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#1

The logic ate my thermo

Archive: 10 posts


Wowiiie, so I've never had this problem before.
I've been building this multiplayer versus (some of you who are reading may have already helped me with this same project), and in order to save on wires being rendered in one place, I've decided to build the stage and the vehicles in two different levels, and then throw the vehicles into the level when it's all done and just needs to be wired up together.
But now that I've finished the vehicles (after my co-creator came and revolutionized/complicated their functions), the thermo reading for them alone is over 3/4 full. The vehicles themselves are barely sackboy-sized, but the logic for each vehicle extends multiple screens upwards. As you can imagine, this is not doing wonders for my thermo.
Here is one of the main culprits:
http://www.lbpcentral.com/forums/attachment.php?attachmentid=26007&d=1288356555
It is a 9-input 'AND' gate, and there are 11 of them. They are absolutely necessary in their application, so what I would like to know is this:
Please, is there a more thermo-friendly way of pulling these off? The 'AND' gates in the "Logic Workshop" level look pretty thermo-friendly (they only have ONE moving part), but I can't seem to figure out how to make that take in 9 flippin' inputs.
Any suggestions?
This is an LBP1 question, which I only specify because of past confusion.
2010-10-29 13:54:00

Author:
jdteather314
Posts: 74


I would ask rtm223. He is great about logic questions and he helped on the logic pack, so he should be able to help you modify it to fit your logic. However, I have to say that your logic is at least pretty the way you have it, if not too good on thermo. There is also a guy that has put out a logic pack that is "thermo optimized" that you could check out. Just search the forums for it and you should be able to find it.
Do you mind my asking what all the functions are? It sounds pretty feature-packed for such a tiny vehicle.
EDIT : Here it is. (https://lbpcentral.lbp-hub.com/index.php?t=30933-Thermo-Optimised-Logic-Pack&highlight=thermo+optimized+logic)
2010-10-29 14:54:00

Author:
Super_Dork_42
Posts: 1874


I may consider asking rtm, if this gets out-of-hand enough.. I've been trying to avoid bothering the logic-wizards with this one because it's just silly piston-logic and they're all no doubt preoccupied with fancy circuit boards on LBP2B... Haha.
That thermo-efficient logic looks pretty neat; I'll see if it's possible to expand/how expandable it is. That seems to be my major issue right now, seeing as there aren't a lot of jobs that call for 11 nine-input-AND-gates. Regardless, this may come in handy for thermo-optimizing the rest of this ridiculous logic.
And...
To answer your question, no, I don't mind elaborating at all. The vehicles are little personal submarines. The reason the logic is so in-depth is not only because of their functions, but also on account of the nature of the game. I wanted it to be a 2-4 multiplayer, where each player chooses 1 of 4 subs, and the subs that aren't being used get removed. That's what the 'AND' gate does; only one of the 11 ever goes off per game, and they determine which EXACT combination of vehicles is being used. As far as the functions of the subs themselves, they are moved by swimming around, but have 8 rocket boosters inlaid in their design which are set off by a motion sensor in the sub to give the player quick, responsive movement, instead of the sluggish pace that underwater sackpeople seem to adopt. The GRAB functions are what ate so much logic.. My friend and I used the illustrious "tap/double-tap/hold" distinguisher gate, and modified it to also distinguish a "tap-hold" - a function which we made increase the speed of the rockets on the sub, for "boost" movement. 'Hold' fires your weapon (underwater paintballs, wheee), 'tap' picks up powerups, and 'double-tap' selects targets. THIS is another thing that those 'AND' gates got used for - every vehicle is designed to be able to cycle through the automatically targeted opponents, so when there are only, say, 3 players, that last vehicle needs to read "false" for it's targeting value so that the other players don't have to cycle through a non-existent target. So, in total, four functions out of one button.
Make sense?
2010-10-29 16:20:00

Author:
jdteather314
Posts: 74


The 'AND' gates in the "Logic Workshop" level look pretty thermo-friendly (they only have ONE moving part), but I can't seem to figure out how to make that take in 9 flippin' inputs.

Given the basic design (source (http://www.lbpcentral.com/forums/entry.php?842-Welcome-To-the-Wonderful-World-of-Wenches!!))...

http://i600.photobucket.com/albums/tt82/rtm223/AND4_2_active.jpg

...just add an additional winch for each additional input.
2010-10-29 19:57:00

Author:
Aya042
Posts: 2870


Yes, this blazingly simple solution seems to have eluded me for some reason.. My friend and I just managed to figure this one out on our own just a few hours before me checking this thread. But thank you very much for clarifying that. I'm assuming the same goes for most switches of that nature, then?2010-10-30 00:09:00

Author:
jdteather314
Posts: 74


lol... good job... until i saw the last post i was gonna say, don't use so many pistons, and, make the different switches, different colors.2010-10-30 00:20:00

Author:
flamesterart
Posts: 585


I'm assuming the same goes for most switches of that nature, then?

Well, at least for AND/OR/NAND/NOR, as they all use an identical design, just with the polarity of the input and/or outputs flipped.
2010-10-30 02:59:00

Author:
Aya042
Posts: 2870


Please, is there a more thermo-friendly way of pulling these off? The 'AND' gates in the "Logic Workshop" level look pretty thermo-friendly (they only have ONE moving part), but I can't seem to figure out how to make that take in 9 flippin' inputs.

Didn't you check the thread like I specifically told you to in the level? It explains how to do that, you knucklehead . Here's (https://lbpcentral.lbp-hub.com/index.php?t=31753-Logic-Workshop&p=552773#post552773) the thread, feel free to ask questions about anything else.

I'd also recommend you check this (http://www.lbpcentral.com/forums/entry.php?866-Waste-Not-Want-Not-Part-1) (part 1) and this (http://www.lbpcentral.com/forums/entry.php?874-Waste-Not-Want-Not-Part-2) (part 2). They teach you how to make your logic more thermo-efficient.
2010-10-30 05:23:00

Author:
Incinerator22
Posts: 3251


I know the most easiest way to do this but it might make you wait intill jan. of 2011.

SIGH LBP2's logic is so much easier
2010-10-30 05:46:00

Author:
WESFUN
Posts: 1336


Didn't you check the thread like I specifically told you to in the level? It explains how to do that, you knucklehead .

Yes, in retrospect, a little more digging on my part probably could've saved a thread.
But, this way, I ended up discovering it through tinkering, and you know.. "Give a man a fish, feed him for a day.. etc..." And those blogs by rtm223 are good resources, thanks.

I would love to just save this project for LBP2 when all this logic won't make a blip on the thermo, but unfortunately, all the fancy things it does will be old news by then.
2010-10-30 19:11:00

Author:
jdteather314
Posts: 74


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