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#1

God I hate pistons

Archive: 14 posts


I put 3 blocks of wood and connected them to a huge wheel made of stone, but when i play the level, the pistons aren't stiff although i set them to stiff! they go diagonal then snap completely!
What should i do?!?!? i'm freaking out!!!
2010-08-30 00:21:00

Author:
saarraz1
Posts: 86


Right I hate this too!
There are 2 ways to do it:

- the first is to make exteremley. Thin peices of dissolver on the thin layer and glue them to the wheel and the blocks. This is a connection like the piston but will be rigid when you say "I want you to be rigid!"

- the second is if you don't have a thin layer availible but it is kinda unreliable in my opinion. You have to use stiff spring and rods to counter-act eachother to keep the blocks stable, but this is very similar to the way the problem started

oh and there is a 3rd!
- the problem is caused by the blocks being too heavy so you could just try and make them lighter
2010-08-30 00:32:00

Author:
AssassinatorRFC
Posts: 715


Right I hate this too!
There are 2 ways to do it:

- the first is to make exteremley. Thin peices of dissolver on the thin layer and glue them to the wheel and the blocks. This is a connection like the piston but will be rigid when you say "I want you to be rigid!"

- the second is if you don't have a thin layer availible but it is kinda unreliable in my opinion. You have to use stiff spring and rods to counter-act eachother to keep the blocks stable, but this is very similar to the way the problem started

oh and there is a 3rd!
- the problem is caused by the blocks being too heavy so you could just try and make them lighter
It doesn't even work with cardboard for god's sake!
2010-08-30 00:42:00

Author:
saarraz1
Posts: 86


It doesn't even work with cardboard for god's sake!

Option 1 it is then

what are you making then if you don't mind me asking?
2010-08-30 01:04:00

Author:
AssassinatorRFC
Posts: 715


it's a puzzle sort of but it is initially vertical, and it turns horizontal during the level, so all those blocks hanging from the sides will be standing upright in the game...
It's part of a big project i'm making
2010-08-30 01:06:00

Author:
saarraz1
Posts: 86


Sounds kinda cool! It kinda reminds me of the flip 90 concept but I am sure you will push the boundaries of what has been done!2010-08-30 01:11:00

Author:
AssassinatorRFC
Posts: 715


Try making the blocks sequentially lighter, like the first one is heaviest, the second is lighter, and the third one is lightest.
Sorry if that's a bit vague, the TV's on and I can't really think with all of the noise.
2010-08-30 01:13:00

Author:
Starchy
Posts: 353


Whats happening is that the pistons are sagging because the objects that they are attatched to are too heavy.

Theres a pretty simple way to solve this (though pretty tedious if you have long piston lengths). All you have to do is add more pistons. So where as you've got one piston attatched to the block, add another.

Hope this helps.
2010-08-30 12:27:00

Author:
theamilien
Posts: 485


Whats happening is that the pistons are sagging because the objects that they are attatched to are too heavy.

Theres a pretty simple way to solve this (though pretty tedious if you have long piston lengths). All you have to do is add more pistons. So where as you've got one piston attatched to the block, add another.

Hope this helps.
How many pistons can you add? cause even with 10 PISTONS attached to each block i got the same effect.
2010-08-30 14:52:00

Author:
saarraz1
Posts: 86


Right I think I know what the issue is here.

I've run into this problem countless times and I think it has something to do with the collision system. Basically when some objects are touching it makes the algorithm to compute the forces on each object more complex, especially if they are also connected with a piston. A bug in this algorithm means that the forces perpendicular to the piston are computed to be nonzero... even though it is meant to be stiff. This causes the thing on the end of the piston to rotate when it shouldn't be able to.

All we can hope for is that LBP2 fixes this issue.

For now, my solutions are
- Use the corner editor to stop anything colliding
- Use a guide piston (stiff with zero strength, min length 0 max length really long) to help keep it in place
- Finally, rebuild the **** thing and test it as you go along. Build it on its own and find out where it goes wrong. Then, if it still fails to work, try building it in a different way.
2010-08-30 18:45:00

Author:
thor
Posts: 388


Whats happening is that the pistons are sagging because the objects that they are attatched to are too heavy.

Actually, that's the opposite of what's happening. Making the blocks lighter will weaken the pistons (including their ability to stay stiff). Your best bet is to make the center wheel thing as heavy as you possibly can. You can accomplish this by overlapping materials (see Rtm's emitter blocking blog) or just plain making the wheel bigger.

Even with the pistons as strong as you can get them, though, you're still going to have sag problems when they move laterally. Generally, I avoid putting pistons on spinning objects because of this: there's just no real way to overcome the piston sag completely. If you can, you might want to think about flipping the other blocks out with wobble bolts instead of pushing them out with pistons. You tend to be able to get more stable results from wobbles.
2010-08-30 22:21:00

Author:
Sehven
Posts: 2188


I have to agree with Sehven. I find it just about impossible to get pistons to spin around a wheel without completely destroying themselves. Sometimes it's fun to just get a bunch of heavy stone weights and attach them to a wheel using pistons, and get the wheel spinning as fast as possible to watch the thing implode on itself.

You'd be best off either avoiding using pistons entirely, or possibly using some sort of man-made piston with a hollowed out glass rectangle and another glass rectangle that fits in the hollowed out portion, in order to force the MM piston to be stiff. No guarantees that the glass piston wont break as well, though.
2010-08-31 22:33:00

Author:
Rhombohedron
Posts: 25


Heh, a man-made piston. I tried that on the PSP version once, because traditional PS3 logic like piston+winch gates wasn't working as expected. Turns out collision detection ain't all that hot either, the glass piston just jumped out of its socket. You have to stick with the 2008 logic gate design there. (Not trying to derise the PSP version here, but this is a weak area.)

Moral of the story: be happy, your pistons are not half as bad as they could be!

I suggest rather than trying to get pistons on a circle to work, you reexamine the problem at hand and look for another way to solve it. So, saarraz1, tell us the goal of your contraption, and I'm sure someone will have a solution without pistons on a merry-go-round.
2010-09-01 00:14:00

Author:
Rogar
Posts: 2284


I've run into problems like this when trying to build a blimp-type airship. The least worst method for me was to put the moving blocks inside glass rails to stabilize them. Just glue a thin piece pf glass to the back of a block, and back it into a fitting thin, hollow glass rectangle, which is glued to the wheel. This allows the block to move, and the thin glass supports it. However, at very high speeds, or with a lot of weight, this won't work well. ...However, with less weight and less speed, it's fine.

And if the wheel is controlling a logic sequence, and you want it to go faster, just shrink the wheel and outputs. This allows for shorter distance between the pieces, (creating a faster sequence) but less actual speed. Hope it helps.
2010-09-01 02:37:00

Author:
Stoicrow
Posts: 276


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