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#1

Mech stability.

Archive: 18 posts


I have made a mech, that can alk forward backward and with a tilt sensor. i want to give it more traction so when i go over hills it will not fall over. also i dont know how to give it stability in flight. things like balance and weight i can do. Thanks.2010-06-15 21:22:00

Author:
shadowsythe456732
Posts: 176


Obviously the first thing to do is get it as balanced as possible. You'll also want as much of its weight as possible to be toward the bottom. As for traction, you'll probably need to use some sort of tricks. Mine uses dark matter emitters behind the feet (actually the dark matter emits behind the invisible bits that stick up from the feet) to give it traction, but it wasn't as simple as just turning them on. I had to rig logic so that they would only work when the mech was walking in the right direction (so the ones behind the feet only appear when walking forward, and the ones in front only appear when walking back), when it was on the ground, and when it wasn't walking downhill, so I had to feed the tilt sensor, ground sensor, and the forward walking input into and AND gate so that if all the right conditions are met, the dm emitter fires.

You may have success with other methods, though. I didn't explore using rockets for traction very much (and I'm not too optimistic about whether they would succeed). You also might try adding ridges to the mech's feet and the ground so that they can catch on each other. I experimented with that a bit and couldn't get it working so I abandoned it, but you might have better luck.

As for stability in flight: that's a tricky one. I used invisible super floaty toward the top of my mech, though that adds significantly to drag, which can actually destabilize it if it gets moving pretty fast. During jumps, an emitter fires out an invisible superfloaty "parachute" that's wrapped around the main superfloaty part to give additional lift.

If you're not planning on have the mech emittable thoughout the level, you may want to give some thought to using a floaty rail system (https://lbpcentral.lbp-hub.com/index.php?t=24072-Floaty-Rail-Stability-System-%28for-mechs-ships-sharks-bombs-whatever!%29&highlight=floaty+rail) to give you near perfect balance.
2010-06-15 21:39:00

Author:
Sehven
Posts: 2188


thanks!,just how do u attach the superfloaty to the mech????? and could u emmit invisible dark matter IN the feet instead of around it, for the amount of time that the foot is on the floor?? And how do u make superfloaty? sorry i ask alot of questions, its my first mech..2010-06-16 02:29:00

Author:
shadowsythe456732
Posts: 176


lol i was making my first one too, it was walking until i changed materials (it was all dissolve), now it needs more balancing

goodluck though.
2010-06-16 03:10:00

Author:
johnrulz77
Posts: 835


For stability the simplest option would be to wire up that tilt sensor to several speed switches (of stepped raddii) and rockets of increasing strength to either side. That way when it tips either way it will "speed up" rockets to counter the tilt and as it becomes more severe more rockets are introduced.

As for his superfloaty, sehven has it attatched by means of a line of thin gas from the roof of the mech to the floaty.
2010-06-16 10:30:00

Author:
croissantbuncake
Posts: 572


I've been working on a horse for a level, that runs on feet, and I seemed to have that problem too, I didn't want to think so hard, lol so I just drew a line of dark matter at a slant to prevent it from falling backwards...
I know it's kind of a weird solution but try it and see how it works for your mech.
EDIT: what is a tilt sensor by the way?
2010-06-16 19:23:00

Author:
TheBlackKnight22
Posts: 695


thanks!,just how do u attach the superfloaty to the mech????? and could u emmit invisible dark matter IN the feet instead of around it, for the amount of time that the foot is on the floor?? And how do u make superfloaty? sorry i ask alot of questions, its my first mech..

Like Croissant said, I attached it with thin gas. It's actually in the back layer behind the mech's head now, not up above the roof: I lowered it to try to reduce the amount of swinging the mech does in the air.

Yeah, you can emit dm inside the feet, but you'll want to be careful that you don't do it in a way that makes the feet get stuck or they may break. I actually moved mine up above the feet because of breaking issues.

Superfloaty is just what I call several blocks of floaty compressed into one. You can use the compression tool (https://lbpcentral.lbp-hub.com/index.php?t=24434-Merging-Objects-or-Materials-aka-Compression-Tool) to do it, but in a case like this, Rtm's emitter method (http://www.lbpcentral.com/forums/entry.php?1041-Emitter-Blocking-Theory) is the place to look. I also made it theck (https://lbpcentral.lbp-hub.com/index.php?t=26490-Theck-amp-Thack-Sublayer-Guide) since theck and thack each have exactly the same weight/floatiness as thick and there was no risk of Sackboy running into the theck balloon.

@croissant: I'm not sure the speed rockets are the "simplest" solution. I'm still not sure if it's even possible to get a decent rocket powered stabilizer running. Every time I've tried, I've given up pretty quickly and gone back to dm emitters.

Oh, and Ontom, I just answered it in another thread, but in case you don't see that one: tilt sensor (https://lbpcentral.lbp-hub.com/index.php?t=22150-Vehicle-tools-Tilt-and-motion-sensor-and-control-pod-%28Copyable%29).
2010-06-16 20:59:00

Author:
Sehven
Posts: 2188


but dosent invisible material go through gas??? like, if u emmit the superfloaty parachute, it dosent automatically glue to the thin gas?? oh and i just had a HUGE problem, my mechs feet are divided into parts so that if alot of weight hits the front of the foot, only a little will break, the foot is made of cardboard and metal. the block thats closer to the control pod is also steel. the pod is cardboard.. when i put the control wheel inside the pod, the pod drops down a couple feet. i have to full strength pistons from the feet to the block that moves near the pod. i attached some ballons to the back of the pod, but that still wont help, i havent tried superfloaty yet, but i will. till then any ideas. and do u emmit the invisible floaty above or behind the mech.2010-06-16 23:03:00

Author:
shadowsythe456732
Posts: 176


Ok, so there's a block of 7x superfloaty (meaning 7 overlapping blocks) glued to the thin gas, which is glued to the mech. It's in the back layer behind the mech's head, but a little higher. It helps with balance and it's also where the dark matter emits when the tilt sensor goes off. When you jump, a bigger block of 6x superfloaty (they both used to be 10x, but it caused lag, so I made them bigger with fewer overlaps), with a hole in it emits surrounding the one that's glued to the mech. It surrounds it on three sides with the floaty and then dissolve on the bottom, with a relay on the mech that triggers the dissolve when it lands (so that the mech goes back to its normal weight when it lands). Yeah, it's that complicated.

The feet are the parts that are going to take the most abuse, so you're going to want them to be as sturdy as possible (that goes double if you're emitting dark matter around them to help with traction). I would avoid using cardboard in the feet at all. I'm not sure if making them from smaller parts will make them any sturdier than solid parts would.

I'm a little fuzzy on what you meant about the pod dropping. By control wheel, are you meaning a hamster wheel or a wheel that you run on top of? What's it made of? When you say the pod is cardboard, which part do you mean? The whole thing, including the wheel? How is the pod attached to the rest of the mech? Pistons? I tried having a pod that lifts into the mech's body via piston on my VT-4, but it was a severely flawed design: the piston would lift the pod just find, but any kind of shock would make it drop. So I added extra parts that close over the front and back of the pod. The end result was a VERY breakable mech: sometimes it would break so bad that there was little left besides the legs.... and of course the legs liked to break sometimes too. I came to the conclusion that using pistons to move tight fitting vehicle parts was a bad idea. Wobble bolts work pretty good, though: I haven't had much trouble with cockpits that swing closed.
2010-06-17 10:34:00

Author:
Sehven
Posts: 2188


yeah i fixed the part about the pod dropping, by pod i meant the part that is supported by the feet ( the body, the pod, the control box ect...) i just added some superfloaty to the back(visible superfloaty). i cant seem to make it invisible... do u mind sending me and editable peice of invisible superloaty plz.. My psn is:

AssassinshooterX

i might post a lvl on what i have done till now soon, it looks really baad.... but it has working legs and stuff and working logic for the legs, so i can use it for next gen mehs.. i have now found my passion in LBP thanks to u Sehven! i really love mechs, they feel so right when i move in em, and the fact that i made it seems unrealistic. though it took some time for meto get the logic for the legs working. i used ur control scheme for ur outdated mech ( u know, the two pressure switches on each side of the pod)
i will change it to a better one when i make my next mech, its actually so small that i cant fit a wheel in it... it cant fly yet, but thatll be my next update, im taking it step by step... i want to include, these pod like things that are ont the back of the mech where other players can move around in them and shoot stuff. or maybe just some gunner seats on the side of the mech, not unlike the star wars ones that are on the side of their flyers. i am embarassed with the look of my mech.. so much so that im still not sure if ill post that lvl....

though my mech is NOTHING compared to urs right now, even the balance isnt to good... and i REALLY suck at design and looks, so i have no idea what to make it look like.... though isnt everybodys first time making a certain vehicle sloppy??
2010-06-17 23:29:00

Author:
shadowsythe456732
Posts: 176


This is where some LBP2 gyroscopes would come in handy ... 2010-06-17 23:49:00

Author:
Holguin86
Posts: 875


well i just remade the mech, i now know how to make invisible material of any size, and i also think that o.o emmiters are AWESOME especially for tilt sensors and motion sensors! once im done with the look of the mech im gonna get into the logic of the thing, im including flight, a machine gun and a secondary gun, and a side pod for 2 players.
And Sehven do u use the superloaty to make it actually fly?? like without jets just superfloaty??

oh and im also adding a motion sensor to detect when going down, to emmit some superfloaty to slow me down.. i did this cause you said that the legs of the mech would take the most abuse.
2010-06-19 13:09:00

Author:
shadowsythe456732
Posts: 176


Nobody as far as I know has made a bipedal machine in LBP that can go over hills. Some use dark matter and other things like rockets or rails but none have actually dealt with the problems of walking proper. Tilt sensors don't work very well because it's next to impossible to get the degree of finesse you need using magnetic keys or whatever, I think instead it would have to be entirely mechanical and built into the transmission of the legs themselves. It would be a really interesting problem to tackle!2010-06-19 15:03:00

Author:
Ayneh
Posts: 2454


Also does anyone know how to make an auto aiming system that aims to anything with a green key?? I really like sehvens design I just don't know how to do it. Thanks!!2010-06-19 17:27:00

Author:
shadowsythe456732
Posts: 176


Nobody as far as I know has made a bipedal machine in LBP that can go over hills.

I have.


Some use dark matter and other things like rockets or rails

Those are legitimate solutions since there's no way to make a perfectly accurate gyroscope or make the feet and other parts pivot to precise angles.


Also does anyone know how to make an auto aiming system that aims to anything with a green key?? I really like sehvens design I just don't know how to do it. Thanks!!

What you do is set one mag switch on either side of the gun (they need to be on the part that actually pivots). Set them to 180 degrees or less and have them face away from each other. There should be a narrow path between their detection radii where neither one will be triggered. Set them to directional and tie them into a remote 3way switch (if you don't know about these, search the logic pack: I'm sure it's in there somewhere). Tie the 3way into the motor or wobble bolt that the gun is attached to and you've got a gun that will track mag keys.

Alternately, instead of a 3way, you can double bolt two motor bolts, but you would need to have an extra layer available.
2010-06-19 20:44:00

Author:
Sehven
Posts: 2188


i did that but when i tried it out, the mag key would pivot the actual gun all the way to the side, but thats probably cause i didnt put the mag keys on the pivoting part... thanks though!! and does your mech fly with ONLY floaty material and "fake" rockets, that give the flying sound??2010-06-19 23:08:00

Author:
shadowsythe456732
Posts: 176


I have.
Oh, I meant in the context of my post. Without using rockets or rails or anything.


Those are legitimate solutions since there's no way to make a perfectly accurate gyroscope or make the feet and other parts pivot to precise angles.
Sorry, to me they aren't legitimate solutions 'cause in reality if a bipedal robot needs wires to hold it up or whatever then it has failed to address the problems of bipedal locomotion.
2010-06-20 11:38:00

Author:
Ayneh
Posts: 2454


and does your mech fly with ONLY floaty material and "fake" rockets, that give the flying sound??

No, it uses real rockets. The balloon/parachute/whatever you call it just makes it light enough that the rockets can lift it.


Sorry, to me they aren't legitimate solutions 'cause in reality if a bipedal robot needs wires to hold it up or whatever then it has failed to address the problems of bipedal locomotion.

Well, I can see your arguement when it comes to wires/rails, but if a robot used hidden pockets of hydrogen to make the top lighter and it had little rockets that kicked on when it was about to fall over, I wouldn't hold that against it. Of course, neither of those solutions would be viable in real life: even if the entire top was hollow and filled with hydrogen, it wouldn't create enough lift to keep it upright, and rockets that were powerful enough to push the mech back up would be unsafe, and unpredictable when you add in two more axes of rotation. If there were such a thing as dark matter emitters in real life, I wouldn't hold that against robot designers either.

My point is that my mech can handle hills just fine, and I really don't think anybody else out there can do it as well as or better than me without using the same methods I did (whether they come up with it themselves or copy it from my mech). If you've seen all the stuff about lbp2, you know that much of it is using clever illusions to make the game seem to do things that it really can't, and that's all I've done here.
2010-06-22 04:50:00

Author:
Sehven
Posts: 2188


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