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#1

3 way switch improvement

Archive: 10 posts


Is it just me or is it virtually impossible to use a 3 way switch set to speed mode and not have your object (in this case an vehicle) stay still. I have found that using the speed setting when using motorbolts and or wobble bolts it is extremely difficult to get a vehicle to stay still and they always tend to "creep" one way or another. This is incredibly annoying as it is the only way to make vehicles travel in both directions without instantaneous acceleration. Even worse is when you try to incorporate it into logic and it becomes a nightmare. I have tried many times to find a solution to this problem but i can't seem to find one that works consistently well without horrible drawbacks. The problem seems to be there is no dead zone (that is to say an angle in the middle where nothing moves) or it is extremely hard to find, whats worse is that it seems to be relative and changes, making pistons impossible as a solution. So anyway my idea is for Mm to release a patch to allow it to have 3-5 degrees at which the switch is off completely. It already does this on direction mode, but that mode doesn't allow for acceleration. I don't know if im just being whiny because i tend to only make vehicles and it is impossible or unpractical to get around this problem. any thoughts?

BTW if you don't believe me try to make logic for a vehicle that allow for acceleration in both directions that doesn't creep.

i dare you....
2010-04-16 02:28:00

Author:
horwitzer
Posts: 255


I made one that when at a full speed of 60, moves at about 2 in a neutral position. How is it hard to incorporate logic with it though?

And for your poll, I don't see how anyone could disagree. It's something that would make vehicles much more fun and realistic.

Aya explained that it has to do with MM's programming and that they use rounding in speed levers.
2010-04-16 02:37:00

Author:
Incinerator22
Posts: 3251


I made one that when at a full speed of 60, moves at about 2 in a neutral position. How is it hard to incorporate logic with it though?

And for your poll, I don't see how anyone could disagree. It's something that would make vehicles much more fun and realistic.

Aya explained that it has to do with MM's programming and that they use rounding in speed levers.

Hmm... i didn't know it was because of there programming, and what i mean is that it is hard to get it to stop when you are adjusting the lever manually, but seems to be even harder with something like a 2 grab setup. at least for me it does. i have tried many times without luck.
2010-04-16 04:14:00

Author:
horwitzer
Posts: 255


if you want it to go in both directions then just set it to directional2010-04-16 20:56:00

Author:
jonlolz
Posts: 155


if you want it to go in both directions then just set it to directional

did you even read the post? the issue isn't that it doesn't travel in both directions, but that you can't control acceleration, when its set to direction its either on or off in either direction. i want to be able to control the speed while still travelling in both directions.
2010-04-16 21:18:00

Author:
horwitzer
Posts: 255


Aya explained that it has to do with MM's programming and that they use rounding in speed levers.

There was a fairly extensive thread (https://lbpcentral.lbp-hub.com/index.php?t=23656-Directional-AND-Speed-logic) on this subject a while back. The best known workaround is to double-bolt your wheels, using a different motor bolt for each direction, like in my copyable level "Multi-speed Train Example for TSFRJ v2".

Another option which was suggested, although never tested, was to use a three-way set to speed, but have some sort of mechanism in the vehicle akin to the clutch of a car, to disconnect the driving force from the wheels when the handle of the three-way was close to the center.

The opposite idea of using a braking mechanism has been tested by a number of people, and generally hasn't yielded very good results.
2010-04-16 21:19:00

Author:
Aya042
Posts: 2870


@Aya042...in the 2nd option you mentioned, are you suggesting using mag key and switch, with the mag key on a block driven by a piston, where the piston could be activated by the 3-way which moves the mag key into proximity of the key switch? If not, this idea might work as long as the piston doesn't creep also.

Rick
2010-04-16 23:50:00

Author:
RickRock_777
Posts: 1567


...are you suggesting using mag key and switch, with the mag key on a block driven by a piston, where the piston could be activated by the 3-way which moves the mag key into proximity of the key switch? If not, this idea might work as long as the piston doesn't creep also.

Won't work. Only a three-way switch is capable of being able to output a variable speed and directional signal, so proxying it through another mag switch will lose either the speed or direction information.

I actually meant a physics thing, where you have, say, a 'drive' wheel which can move so it's either touching the actual wheel or not, and can be disengaged like the clutch of car... if you see what I mean.
2010-04-17 00:03:00

Author:
Aya042
Posts: 2870


@Aya042...understood. That's probably why I don't use 3-ways (yet ). When you said clutch, I was thinking too literally. A gear engaging to turn an axle is an ideal method to control movement of the wheels.2010-04-17 00:57:00

Author:
RickRock_777
Posts: 1567


i did try a double bolt method, however because i primarily build tanks, the weight of the tracks would make it so that when it encountered any resistance the opposite motor would turn or slip. i really don't see why they don't patch this, another benefit i didn't mention is that you can simply connect the 3 way switch directly to a sound object, ie the tank sound, and it will have the acceleration, deceleration and reverse noise built in, otherwise complex logic is needed.2010-04-17 06:17:00

Author:
horwitzer
Posts: 255


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