Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Help! [Archive]
#1

A bit of logic trouble.

Archive: 15 posts


Hello there. For one of my creations, I've been trying to find a stable way to make a long rectangle spin left with a grab switch on the left, or right if the grab switch on the right is activated. However, I also want it to reset to an upright position when the switch is released. A 180 degree wobble bolt obviously doesn't work because it doesn't reset to center, and springs, rods and elastic cause an unstable result.
To make things clearer, here is a diagram:



http://i70.photobucket.com/albums/i119/HellspawnCaverns/Example.jpg
2009-12-24 04:29:00

Author:
Unknown User


Try this... a winch on either side, pulling it down (these may need to be set to "Backward" for this to work correctly). A non-stiff piston attached to the top of the rectangle (and some DM or other material above it). The piston will need to be weaker than the winches and set to a maximum that's long enough to allow for the winches to retract all the way down, and a minimum that's short enough for it to snap back into place. Now... set the grab switches to "Directional" and attach each to it's winch. But also attach them to an OR switch that will operate the piston.

When either switch is grabbed, the piston will extend and the appropriate winch will contract. When it is released, the winch will release and the piston will snap back into place.

Don't know if it will work for sure... the non-stiff piston may cause problems with proper alignment on the reset motion. Hope it helps... or at least steers you in a direction that will help!
2009-12-24 06:57:00

Author:
v0rtex
Posts: 1878


I think you could use a winch that pulls the rectangle, instead of a piston that pushes; this winch must be weaker than the other two; you could avoid using an OR switch to control it, you only need to force it to keep retracting (I mean, link it to a switch and set it to directional so that it always retracts) - I hope I was clear enough

edited, I wrote everithing like, upside down....
http://img138.imageshack.us/img138/9937/unafoto.jpg
2009-12-24 08:30:00

Author:
Shadowheaven
Posts: 378


Thank you for the replies, both of you.
I tried your method, v0rtex, and the piston... well, it did some strange things. I tried the same method with a third winch from above, instead of a piston, and messed around for a little, and eventually got something that worked pretty good. I think I'll work on it, and try to make it as stable as possible.
The actual shape is somewhat more complex than a basic rectangle, that was just for demonstration, and I was fortuitous enough that the winch connected with a flat bit just inside the object.

As for your idea, Shadowheaven, it didn't quite work, but it led me to develop something a little more complex. It never stabilized with the one winch from below, so instead, I placed a winch slightly to each side of the bottom of the shape. I made them both weak, and triggered the one on the left to pull in when I made the shape spin to the right, so that it would try to pull it back. Same for the other side. I had them both trigger simultaneously when the shape was in the reset position.
It actually worked pretty good, but a little too complex for now. I can see myself using it for a different version, however.

Once again, thanks to the both of you.
2009-12-24 09:40:00

Author:
Unknown User


Hiya,
I think I've solved your problem.

See attached picture to make it clearer.

1999

I used 2 grab switches attached by pistons to a 3 way switch. The 3 way switch then controls the direction of a motor bolt. (this sorts the spinning)

Making the bar return to vertical is a bit more tricky. I attached a SECOND grab switch to each piece of sponge - but set to inverted. When BOTH inverted grab switches are active (i.e. the player isn't grabbing either sponge) the winches above retract and pull the bar up.

I started with 1 winch above but the bars got jammed when close to pointing down. Having 3 bars sorts this. Hope this was helpful.

I can upload a copyable version of this if you'd like to play with it yourself

Adi and Clarie
2009-12-24 09:41:00

Author:
TheAdipose
Posts: 533


I just edited my post, I got it backward...... -__-

EDIT and UPDATE: it's waaaay easier guys, you need to use two stacked wobble bolts, one that works to the left, the other to the right; this way if both the grab switches are activated, it goes back to the default position; you have to be precise, but i think it's the easiest and better thermo-wise solution
2009-12-24 09:47:00

Author:
Shadowheaven
Posts: 378


I think I might have what I need, but I'm still tweaking and setting up, so in case what I'm trying for doesn't go according to plan, I would appreciate a copyable version from you, TheAdipose. I don't think I've quite wrapped my head around your explanation. =P

And Shadowheaven, even with the upside down method, I still got some interesting results. =P
The corrected version is similar to my current setup, except that the winch releases when you activate the grab switch, just to avoid any conflict.

Also, I had thought about two wobble bolts, but this device needs to be swung in either direction at the touch of the sackboys fingertips. I think this method may be a little too fiddly.
2009-12-24 11:35:00

Author:
Unknown User


I have added you on PSN, when you accept I will invite you into the level. Sorry if my explanation was unclear.2009-12-24 12:08:00

Author:
TheAdipose
Posts: 533


The corrected version is similar to my current setup, except that the winch releases when you activate the grab switch, just to avoid any conflict.

hehe, you're not used to winches with strenght < 10; don't worry, they don't break easily

@theadipose: logic-wise speaking, you're having a motor bolt and the winches doing the same thing, or are the winches there only to prevent an excessive angle? Maybe you could simplify it with threads? I haven't tested your method yet, so I still don't know.
2009-12-24 13:47:00

Author:
Shadowheaven
Posts: 378


@shadow,
Hiya mate. The winches are stopping the device jamming at the bottom. If its pointing straight down when the user stops grabbing, the winch pulls straight up so it doesnt rotate. Using 3 winches seems to solve this problem.

The advantage of using the winches is that there is no 'wobble' so to speak. But the way you described yours sounds a lot simpler. I don't think I explained mine very well. It works tho
2009-12-24 13:52:00

Author:
TheAdipose
Posts: 533


Actually, the winch was strength 7, and the other two are at 10. I don't mean that they struggled, just moved slower. I like to be able to adjust the reset speed and the swing speed separately and easily, without any fuss. =P2009-12-24 14:01:00

Author:
Unknown User


TheAdipose, I just tried your method: you can avoid using the OR port, you need only to connect the grab switches to the winch on the opposite side - it's only a bit harder to manage, because you have to check well the lenght of the winches to set the degrees of the rectangle - anyway, the picture is quite self-explaining:
http://img683.imageshack.us/img683/9937/unafoto.jpg
2009-12-24 14:11:00

Author:
Shadowheaven
Posts: 378


I published mine in a copyable level called "thing for lady wulf" (psn theAdipose)

Shadow, if you wouldn't mind, i'd quite like to see yours.
2009-12-24 14:15:00

Author:
TheAdipose
Posts: 533


Alright, here we go:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=2002&stc=1&d=1261664048

The black little squares are directional grab switches. There is a little bit of OR logic off to the right. What happens there is that the pistons are set to backwards, and are set to contract when either of the two grab switches are pulled. The timing for these should be set to .1 seconds, and the magnetic key switch should be set to directional. Doing so will activate the inner two winches. These winches have a minimum length of a tiny bit longer than when your block is in its initial rest state. The maximum length is longer than what you need for your block to rotate. The timing of these depends on how quickly you want the thing to move.

The outer winches are wired directly from the grab switches. These winches should be set to backwards. Their minimum length is the length you want them to pull the block. Their maximum length is much longer than you need for the block to rotate the other direction. The timing for these should be a little bit longer than the other winches. The rotation connector is a sprung bolt. This is not necessary, but it's what I thought of.

What happens is that at rest the sprung bolt will hold the thing straight up and down. When you grab either of the pieces of material, the inner winches will extend, doing nothing (they are used later). The outer winch that is connected to the correct grabby switch will pull the block to rotate in that direction.

When you let go the all of the winches will reset to their default lengths. The sprung bolt will pull the block back to the middle. It will want to swing past the middle (since it's a springy connector), but the inner winches will catch it and bring it to rest.

(Note: remember that winches cannot push, and can only pull. When you tell a winch to extend, you may not always see it extend, since they dang "sag".)

----

This may not be the best solution, but I had to think of it without actually playing in LBP. Hope it works for ya.
2009-12-24 14:26:00

Author:
comphermc
Posts: 5338


I can't find your level, anyway I added you on psn, feel free to invite/join me

EDIT - I just noticed in-game that you published it

EDIT2 - I just published a level too, "My messy logic - not a level" - comph, it also contains the contraption we talked about earlier today

EDIT3 - ehm, does the rectangle have to spin continuously or does it have to stop at a certain degree? Both I and comph got the same answer, but is it the right one? xD
2009-12-24 15:02:00

Author:
Shadowheaven
Posts: 378


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.