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#1

Piston/Bolt input: "Extension"

Archive: 9 posts


I did a brief search of the forums prior to posting and was not able to find similar topics.

We all know the four outputs of the switches in LBP. On/Off, 1-shot, Speed and Direction.
When attaching this output to a piston not using Flipper Motion, we can ignore the 1-shot option. The other 3 outputs can now be divided into 2 sections:

1) On/Off and Speed, with Speed acting like a "grading" of the On/Off option.
2) Direction, by itself.

Now and again in LBP I have been annoyed that there is no grading of the Direction output. All you get with speed is (as the name suggests) control over how fast the piston will go back and forth.
I would like if you could actually control the extension of a piston or the rotation of a wobble bolt, without having to fiddle with the timing of a 3-way switch. This type of output could for instance be called "Extension".

Implementation of this could ease the construction of a multi-level elevator, or enable discrete angular intervals for the aiming of a cannon.

This feature doesn't seem to be implemented in LBP2 yet, and if it is, I simply haven't been able to find the bullet point anywhere...

(And I do know that the output is no longer set at the switch, but instead the input is set at the piston/bolt/light. It luckily doesn't make any difference in the concept of the idea)


Any other people think this would be a useful feature?
2010-08-12 12:24:00

Author:
Slaeden-Bob
Posts: 605


Oh yeah, I want this, but I'd call it "distance" or "angle". It would work very well with devices like the counter, which give out analogue signals anyway. I would see the extension, as you call it, as the target point for the piston, then it would move to that at it's defined speed.

However, it's quite easy to do stepped motion using movers and a piston, so it's no great loss (other than the thermo).
2010-08-12 14:04:00

Author:
rtm223
Posts: 6497


I write about it first speculation about logic in LBP2. But there no need to divide it in to "speed" and "distance",we got values from 0 to 1 (0% - 100%), this value can be transformed to 0 to 360 (angle) and naturally % of piston position (distance).2010-08-14 21:51:00

Author:
Shadowriver
Posts: 3991


I write about it first speculation about logic in LBP2. But there no need to divide it in to "speed" and "distance",we got values from 0 to 1 (0% - 100%), this value can be transformed to 0 to 360 (angle) and naturally % of piston position (distance).

But that is how the 'analogue' signals are described in lbp2. Whereas in the first one any analogue signal was speed, even if the end redult was not in fact a speed effect (brightness of lights for example), in the new game the analogue signal is described in terms of how the destination device interprets the signal and several devices can interpret an analogue signal in multiple ways.

Realistically, all signals in lbp2 are of the analogue variety and take a value from '1 to 1. The distance or extention would need a name as connectors can already interpret as speed and this would need to be differentiated from that setting

So in a a way I agree, but there is still need for a new name
2010-08-14 21:59:00

Author:
rtm223
Posts: 6497


Oh well, even if they not implement it (it would be a little mess imo), you could emulate some stuff by movers ;]2010-08-15 12:09:00

Author:
Shadowriver
Posts: 3991


Ahh yes. I didn't even consider, as you both suggests, that movers will be able to aid us in this respect...

I do still hope that they implement the extension/distance/angle feature though.
This way you could also make special 2-input AND gates, which could use the sackboy proximity switch as the one (graded) input, and a generic binary output as the other input. Hereby the output could be a grading (for instance of brightness), only when the binary input was 1. <- A piece of logic I have been wanting in LBP for a while.
2010-08-15 15:54:00

Author:
Slaeden-Bob
Posts: 605


You can achieve that in several ways in LBP 2 anyway, without resorting to clunky mechanical devices 2010-08-15 18:00:00

Author:
rtm223
Posts: 6497


Yea, you could use piston and winches on 0 straight (for decorations) with movers, it would give more accuracy and reduce random crashes nearly to 0 (i hate that specially in my current project), since when you tell stop, it will stop without applying unneeded physics 2010-08-15 21:25:00

Author:
Shadowriver
Posts: 3991


Now that LBP2 is actually here, could one of you perhaps tell me how to achieve this?
I have been trying (https://lbpcentral.lbp-hub.com/index.php?t=48723-Creating-analogue-extension-of-a-piston) for almost two weeks, and nothing that really captures the idea of the "extend"/"distance"/"angle" feature...

Thanks in advance
2011-02-16 15:27:00

Author:
Slaeden-Bob
Posts: 605


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