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Using rockets to get something going straight up

Archive: 13 posts


I've tried many things, yet no matter what i do if i strap rockets onto a a block of material (making absolutely sure they are equidistant from the center), my platforms veer to the left. Why is this, and how can i make it work?2010-01-29 06:01:00

Author:
RCIX
Posts: 250


I've encountered this problem too. I'm not sure if there's any formal solution, but if you need the rocket to go straight up and only straight up, you can use the dark matter glitch to make invisible walls which the rocket must conform to... just an idea.2010-01-29 06:41:00

Author:
Duffluc
Posts: 402


Unfortunately that wouldn't work. I'm trying to make a flying machine 2010-01-29 07:29:00

Author:
RCIX
Posts: 250


Well stiff, 0-strength pistons are one solution. A single piston will make it go straight up and down, although if you need sideways movement as well (whilst keeping upright orientation), then you will need to have a horizontal piston connected to some material, with a vertical piston connected from the material to the machine.

I managed to make a perfectly stable flying machine with a single rocket and no supporting mechanics just by making the whole thing symmetrical and placing the rocket using the grid. You have to use sackboy's weight to tilt it to steer. It's awesome
2010-01-29 10:22:00

Author:
rtm223
Posts: 6497


I managed to make a perfectly stable flying machine with a single rocket and no supporting mechanics just by making the whole thing symmetrical and placing the rocket using the grid. You have to use sackboy's weight to tilt it to steer. It's awesome

I made a sea plane that uses Sackboy's weight to steer too, Tommy helped me with the rocket parts as I couldn't get them right. I would PM him and see if he could help, or TSFRJ.
2010-01-29 12:42:00

Author:
tanrockstan34
Posts: 1076


Another similar solution to rtm's is to use the pistons to move the object. You place the rocket (for show) and then hide the stiff pistons that control the mechanism. This way you don't have to worry about the sackboy's weight.2010-01-29 13:26:00

Author:
javi haguse
Posts: 744


I have a flying machine that goes straight up perfectly. As well as rockets on the bottom you need rockets on the sides as well that should be on all the time. After that its just a case of tweaking the boosts ever so slightly to make it perfectly balanced. Just be aware that rockets are very sensitive so even if the boost meter changes by about an eighth of a millimetre, it can have dramatic effects.2010-01-29 15:27:00

Author:
theamilien
Posts: 485


i've tried many things, yet no matter what i do if i strap rockets onto a a block of material (making absolutely sure they are equidistant from the center), my platforms veer to the left. Why is this, and how can i make it work?

use the grid!!!
2010-01-30 00:28:00

Author:
Emogotsaone
Posts: 1030


it's a flying ship? does it only need to go straight up for a sec like initial take off? If so use the piston idea but have the piston dissolve once in flight.2010-01-30 00:42:00

Author:
IStwisted
Posts: 428


it's a flying ship? does it only need to go straight up for a sec like initial take off? If so use the piston idea but have the piston dissolve once in flight.

Good idea...
2010-01-30 01:55:00

Author:
Emogotsaone
Posts: 1030


Not sure if it'll help in this case, but you can make an accurate tilt sensor by bolting a circle of pink floaty to the object with a zero strength bolt, slap a mag key on the bottom and switches on either side to read when the key gets closer to them. I've never tried to use to make a stable flying machine (I had it hooked to dark matter emitters to keep my mech from falling over), and I'm sure tweaking the rockets would be a nightmare, but, by using a speed setting on the switches, or by having multiple switches with progressively smaller radii connected to progressively stronger rockets, it might be possible to build a working stabilizer for a flying machine.

Personally, I prefer the zero strength piston method mentioned by rtm. Zero strength pistons are my best friends these days.
2010-01-30 06:55:00

Author:
Sehven
Posts: 2188


Great ideas, and i wanted to make a "true" flying machine (as in, no pistons controlling it like a puppet), but i might have to try that. I'll try using a floaty for an angle center, can't believe i didn't think of that (i was trying to use a glass block in a long thin hole)!2010-01-30 08:46:00

Author:
RCIX
Posts: 250


I hope you're able to get it to work. One would think that it should be possible to tweak the rockets just right and have it stay balanced, but it kind of seems like the rockets aren't ultra-precise. I would say that once you get a rocket tweaked just the way you want, you should clone it for the other side of the vehicle instead of trying to get another tweaked exactly the same. Of course, that's assuming your vehicle is symmetrical; if it's not then never mind. If only there was some sort of weight sensor we could rig up: a tilt sensor is good, but if, for example, sackboy is standing on the left side of a balanced rocket platform, said platform will tilt left, the sensor will tell an extra rocket on the left side to fire, it'll even out (in a perfect world; more likely it'll start tilting right) but then that rocket will stop firing and sackboy will weigh it down again and the cycle will repeat.

Another trick you can try is using an emitter to spit out a tiny invisible dark matter block with a .1 lifetime. It can emit just under the side that it's leaning toward and it'll keep it from falling that way. Again, I've never tried using a tilt sensor to make a flying machine, so I don't know how well that will work, but that's the method I used for my mech.
2010-01-30 10:55:00

Author:
Sehven
Posts: 2188


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