Home    LBP Showcase / Reviews / Recommendations    Object Showcase
#1

My latest flyer - New Video!!

Archive: 88 posts


Hey LBPC!

Thought I might share this with you. Just another flyer, but a very good one at that. This is my most stable and most manouverable yet. Anyway, I think the vid sums it up! Enjoy!

http://www.youtube.com/watch?v=XxMf7em7BvY

http://www.youtube.com/watch?v=faulMw2R3ho

The level is now open to the public "Pirahna Light Fighter Training".

Enjoy!!
2010-05-08 13:47:00

Author:
croissantbuncake
Posts: 572


Looks good. Not quite as detailed as your last one, but that's not necessarily a bad thing. I especially like the engine things on the side: I'm curious how you made them. It looks like a round vent deco on the front and a sensor pod on the back, but what's the middle part? It also looks like it's less fragile than the barracuda (fewer moving parts/no landing gear).

Got a demo level up yet? Soon? Looking forward to trying it out.
2010-05-08 20:20:00

Author:
Sehven
Posts: 2188


The best thing I like about your vehicles, besides the ingenuity of the flying system itself, is your phenomenal use of decorations! I love the 4 spikes that change with direction. Could this be the next gen of your baracuda?

@Sehven: I don't think he's done with the detailing.
2010-05-08 22:16:00

Author:
Incinerator22
Posts: 3251


I could have sworn I just posted a reply... (internet's been acting up all day).

Yep, incinerator's correct about the lack of detail, but then again, I was aiming for reliability and stability over detail (I've been studying architecture a lot lately - I guess the form inspired by function mindset has made it's way into LBP!).
The engine modules are (reading from back to front):
2 toy car exhausts (just for the little pipes) : one small round vent : 3( or 2) round armour plates : one large round vent
With an extra round vent below for good measure, and the pivoting turbine on the back is a round vent and a monster kit metal spike.

As for fragility, my personal favourite method of breaking it is slamming it into the right level boundary having started at the left (which is a very short distance in a flyer this fast!). The core of the craft is metal as there's a lot of rocket stress going on behind that thin card, so if you want to you can easily smash it to bits - the base of the control seat and the canopy of the craft are the most fragile parts (obviously exculding the moving parts), but it's worth it to see sackboy crash and either have the ship fly off without him or catapult him out of the cabin!
Not sure where I'll take it next, I think I'll try my hand at creating a level built just for this craft... not sure what I'll do with it though.
2010-05-08 23:04:00

Author:
croissantbuncake
Posts: 572


Interesting. This vehicle design is ingenious (from the stability to the tiniest features), let alone one of the best flyers I've ever seen. Must take up a lot of thermo though, since the tech behind it seems pretty complicated.

Is there any way we could test this vehicle out yet? Or will that become available after you design a level around it?
2010-05-08 23:27:00

Author:
Outlaw-Jack
Posts: 5757


Thanks Outlaw!
I can't remeber exactly but I think it takes about two or three thermo notches (for comparison the barracuda was about 1/4 thermometer).
As for testing, a bit of both I suppose. I'll start on a level and release a beta so people can have a play around before I put obstacles in their way!
2010-05-08 23:51:00

Author:
croissantbuncake
Posts: 572


nice dude, btw i just played ur updated baracuda lvl, did u add a rail???? because since the update the stability has been completely ruined......... also how do u get out of the vehicle.2010-05-09 02:18:00

Author:
shadowsythe456732
Posts: 176


Thanks man, be careful about the strenght of those adjectives. Haven't modified the baracuda for at least a month. Try reading the instructions for how to exit...2010-05-09 10:18:00

Author:
croissantbuncake
Posts: 572


Looks wonderful: Barracuda was probably the best flyer I had ever seen, but it was kind of unstable. Now with this stability, it makes me wonder what will come next!2010-05-09 14:24:00

Author:
Arradi
Posts: 183


Just catching up on some of the LBP news and stuffs, and couldn't resist suggesting exploding crates

Awesome vehicle. But yeah. Those crates need to be blow-up-able. It would be very epic
2010-05-09 20:11:00

Author:
hilightnotes
Posts: 1230


Neat, neat, neat, neat!!! Haha! 2010-05-11 20:58:00

Author:
piggabling
Posts: 2979


Dose it come in black? If so I WANT ONE!!!!

awsome set up ill have to look up your stuff later tonight when I get off work.
2010-05-19 20:58:00

Author:
OutcastZeroOne
Posts: 139


You could make it black .

Just spent a while messing about with the flyer. Unlike the barracuda (which is disastrous in water), this little ship is quite seaworthy and floats well and can take off from the water. Also I was able to convert the ship into a submarine aswell (with some bodywork and a control scheme change of course).

More updates once my internet connection gets back to the level that I can use the PS3 online.
2010-05-22 10:55:00

Author:
croissantbuncake
Posts: 572


That looks awesome!
I don't know what more to say lol.
2010-05-22 11:26:00

Author:
Alec
Posts: 3871


Looks really awesome, the brakes are really cool! =D And the explosions were epic, nice job!

http://i.neoseeker.com/mgv/272671-Blackfalcon/671/5/animal0064hb2_display.gif
2010-05-23 18:47:00

Author:
Blackfalcon
Posts: 409


Thanks guys, yeah, I'm really proud of the airbrakes. Not just the little pivoting fins but the fact that at a certain speed it will perform a V.I.F.F. (? la hawker harrier jump jet) type manouver so the it slows down quicker and changes direction easier.
Progress has stopped for the moment as I currently have that bug where the ps3 beeps and shut down when you quit game thus erasing any progress and saves made in the last session. That coupled with a lack of a suitable internet connection to get online and "back up" my progress means I won't be playing LBP until I get this modem fixed.
Quite the pity as I lost all data on my new ultra stable submarine and my new more realistic (if the term could be applied to an as yet fictional weapon!) laser, fortunately though the homing torpedoes I built in the meantime did manage to stay in my profile.
2010-05-25 09:53:00

Author:
croissantbuncake
Posts: 572


I may have to ask you a few questions on your ships control system for the one im trying to make. Awsome looking thing.2010-05-27 20:21:00

Author:
OutcastZeroOne
Posts: 139


It's pretty simple, sackboy is in a wheel based system not unlike sehven's, the wheel can be grabbed and there is a grab above and right of sackboy. Moving the wheel (left analog stick) changes direction while gabbing up or down ascends or descends respectively. Grabbing right fires guns.2010-05-28 09:59:00

Author:
croissantbuncake
Posts: 572


looks like i need to get sehvens help again . i can never seem to get the wheels to work quite right. so if he is in a wheel how is the wheel attached? or is he on top of the wheel?2010-05-28 20:50:00

Author:
OutcastZeroOne
Posts: 139


Hey, the I had that "bug" too a while ago. It was fixed by cleaning the disc, as simple as that. Have you tried that? Propably yes but anyway.2010-05-30 16:55:00

Author:
Arradi
Posts: 183


I have him on a wheel, it allows for a more compact setup. Just normal bolts from there, biult to mimic a 3 way switch.

Mine is a refined version of what I saw a Japanese player do several months back, where sackboy stood on a wheel that was built around a 3 way switch. If done correctly you can evel use the wheel as a grab without limiting it's movement (in sehven's setup the diameter is too great in comparison to sackboy's reach, therefore hindering movement when you grab).

Arradi, I inadvertently cleaned the disk (swapping it out for Lost Planet 2!), plus now that I can go online again I can just backup online.
2010-05-30 16:55:00

Author:
croissantbuncake
Posts: 572


I like the looks of it it seems rather well balanced and it has some okay detail, keep it up 2010-06-01 09:10:00

Author:
huntedstorm
Posts: 488


Ive played the old one a few times. Still getting the hang of it. The two main issues I have with it are it flipping over in a spot where it cant right itself and trying to go backwards to take out a target i missed

Now you got me making my own flyer. Not as visually stunning as yours but it flys, it shots, it crashes and breaks off little bit spent the weekend making a level for it. ill have to send you the info to take a look at it when its done. Get your opinion on it and where I can improve it.
2010-06-01 17:26:00

Author:
OutcastZeroOne
Posts: 139


Quick update. I've improved the visuals a bit, slightly less bixy now and has an extra flap that extends when you ascend. Also the guns fire a more convincing laser / tracer bullet now.

I'll be putting up a beta shortly (well empty level with the flyer and some enemy vehicles) if anyone wants to test it.
2010-06-05 22:23:00

Author:
croissantbuncake
Posts: 572


ME ME!! I WANT TO TEST IT!!

Imean, I would gladly like to partisipate in the flight testing of this vehicle.
2010-06-08 20:39:00

Author:
OutcastZeroOne
Posts: 139


When it's ready I'll hide a key in one of my levels.

As far as the level is concerned I've created a new enemy vehicle to fight. It's an armoured car sporting a player tracking anti aircraft gun! It's so good that I've had to deleathalise it's ammunition because sackboy kept getting killed even while flying the fighter!!

Incidently, if I could fit it in, what would people think of some platforming thrown into the level?
2010-06-08 22:07:00

Author:
croissantbuncake
Posts: 572


platforming... it would ruin the game style. i like starting the lvl and jumping straight into the action. as it is with ur other lvls. if i could ask, how did u make the laser???? im currently working on a high artilery tank and would like to add a laser..... il give credit if u want it.2010-06-08 22:33:00

Author:
shadowsythe456732
Posts: 176


now you are starting to sound like the series of stories I have planned for my flyer once I get it running. Maybe not the first mission but deffinetly the later ones.. We may have to colaborate on something like this later on down the road 2010-06-09 06:19:00

Author:
OutcastZeroOne
Posts: 139


It should be ok, the platforming I have in mind are just a little development of what I have done with the barracuda level (landing on landing pads to open point lockers etc - I have an idea where you park the ship on some sort of car jack which elevates it so you can use it as a platform to get somewhere).

As for the laser, do you mean the thin red line type laser or daethray type (I don't think I've even published one of those)?
The red laser is an object in the MGS pack, and a glitched tweakable version can be found on the servers (search this forum). As for death rays, just add some blue and white spotlights of varying size (or colour for that matter - just remember that it will be hottest and therefore brightest at the centre), then add an emitter to emit a suitable hazard, common ones are impact explosives or gas, though for realism I would use something invisible on fire. Or is it the guns on the flyers that you are referring to?! They are easy, just some electrified blu paintballs.
Hopefully what you're looking for is there, thouhg it was probably the red laser all along!

It's funny how much inspiraion I'm taking from LBP2 in this!

Edit: If you really want to test the ship, there is a key hidden in "The Realm of The Wolf Lord". Now the question is how willing are you to search an overheating level that spans from one level boundary to the other?!
2010-06-09 11:27:00

Author:
croissantbuncake
Posts: 572


i searched every part of the lvl and didnt find it!!!!! plz tell me were it is ive been dying to find it.. btw is ur control wheel done like the control on ur old mech walker??/ u know, the moving switch with mag key???? oh and by laser i meant this:


croissantbuncake

(if the term could be applied to an as yet fictional weapon!) laser
2010-06-10 01:30:00

Author:
shadowsythe456732
Posts: 176


The barracuda design was good, but was bloody hard to get working, really smooth fly but it mostly crashed into land, i would suggest some detailed instructions on inner controls? (just saying) still nice job and hope that the next version has a better flight!2010-06-10 01:48:00

Author:
Ragnarok
Posts: 898


You wherent kidding when you said you hid that key. I found it my first time threw the level on accident. All I wil say is its in an area where all the lights and logic are. I also uploaded some pictures of me around the spiffy ship. Things kinda hard to control. The down button got hit but something and was destroid a couple of times. Needs a finish board too.2010-06-10 16:08:00

Author:
OutcastZeroOne
Posts: 139


@shadowsythe: It's hidden away somewhere and is released when you sticker a certain moving object in the level. Yes. Trickery with lights, you'll figure it out when you get to play the level.

@Ragnarok: Thanks.

@Outcast: Funny, in a way you cheated. The key is only in the logic until you release it into the playable area below! As for flying, well done for figuring it out youself. When did you have difficulty? After taking fire? That would have caused it because the ammo from the AA guns is strong enough to break up the inside of the ship.
As for the finish board, I won't do anything about that until I flesh out the level a bit more.
2010-06-10 18:02:00

Author:
croissantbuncake
Posts: 572


Yeah, I found it as I was getting around an eminy creature near the end and swam out where I dont think I should have been able to and found it there. I had to drag a floating peice of snow to get back into the level since the entrance I used was in the middle layer.

It took me a whlile to figure out how to start the thing. But yeah the fireing of the weapons I thin is what killed it. Thing just flys up and up and up after that.
2010-06-10 20:36:00

Author:
OutcastZeroOne
Posts: 139


awww you moved it!!! this time I couldnt find the key 2010-06-11 16:01:00

Author:
OutcastZeroOne
Posts: 139


New and improved beta level now up.
To find the key play "The Realm of The Wolf Lord". After the first large wolf statue (broken sword) take your time as you approach the next tree and sticker the left-most icicle before it snaps off. If you are successful the key will appear among the point bubbles immediately after the great door.

Enjoy!
2010-06-18 20:51:00

Author:
croissantbuncake
Posts: 572


Awesome! You said is was on a moving part before, so I went through stickering everything that moved lol. took me almost an hour 'cos I broke the level like 4 times. I'll go grab it as soon as I can access my Ps3 again. I really like you APC too - i've gotta say, it's the best tracked vehicle in LBP, and was the insiration for my new tank.2010-06-18 20:55:00

Author:
Cpt_Sainsburys
Posts: 187


Ok I've moved the switch, now you must sticker the mast of the shipwreck at the beginning (wave a sticker over it until it beeps and then place) before it collapses. If you did it correctly the key will deploy at the checkpoint before the swinging spike section.

Please don't discuss / ask questions in the comments section of "The Realm of The Wolf Lord". The whole point of this kind of beta is to have it availible exclusively to forum members before I open it properly.
2010-06-20 16:49:00

Author:
croissantbuncake
Posts: 572


Sorry that was me...2010-06-20 16:56:00

Author:
shadowsythe456732
Posts: 176


How the hell.......


awsome...
2010-06-21 12:08:00

Author:
Iop330
Posts: 40


Video of the level.


http://www.youtube.com/watch?v=faulMw2R3ho
2010-06-21 18:45:00

Author:
croissantbuncake
Posts: 572


This should be ilegal........ Oh btw i just e-mailed chuck norris about this, hes jealos...

And how did you make the enemy paint bullets??
2010-06-21 20:37:00

Author:
shadowsythe456732
Posts: 176


Take one paintball, add to a gaseous spotlight, add a dash of glue and that's it! Electricity optional.2010-06-21 21:44:00

Author:
croissantbuncake
Posts: 572


Nice. Ill have to find that key and try the new set up out. Still need to learn how to do the 3d glitch to make better backgrounds. Did you do some tweaking on the ship? It seems more stable in the vids or is it just you getting better at controling it?2010-06-22 16:14:00

Author:
OutcastZeroOne
Posts: 139


what does gaseous mean???
Take one paintball, add to a GASEOUS spotlight, add a dash of glue and that's it! Electricity optional.
2010-06-22 20:07:00

Author:
shadowsythe456732
Posts: 176


what does gaseous mean???

turned to gas
2010-06-22 20:57:00

Author:
OutcastZeroOne
Posts: 139


If your impressed by this wait till you see the (spoilers)2010-06-22 21:23:00

Author:
Kern
Posts: 5078


just tried the new set up. its way more difficult to control then the last time i piloted it. I cant keep it going the right way or get the gun to fire when i want. Maybe I just need more practice at it. not wanting to brag, but I think mine is easier to fly, may just be cause im more used to it. I mean no disrespect if thats what anyone is thinking. CBC has way more experiance with this then me.

I am finding it difficult to find the switches in the cabin to do the different comands. the thing almost seems like it wants to fly itself and im just along for the ride with some nudging to kinda influance its direction more then actually controlling it. Thats kinda the isue im having with it.
2010-06-22 21:49:00

Author:
OutcastZeroOne
Posts: 139


The problem with the controls is a result of the camera, at the moment your input controls which direction the camera points, but I have been trying out something where the direction you are moving in influences the camera. Regarding ease of flight, familiarity plays a large part also, that being said the goal with this one was to make something that is accessible and stable.2010-06-22 23:06:00

Author:
croissantbuncake
Posts: 572


it is very stable. no out of control pitching.2010-06-23 00:15:00

Author:
OutcastZeroOne
Posts: 139


what is the control system for this??? i dont think you can fit a wheel inside, but maybe a plank?? like the one on your first mech?? after all it only goes forward and back.. oh and i randomly kept popping out the back of the mech when i moved forward or back... not like a little bit of your head sticking out, like i actually FELL out of the thing to my doom........ and i made one of those paintball lights. AMAZING!! it looks so realistic and the light dosent show or hit anything cause its gas!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!112010-06-23 01:57:00

Author:
shadowsythe456732
Posts: 176


i made a quick drone that fired a gas light paintball. each drone had 4 of these things on it. 3 of them killed my thermal O_O had to simplify the drone some. you will see it once I release my level.

The gas light paintball is a good looking thing thats for sure, but it dosnet fallow an arc very well. just kinda looks like a spear that lost momentum and kinda falls sideways . but if you have a totaly dark level its awsome. Like something out of star wars.
2010-06-23 07:10:00

Author:
OutcastZeroOne
Posts: 139


@shadow: You crashed at an earlier stage causing the wheel to break. Common enough problem, just try and pull up before you hit the ground (I've nearly memorised the MGS background so I can judge where the level boundaries are!). I'll see if I can do something more substantial about it.

@outcast: I've solved that problem by creating a means of emitting objects without the host emitters momentum having an influence. Inciidently, on the subject of thermo killing, don't use the indian flute as a gun (especially if you only intend on using it once), they take up a whole bar of thermo by themselves!!
2010-06-23 09:20:00

Author:
croissantbuncake
Posts: 572


[QUOTE=croissantbuncake;505477]@shadow: You crashed at an earlier stage causing the wheel to break. Common enough problem, just try and pull up before you hit the ground (I've nearly memorised the MGS background so I can judge where the level boundaries are!). I'll see if I can do something more substantial about it.

sugestion, on an earlier version of my flyer I had a light hooked up with mag switch set to speed with mag keys along the edge of the ground. As the craft got closer to the ground the light would get brighter. kinda like a simple "collision alert" set up.
2010-06-23 15:58:00

Author:
OutcastZeroOne
Posts: 139


hmmm, the corrupted Rhemora from one of my earlier videos had a working ground sensor, maybe I'll build one that automatically makes you pull up when you pass to close over the ground or an obstacle.2010-06-23 19:28:00

Author:
croissantbuncake
Posts: 572


now you just need the FAA "PULL UP" audio warning sound they have on all the jumbo jets

on my Firefly I've got 4 fins on the back that open and close as you near an object or move away. My level is dotted with mag keys for this system though >_<.

Whats kinda annoying is that when LBP2 comes out it will have that gyro circuit, making all this hard work of stablization systems obsolete it will be needed for all the LBP1 stuff. Its just kinda like taking all this hard work and tossing it in the garbage in a way in my mind. Dont get me wrong Ill use it one some of my stuff for sure, but Im also afraid of what some others may use it on. Just seems like the more options MM puts into the game for updates is going to make for people putting less effort into making something work. Hopefully its just something in my head and not something to realy worry about, but then again the "cool" page is still full of jump and survival levels day after day. now it will be full of magic carpet boxes that blow up the world.
2010-06-23 20:35:00

Author:
OutcastZeroOne
Posts: 139


is it normal that the vehicle will right istself when updise down in mid air???? that happened o me every time i flipped in mid-air... oh and for the ground sensor thing, base it on speed. Add a motion sensor to detect when the vehicle is flying downwards really fast and attach that o an emmiter. the emmiter will emmit an invisible superfloaty block.. i got this idea from sehvens mech. the only problem i see with this is that it would cause to much strain on the vehicle. unless you did it gradually. like a swith that when activated will move to the end slowly and every time it gets to a certain point it will emmit a bigger peice of invisible superfloaty and at the end will emmit the biggest one that lasts for ? seconds. and for a ground sensor just emmit invisible blocks of metal under the mech with keys on em. then when it gets close to the ground it will block the emmiter and will trigger the switch. resulting the safety of the flyer!!!

P.S where do u place the rockets??
2010-06-23 20:48:00

Author:
shadowsythe456732
Posts: 176


Played this a couple of hours ago, and, as I said in the comment, loving the new controls. They took a little getting used to, but now I'm able to fly forwards and backwards and make attack runs pretty easily. Highe score, by the way. I also had lots f fun Kamikazeing through the 'hatches' in the floor, all guns blazing. Maybe you could have a jump sensor and add homing Paint missile, if you think that would be cool?2010-06-23 22:47:00

Author:
Cpt_Sainsburys
Posts: 187


I have just made a new kind of wheel that can be used at EXTREMELY small sizes. its a wheel (duh) then on the back is a rectangle of superfloaty. theyre glued together, then there is a key on the top of the superfloaty. on each side of the block there is a smaller block of material with key switches on it. the key switches activate a 3 way switch that can control what every. the good thing is that the back of the vehicles can be made out of thin gas so that way the block of superfloaty dont affect it. you can make the switch take longer to activate by moving the material with the key switches on it farther apart. ALso the reason the rectangle in the back is superfloaty is so that if you get out of the vehicle, the switch will float to middle position, that way it will not interfere with the keys.is this the wheel you made in yours? the reason is because i dont think you can fit the wheel with a block with a sprung bolt on it into a small sized vehicle..2010-06-24 20:16:00

Author:
shadowsythe456732
Posts: 176


nice, so all you do is keep the lever in the back moved rather that have the finky rachet set up right?2010-06-24 20:29:00

Author:
OutcastZeroOne
Posts: 139


Pretty much. its a simple mechanism. and it takes up virtually no thermo!!!2010-06-24 20:53:00

Author:
shadowsythe456732
Posts: 176


lost the key for the level last night. did you update the new flyer again? is the key in the same spot as before?2010-06-26 20:16:00

Author:
OutcastZeroOne
Posts: 139


Regarding the wheel, mine is a 2x2 small grid dissolve circle with a key at the bottom, when you move the key passes over switches and when necessary a winch snaps it back to neutral (whilst also limiting it's movement).
As for the key, it's at the checkpoint before the swinging spikes (sticker the mast of the shipwreck to release it). Don't worry too much about that though, I'll probably unlock it this time next week.
2010-06-26 22:56:00

Author:
croissantbuncake
Posts: 572


Wow thats a better snap back system then mine! mine would only snap back if you got out of the vehicle. Though the winch would be always activated wouldnt it? and the strength low enough that sackboy could move it. Oh did u read my previous post?? what do u think??
is it normal that the vehicle will right istself when updise down in mid air???? that happened o me every time i flipped in mid-air... oh and for the ground sensor thing, base it on speed. Add a motion sensor to detect when the vehicle is flying downwards really fast and attach that to an emmiter. the emmiter will emmit an invisible superfloaty block.. i got this idea from sehvens mech. the only problem i see with this is that it would cause to much strain on the vehicle. unless you did it gradually. like a swith that when activated will move to the end slowly and every time it gets to a certain point it will emmit a bigger peice of invisible superfloaty and at the end will emmit the biggest one that lasts for ? seconds. and for a ground sensor just emmit invisible blocks of metal under the mech with keys on em. then when it gets close to the ground it will block the emmiter and will trigger the switch. resulting the safety of the flyer!!!

P.S where do u place the rockets??
2010-06-26 23:43:00

Author:
shadowsythe456732
Posts: 176


Yep the righting is automatic (and I like how it worked for me here in that the flyer actually manages to get itself clear of obstacles before flipping back). As for what you refer to as a ground sensor issue, I've tried something like that already, the problem is it kept activating during take off ended ended up driven the flyer full speed into the ceiling of the level. If I did make this however I would stick to using rockets as the superfloaty emitter could easily be blocked.
As for rockets, vertical movement rockets are stuck in pairs end to end (one on top facing up glued to one below facing down - you can break the mgs missile in such a way so it's treated as a triangular shape [break the warhead off and delete, then shrink the engine using emitter scaling until you can no longer see it, when it returns to a reasonable size the wireframe should be a right angled triangle]. They can interlock then and two will make a convenient rectangular bi directional thruster), and there is one of each of these pairs placed at equal distance from the center of gravity. A similar pair laid horizontally to the left of the center of gravity controls horizontal movement. There are also two more rockets (one at eitherend, directly below the outer face of cardboard, facing upwards) which fire when the flyer is upside-down to get it clear for self righting.

On a final note, dont cross your wires, I'm so tired I just built something with two rockets facing and therefore working against eachother......
2010-06-27 00:37:00

Author:
croissantbuncake
Posts: 572


if you are willing, would you like to take a look at my little flyer and see what you think. Its control system is no where near as refined as yours. But getting feed back from another builder is always good.2010-06-27 01:50:00

Author:
OutcastZeroOne
Posts: 139


Did you compress the rockets into the vehicle? oh and try emmiting the superfloaty EXACTLY behind the vehicle in a theck/ or thack(witchever one is the thinner one) and make the ground sensor activate 10 seconds after liftoff using that timed set-reset switch from the advanced or intermidiate logic pack.. and what do you use for your toggle or switch?? like you need to toggle something that turns on the rockets. then when you change directions that has to turn off and activate another one for balance. Like do you use winches, pistons, emmiters or bolts?? Oh and how did you make it right itself in MID AIR!!! you would HAVE! to use Dark Matter wouldnt you? or is it that advance that it flips in mid air with rockets??? i like it, but i dislike the face that there is multiple grab switches. Can you make a version that has one grab switch? like if you jump it activates the "up" rockets, if you toggle between left and right you get down, holding r1 fires machine gun, tapping r1 activates missiles, double tapping r1 turns on the flyer, and moving left or right will make it move left or right. thats how im gonna make mine!!2010-06-27 05:01:00

Author:
shadowsythe456732
Posts: 176


Did you compress the rockets into the vehicle? oh and try emmiting the superfloaty EXACTLY behind the vehicle in a theck/ or thack(witchever one is the thinner one) and make the ground sensor activate 10 seconds after liftoff using that timed set-reset switch from the advanced or intermidiate logic pack.. and what do you use for your toggle or switch?? like you need to toggle something that turns on the rockets. then when you change directions that has to turn off and activate another one for balance. Like do you use winches, pistons, emmiters or bolts?? Oh and how did you make it right itself in MID AIR!!! you would HAVE! to use Dark Matter wouldnt you? or is it that advance that it flips in mid air with rockets??? i like it, but i dislike the face that there is multiple grab switches. Can you make a version that has one grab switch? like if you jump it activates the "up" rockets, if you toggle between left and right you get down, holding r1 fires machine gun, tapping r1 activates missiles, double tapping r1 turns on the flyer, and moving left or right will make it move left or right. thats how im gonna make mine!!

LBP2 for that one
2010-06-27 05:21:00

Author:
OutcastZeroOne
Posts: 139


Did you compress the rockets into the vehicle? oh and try emmiting the superfloaty EXACTLY behind the vehicle in a theck/ or thack(witchever one is the thinner one) and make the ground sensor activate 10 seconds after liftoff using that timed set-reset switch from the advanced or intermidiate logic pack.. and what do you use for your toggle or switch?? like you need to toggle something that turns on the rockets. then when you change directions that has to turn off and activate another one for balance. Like do you use winches, pistons, emmiters or bolts?? Oh and how did you make it right itself in MID AIR!!! you would HAVE! to use Dark Matter wouldnt you? or is it that advance that it flips in mid air with rockets??? i like it, but i dislike the face that there is multiple grab switches. Can you make a version that has one grab switch? like if you jump it activates the "up" rockets, if you toggle between left and right you get down, holding r1 fires machine gun, tapping r1 activates missiles, double tapping r1 turns on the flyer, and moving left or right will make it move left or right. thats how im gonna make mine!!
Nope I did not compress the nockets, the thick card that makes up the body is a hollow shell containing the rockets, sensors etc., oh and one great lump of metal to give it some mass for a change (all it really means is the rockets need to be stronger, other than that it's really just there to let it push stuff around like the boxes in my first vid).
As for emitting that superfloaty, I'd rather not, I quite dubious about emitting things into sockets, especially when the host object is assaulted by LBP's physics so much (it can move across the level floor when it's turned off to to the various moving elements panicing and oscillating).
I'm not really sure if the ground sensor is that necessary, human judgement seems to do a good enough job (although your suggestion is good).
The toggle is a one shot input from the "tap" output from the tap/grab switch that fires a simple toggle, which in turn activates the rockets. The rockets for propulsion are seperate to the ones for balance (notably so because there is not true logic wired to the ones for balance, just a thin gas acceleromter / tilt sensor), the only rockets that turn off when you change directions are the ones that fire in the opposite direction to the way you want to go. There's no connectors to the rockets themselves (they are all glued firmly in position).
As for the selfrighting mechanism, the thin gas tilt snsor is a wheel with a mag key at the bottom. There is a matching switch at the top of the flyer set to on/off, 180 degree angle and radius so that a full 360 would be the same size as the gas wheel. When the flyer turns upside down, that switch activates firing the two rockets I mentioned in my last post. There is the tiniest difference between the strenght of these so as to make it fly up and to the right, after a certain time the other rockets somehow kick in by themselves and right the flyer. It is that advanced, there is no dark matter anywhere except for the logic of course.
Personally, I don't mind multiple garb switches, it's just when they get confused is what I don't like. That is a direct result of the measure required to ensure that you don't squeese sackboy to death mid flight. To prevent unnecessary sackicide, the shape he occupies must be as close to a square a possible with a wheel (confused yet?!) and the smallest it can be is 2x2 small grid (which is essentially the size of his hitbox).
The barracuda is very close to the control scheme you have mentioned, albeit with a slightly different grab setup. Either way good luck with yours!!
2010-06-27 10:52:00

Author:
croissantbuncake
Posts: 572


Then what does the moving motor in the back do?? Wow when i made my first flyer(witch i think was the one youve seen) i only used 3 rockets, all of them where on all the time. and the motor in the back would do all the work.that is a much more stable system than mine! Thanks! i always though your ships fly like your rhemora light fighter.2010-06-27 13:51:00

Author:
shadowsythe456732
Posts: 176


No, that has been downgraded to purely decoration. My reason was that it meant one less moving object really, if you look at the first video I built this purely to work well, aesthetics were not a concern.

Don't worry though, when LBP2 rolls around I'll be able to spend less time making them fly and more time on the visuals.
2010-06-27 13:59:00

Author:
croissantbuncake
Posts: 572


I just tried making the rockets from mgs pack invisible ( yes, i did remove the bomb) but when i put them in the emmiter the last time, they would break when they hit the floor. So do u mind sending me one of those thrusters. I just sent you a freind request on psn.If you could, im on right now and i would like you to see my newest flyer/heli. Thanks SOOO much if you can!2010-06-27 16:30:00

Author:
shadowsythe456732
Posts: 176


I just turned it off. Put it in a locked level and send me the key if you want.
As for the thrusters, once you get to that stage bring them back to normal size to check the wireframe. Then resize as you want.
2010-06-27 16:42:00

Author:
croissantbuncake
Posts: 572


Now all thats left is the look.... ugh......2010-06-27 19:45:00

Author:
shadowsythe456732
Posts: 176


one thing ive been wondering is how you get your target vehicles to explode before dissapearing. Ive tried on mine but they end up blowing up but leaving huge chunks behind, like the end with the gun that then kills me.

im not sure how youve done it but you get this nice blowing apart of the vehicle before it goes away. how did you do that?
2010-06-28 05:24:00

Author:
OutcastZeroOne
Posts: 139


Simple, creature brains and bomb emitters. Just like the vehicles from the M.G.S. pack.2010-06-28 08:50:00

Author:
croissantbuncake
Posts: 572


I got a glimpse at some of the stuff Croissant is working on, and everything is amazing.
His new flier, though not finished yet, amazed me for his stability.
Not perfect, but the best thing of the genre I have seen this far.
2010-06-28 11:37:00

Author:
OmegaSlayer
Posts: 5112


Wait did you use 2 pairs og thrusters for up and down?? cause if you wanna go higher you either have to set up a kind of speed system. where you have to switches that get within different ranges of a key switch.2010-06-28 23:52:00

Author:
shadowsythe456732
Posts: 176


if anyone wants to take a look at what ive got done so far on my firefly flyer i hid a key for the level in my "Stadium truck Mountain Run" level. theres a rock that falls on a bridge. sticker the rock to find the key. could use some advice on what anyone thinks about it. level isnt done but its almost done.2010-06-29 02:50:00

Author:
OutcastZeroOne
Posts: 139


Croissant, dude. ALL of your creations are amazing.
:O
2010-06-29 07:43:00

Author:
Mastadom
Posts: 195


@Shadowsythe: Not trying to be anything other than polite in saying this but I already told you this.

@Outcast: I'll take a look when my system update finishes.

@jpkiid: Thanks!
2010-06-29 22:20:00

Author:
croissantbuncake
Posts: 572


are you already planning out a top down shooter for your flyers in LBP2? I think that would be kinda fun too. as a link between story levels if you do decided to go that route.2010-06-30 01:03:00

Author:
OutcastZeroOne
Posts: 139


Wait is teh level for this, the locked level under the barracuda's level? If so, may I test it?2010-06-30 09:10:00

Author:
agrx
Posts: 192


Outcast: I'll probably stick to this format, maybe with a HUD, maybe multiplayer (as in 3 on screen at once, being able to fly past eachother without crashing on the thin layers), but definitely with better looking flyers as making ones that actuall work will be infinitely easier.

agrx: Yep, to get the key play "The Realm of The Wolf Lord", and sticker the mast of the wrecked longboat before it collapses. The key will deploy at a checkpoint further on in the level.
2010-06-30 09:20:00

Author:
croissantbuncake
Posts: 572


nice. i also figured out a nice little ghost fighter for my flyer too.

I started a thread for my POC flyer so that it dosent seem like im hijcking yours anymore. I did see the message you lkeft on my level and went threw and adjusted the level. I even went threw with my sub account to find the text issues so hopfully thats been fixed.
2010-06-30 21:02:00

Author:
OutcastZeroOne
Posts: 139


I've finally decided to unlock the level and open it to the public. I have three other levels I want to build before LBP2 but don't worry about neglect of flyers, something big is coming, something truly revolutionary, something that should only be possible in LBP2!, and I can't wait to see what you think of it!!!2010-07-09 17:10:00

Author:
croissantbuncake
Posts: 572


Every sackboy and sackgirl should get one of these for christmas.2010-07-19 07:15:00

Author:
Pulsemap
Posts: 92


i played it.............. its awsome dunno how u made it so stable...... it hink i met u ones playing ur wolf thingy lvl with ungreth XD2010-07-22 13:56:00

Author:
dsdavve
Posts: 72


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.