Home    LBP Showcase / Reviews / Recommendations    Object Showcase
#1

Most realistic submarine in LBP so far!

Archive: 37 posts


I made a really realistic looking and working submarine. Not only that you can easily maneuver it in any direction you want, you can decide between 4 different types of torpedos to use! It also has a periscope which really lets you look very far!

The submarine:
http://img339.imageshack.us/img339/2052/p2320120410.jpg (http://img339.imageshack.us/i/p2320120410.jpg/)

The cockpit:
http://img526.imageshack.us/img526/2774/p232101120410.jpg (http://img526.imageshack.us/i/p232101120410.jpg/)

The torpedo control system:
http://img691.imageshack.us/img691/297/p2321120410.jpg (http://img691.imageshack.us/i/p2321120410.jpg/)

The submarine is made for two people. One person has to maneuver it and the other one has to launch the torpedos. I'm already thinking about giving you the opportunity to use different torpedo types at the same time. I also think about a one man submarine which let's you do it all alone.

The only problem with the submarine is that I couldn't prevent it to tilt over in one direction because of the physics in LBP. I tried everything but you just have to handle it yourself when you're controlling the sub.
2010-04-13 15:26:00

Author:
Chrree
Posts: 554


Interesting. Am I doing it wrong, or is there no way to make the pictures bigger?

I've toyed with the idea of making a sub but never got around to it--mostly 'cuz I really don't like water all that much. As for keeping it from going end over end, would this (https://lbpcentral.lbp-hub.com/index.php?t=22150-Vehicle-tools-Tilt-and-motion-sensor-and-control-pod-%28Copyable%29) help? I've been working on vehicles (almost all of them have been bipedal mechs) since lbp first came out, and I've picked up a few tricks along the way, so I made that level to share them. You can actually get all the information you need just by reading the thread, though: the level is just for people who need to see it more hands on.
2010-04-13 20:09:00

Author:
Sehven
Posts: 2188


Oh thx. I hope I can add it somehow.

You are right something is wrong with my pics. I will upload them again. I hope more people will show some interest for it then.
2010-04-14 01:45:00

Author:
Chrree
Posts: 554


It just takes a while for people to notice sometimes. Still, I'm surprised there haven't been more posts yet. There's been quite a few attempts at making subs and yours looks to be one of the better ones. I just finished watching "Das Boot" for the first time (finished it like 3 minutes ago) so I find subs much more interesting than I did a few hours ago.

So how do you control buoyancy? Is the sub itself just neutrally buoyant in water and you use rockets to move it up/down, or do you emit weights and floats? I've been thinking about methods for water propulsion other than rockets. Paddles work fine on the surface, but not so much underwater (they're round, so they push back just as much as forward, but when you're on the surface, only the forward pushing part is in the water). I suppose emitters could fire chunks of material to push the ship, but I figure there's probably a more elegant solution. Maybe I'll try my hand at sub building. It'd go great with all those other projects I never get around to finishing.
2010-04-14 08:40:00

Author:
Sehven
Posts: 2188


WIth regards to tipping over I had a pretty simple solution in my submarine, I simply modified the distribution of density so that it was lighter at the top. Combine that with the length of it and this means it is very hard to get it to tilt more than about 20-30 degrees. It's essentially the same principle that keeps a hot air ballon the right way up. I don't think there is any limiting factor in the physics of LBP that would prevent you from achieving this.

I'm also curious about the bouyancy. It looks very much like there isn't actually any space available in the vehicle for variable bouyancy - from my experience you need quite a large quantity of emitted dissolve to actually achieve a decent mechanic for that. My sub had 3 levels of bouyancy (one to surface, one to dive and one for neutral bouyancy) and required quite a large proportion of the vehicle to be dedicated to floatation tanks.

BTW, don't get upset if people don't instantly respond to your topic, it's not even been a day yet!
2010-04-14 11:12:00

Author:
rtm223
Posts: 6497


BTW, don't get upset if people don't instantly respond to your topic, it's not even been a day yet!

Indeed. Some people may only check the forums once a week.

FWIW, I thought it looked pretty awesome. Do you have it published in a showcase level so we can try it out?
2010-04-14 13:23:00

Author:
Aya042
Posts: 2870


Looking great and will be interesting to see it working.2010-04-14 13:27:00

Author:
mistervista
Posts: 2210


Nice work! Very impressive.2010-04-14 13:32:00

Author:
jwwphotos
Posts: 11383


You control the sub with rockts because thats the easiest way and the bubbles you see give it a more realistic feeling. The submarine has the perfect weight to stay where it is when you want to stop moving. The only Problem really is that it tilts over. I'll try what you recommended though.

You cant see it but the sub also has an energy bar. When the sub gets damaged too much it explodes and the mission is over.

Unfortunately you can't try my sub yet. I'm on a level with it right now so you will see it when I publish that.

Ya I usually wait longer for some response but my last object got almost no response at all. Thx for every post so far. ^^
2010-04-14 13:40:00

Author:
Chrree
Posts: 554


from my experience you need quite a large quantity of emitted dissolve to actually achieve a decent mechanic for that. My sub had 3 levels of bouyancy (one to surface, one to dive and one for neutral bouyancy) and required quite a large proportion of the vehicle to be dedicated to floatation tanks.

Couldn't you use an emitter to overlap several blocks of dissolve to make super-buoyant dissolve? Then you could use smaller tanks. It makes no sense in real world physics, since increasing density would increase weight, but you're not actually increasing density in lbp: just breaking the rule that two objects cannot occupy the same space at the same time. I use overlapped "superfloaty" in my newest mech. I don't use a ton of it, 'cuz I want the mech to "feel" heavy, but it's enough to help with the balance, and then I use an emitter to emit a big "balloon" of it with limited lifetime during jumps.

Went off an a tangent there: I just can't seem to shut up about my mechs .
2010-04-14 19:44:00

Author:
Sehven
Posts: 2188


If you like mechs maybe you could take a look at my Fuchikoma. :3 You can find the link in my signature,2010-04-14 20:00:00

Author:
Chrree
Posts: 554


I looked at it before, but I'm more into bipeds.2010-04-14 21:51:00

Author:
Sehven
Posts: 2188


I see. Yeah there are good ones but the Fuchikoma is my favorite. The way it moves, how it looks, all the abilites, the AI's personality and everything.

I tryed a tool from your level but the problem is that under water it is slower and won't work the way it should. Have you tested it under water yet?

It seems that I have to change the way you can choose torpedos. It happens that it breaks sometimes so it must be something more simpley. I hope I have a good idea because I want it to look good aswell.
2010-04-14 22:07:00

Author:
Chrree
Posts: 554


Have you tested it under water yet?

Did you try the gas disc? I only tested it a little bit underwater (I haven't had much use for water yet), but initial tests seemed positive: it should work perfectly. If you're using a floaty disc, then it won't work at all: floaty tilt sensors really don't like water.
2010-04-15 04:43:00

Author:
Sehven
Posts: 2188


Wow. The sub looks really incredible. Defiantly the best ive seen so far on lbp. Also, youve taught me how to write 'rewind' in German

Just wondering, how does the periscope work? Is it just camera angles or is it a magic mouth or something?
2010-04-15 13:07:00

Author:
theamilien
Posts: 485


Couldn't you use an emitter to overlap several blocks of dissolve to make super-buoyant dissolve?

Sounds more than possible. I'd expect the upthrust to act on all of the pieces of dissolve as you say.
2010-04-15 13:15:00

Author:
rtm223
Posts: 6497


That's an amazing submarine! I want to know how it works underwater though... Just because most subs tend to float up a bit. Do you have a level for it also?2010-04-15 13:27:00

Author:
Emogotsaone
Posts: 1030


Did you try the gas disc? I only tested it a little bit underwater (I haven't had much use for water yet), but initial tests seemed positive: it should work perfectly. If you're using a floaty disc, then it won't work at all: floaty tilt sensors really don't like water.

I've also done a few experiments with gas-based tilt sensors, and they seem to be fairly reliable. I believe Sehven has an example of one in his copyable level Vehicle tools: Tilt and motion sensor and control pod (Copyable) (https://lbpcentral.lbp-hub.com/index.php?t=22150-Vehicle-tools-Tilt-and-motion-sensor-and-control-pod-(Copyable)).

Well worth a look, even if you find it's not much use for this particular application, it definately has other applications.
2010-04-15 13:31:00

Author:
Aya042
Posts: 2870


@Sehven
Ok I'll ty that next. I hope that works better and that I can add it to the sub because there is not much space left.

Edit: It's a bit difficult for me to understand how it works. Must be my english. :/

@theamilien
I used a piston and a magic mouth (the camera didn't wok the way I wanted it). This way you can see what's far away. ^.^

@Emogotsaone
The sub stays where it is. It's not floating up or down. ^^ The only problem is that it tilts and I hope I can find a ay to solve that problem. If you want to test the sub I'm on a level right now.

@Aya042
I'm already trying that.
2010-04-15 15:06:00

Author:
Chrree
Posts: 554


The tilt sensor may not serve your needs. It's just a sensor and needs to be tied into something to actually do the work and I dunno' what you'd use in this case--rockets, I s'pose--but if you've avoided rockets this far, you probably don't want to use them for stabilizing. Anyway, it's probably easier/more practical to follow Rtm's suggestion and just redistribute the sub's weight so that it's more buoyant on top and heavier on the bottom. If you do it right, it'll be darn near impossible to tilt it too far.2010-04-15 17:58:00

Author:
Sehven
Posts: 2188


...if you've avoided rockets this far, you probably don't want to use them for stabilizing.

There is another option, which might actually work better for underwater vehicles, which is mentioned in Sehven's thread "Aerodynamic" properties of wheels (https://lbpcentral.lbp-hub.com/index.php?t=23824-Aerodynamic-properties-of-wheels). There was an incredibly long discussion about whether it was just torque, or if skin friction also played a part, but I think the general consensus was that skin friction was indeed occurring, and theoretically the effect of such friction should be more apparent underwater.

It might prove impractical, but it's difficult to say without testing it. However, it does present a possible alternative to rockets if you wish to avoid using them.
2010-04-15 18:13:00

Author:
Aya042
Posts: 2870


the general consensus was that skin friction was indeed occurring

It was? I'm still pretty sure that it was all torque. If skin friction mattered, then paddles would be better for boats than solid wheels, but it turns out the opposite is true.

Anyway, it is possible that a spinning wheel could make a better stabilizer underwater than it does in the air, but as Aya said, it'll need to be experimented with to find out for sure.
2010-04-16 04:09:00

Author:
Sehven
Posts: 2188


It was? I'm still pretty sure that it was all torque. If skin friction mattered, then paddles would be better for boats than solid wheels, but it turns out the opposite is true.

That's "form drag" which apparently isn't accounted for, although even the calculations for the simulation of skin friction aren't going to be exactly accurate. See the WP article on parasitic drag (http://en.wikipedia.org/wiki/Parasitic_drag) for a comparison.
2010-04-16 14:40:00

Author:
Aya042
Posts: 2870


Im might just HAVE to test it. I'll give you some in-game feedback (love that).2010-04-19 06:05:00

Author:
Emogotsaone
Posts: 1030


A friend showed me a submarine they made a while ago. They got around the problem of balance by emitting blocks of dark matter, which made the submarine stable underwater despite being made completely from wood. It's cheating, but it might be handy to know.2010-04-19 15:55:00

Author:
Ayneh
Posts: 2454


Funny how the thought of dark matter in vehicles makes us feel guilty.2010-04-19 16:49:00

Author:
croissantbuncake
Posts: 572


Dark matter? That works? I thought nothing is able to move with dark matter. o.O?2010-04-19 17:53:00

Author:
Chrree
Posts: 554


Funny how the thought of dark matter in vehicles makes us feel guilty.
What's wrong with using dark matter? Dark matter is awesome! It's the single most powerful force in LBP!
2010-04-19 17:55:00

Author:
Gilgamesh
Posts: 2536


Dark matter? That works? I thought nothing is able to move with dark matter. o.O?
Yeah, when you were stationary underwater it was because of the blocks of dark matter. I don't know exactly how it works. Maybe they were rapidly emitted when you wanted to move.
2010-04-19 23:06:00

Author:
Ayneh
Posts: 2454


Is it possible to make a soundless emmiter?2010-04-20 01:19:00

Author:
Incinerator22
Posts: 3251


Looks Great, did you put this in a level yet, because i'd love to try it.2010-04-20 05:22:00

Author:
uh_warrior15
Posts: 5


I'm working on it. 2010-04-20 14:39:00

Author:
Chrree
Posts: 554


Is it possible to make a soundless emmiter?

I didn't even notice that they made a sound when emitting, although they do make a dissolve sound when demitting a previously emitted object. I believe using one of the glass textures removes this sound.
2010-04-20 15:41:00

Author:
Aya042
Posts: 2870


Usually making objects invisible removes their associated sound, unfortunately, that doesn't work with emitters.... 2010-04-20 16:43:00

Author:
croissantbuncake
Posts: 572


Oh, my, gosh.2010-04-20 21:20:00

Author:
Emogotsaone
Posts: 1030


That is a cool sub, its a little big for my taste. the big thing to me is how it handles in the water, my mini sub is tuned to just stay where ever you stop, no going up or down motionless the only thing moving is sackboy.

check it out when you get a chance. cheers
2010-04-24 00:40:00

Author:
pete007d
Posts: 58


My sub works the same and since I wanted to make a realistic sub I just had to make it that big.2010-04-24 00:56:00

Author:
Chrree
Posts: 554


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.