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#1

Piston Counterbalancing

Archive: 4 posts


Here's the situation:

[] (1)
|
|
|
|
| (2)
[]------------------------┌────────────────┐









│────────────────│
│────────────────│
│────────────────│ (3)
│────────────────│
│────────────────│
│────────────────│
│────────────────│
└────────────────┘

Basically a large heavy object (3) connected to a piston, which in turn is on a piece of material (2) connected to another piston joined to dark matter (1).

The problem is that both pistons are stiff, but because of the heavy object it will bend towards that way.

So I added a counterbalance of a load of heavy metal glued onto (2). I also added some strength 0 stiff support pistons.

This fixed the problem visually but I NEED this object to remain grid-aligned because I'm emitting something touching it, and it rotates just a little bit.

Do I need to get the weights to match in order for the pistons to remain stiff? Is there another way?
2010-09-20 09:33:00

Author:
thor
Posts: 388


You can ensure stability by making the middle block significantly heavier than the one at the end. You can also duplicate the vertical part of the system on the right hand side to try and get more stability. alternatively swap it around so your first connection is running horizontally and is supported on a glass rail out of sight. Taking that idea further, you can hang a vertical rail / slot for the vertical part to move in.

I think that's about all the methods covered, but I'm sure someone will fill you in if there is any more.


Side note: Stiff, 0 strength springs will do the job as well a stiff, 0 strength pistons, but require less tweaking.
2010-09-20 09:57:00

Author:
rtm223
Posts: 6497


You can ensure stability by making the middle block significantly heavier than the one at the end. You can also duplicate the vertical part of the system on the right hand side to try and get more stability. alternatively swap it around so your first connection is running horizontally and is supported on a glass rail out of sight. Taking that idea further, you can hang a vertical rail / slot for the vertical part to move in.

I think that's about all the methods covered, but I'm sure someone will fill you in if there is any more.


Side note: Stiff, 0 strength springs will do the job as well a stiff, 0 strength pistons, but require less tweaking.

Thanks rtm, I tried some of these, what I did in the end was let it fall a little bit (it was only falling about 1/8 of a small grid square down on the right hand side which was about 100 grid squares across, so a very very small angle) and then realigned it to the grid. It didn't fall any more.

I am now doing something else... rtm do you happen to know how wobble bolts work? I have a large piece of material that I want to move down and then rotate 90 degrees. But the trouble is, as soon as I attach the wobble bolt, even though it is set to 90 degree rotation at 45 degree angle, the rotation is off by a few degrees and I need it to be exact. What determines the "current" angle of a wobble bolt? Why didn't MM think to display a little arrow on each wobble bolt telling you which angle it was currently at???
2010-09-20 11:14:00

Author:
thor
Posts: 388


There actually are 'little arrows' that tell you its angle. Three of them, one in the middle and two (one on each) extremity.
Connectors, in general, are very weak in series. Bolts just happen to be weaker.

The only thing I could think to suggest is make sure the object it is bolted to, is heavier. (Or stationary.)
2010-09-20 12:53:00

Author:
tanrockstan34
Posts: 1076


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