


I think rack & pinion would work fine. You'd just add in a peg (some sort of material added to a piston) to hold the gear when the wheel isn't being grabbed. As soon as the wheel's let go, the peg would squeeze back into place in between one of the gaps.

Perhaps you can make it so that once the gate reaches a point it stays in place (like triggering dark matter into the open gaps) or it falls down (like making the rack out of dissolve).
2009-10-15 06:23:00

Author:
Outlaw-Jack
Posts: 5757


I had the same problem, and I think the best thing to do is use a logic gate. I could make one for you if you want. I won't be online for a couple days, but I will have the game. (I got grounded) I'm pretty good with logic. Just add me on PSN, srgt_poptart or Freedom_Corn.2009-10-15 06:38:00

Author:
srgt_poptart
Posts: 425


It is indeed a player tracker... just circular... and not tracking a player. And the locking mechanism was there from when I first published the demo. I think it took about a week between making the basic design and the locking version. And yes, I am a genius :hero:

The thing I found is that to keep the movement of the front and back wheels as consistent as possible, changing the size or the materials needs some changing of the motor bolt speed and normal bolt stiffness. This means trial and error unless you want there to be annoying delays etc.

@jack: You still have the problem of weight and gearing so that sackboy's body can exert enough force to pull the door up.

@srgt_poptart:If you get a solution going, then publish it so we can have a little compare between the various versions.
2009-10-15 09:57:00

Author:
rtm223
Posts: 6497


Last time I checked, my locked test level had one play, so I'm assuming someone here checked it out. 2009-10-15 11:32:00

Author:
BSprague
Posts: 2325


Oh, that was me... I meant to say I think it's broken - possibly just needs the keys on the left moved as they never activate - I didn't have time to work out what it was doing tbh.

Also, when I got there it had 0 plays and 1 star... Maybe a bit of weirdness to add to the "how your locked levels are getting played" thread
2009-10-15 11:54:00

Author:
rtm223
Posts: 6497


Oh, that was me... I meant to say I think it's broken - possibly just needs the keys on the left moved as they never activate - I didn't have time to work out what it was doing tbh.

Also, when I got there it had 0 plays and 1 star... Maybe a bit of weirdness to add to the "how your locked levels are getting played" thread

I just read this post and had no idea what you were talking about, so I went to play the level. It turns out that I uploaded an early test level. When I went back to My Moon to check out the level, for some reason it had deleted all of my progress on everything and reverted back to a couple hours before. I'm recreating it now, it shouldn't take too long.
2009-10-15 20:44:00

Author:
BSprague
Posts: 2325


Mine seems to be working very well and its basically as mechanical as you can get without having a gear system running all the way to the door. The wheel now stops at the end of operation extents. I did my best to prevent accidental auto lowering and so far it seems to have worked. Im glad you brought this up aeroblue. I had always thought about it but never tried and for it to have turned out as well as it did on the first try is accomplishment to me.2009-10-16 18:06:00

Author:
rz22g
Posts: 340


Ohhh, I was thinking about autolowering the gate but it's only just occured to me how to do it. Simply put a really weak motorbolt on rather than the existing normal bolt. This would also add the "easier to pull down than lift up" aspect.

How have you implemented the stopping on your design rz22g? I can't quite see how it would easilly fit in tbh - is it extra pins into the cogs, or winches holding the existing pin to one side?
2009-10-16 18:15:00

Author:
rtm223
Posts: 6497


Its invisible material on pistons set to direction on each side of the ticker. One set to extend when gate is full up and same for other when full down.2009-10-16 18:58:00

Author:
rz22g
Posts: 340


Use cogs.
EDIT: I failed to get the image here...
2009-10-25 19:31:00

Author:
Chamion B
Posts: 124


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