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How to adjust impact sensor sensitivity

Archive: 8 posts


I'm trying to avoid asking you guys for help as I can see that the forum being inundated with new help requests so I'm only doing it as a last resort. Anyway here's the problem.

Is there any way the sensitivity of an impact sensor can be reduced. It seems to fire if it just touches another object, it should have been called the touch sensor.
Anyway I know I can use tags to make only a specific object set it off but I'm trying to create a tower of loose objects which destroy when they collapse and collide above a certain impact force threshold.

Thanks
2011-01-31 22:38:00

Author:
Unknown User


I don't think so. I had a similar issue. Best you can do is turn off "Touching" so that your sackboys interaction doesn't do anything.2011-01-31 22:45:00

Author:
Nick930930
Posts: 878


I had no luck messing with the impact sensors. Not directly anyway.

Possibly a way to get it to fire differently is to hook it up to a tag sensor to an AND gate input with the impact sensor to the AND gate input as well, then put tags all over what you want the impact to go off on. That way both must be met.
2011-01-31 22:52:00

Author:
RSQViper
Posts: 302


I have a theory on how to achieve a "force threshold" but I'm not near my PS3, so I can't actually try it.

Basically, I was wondering... if you were to hook up an impact sensor to something that accepts an analogue input (such as a light set to Input Action: Dimmer), would it output the force as a percentage? Like, if you dropped something gently, would the light only turn on very dimly?

If it would, then you could use a sequencer with a battery at the point you want the impact to register (such as half way, so >50% force activates it) and then set the sequencer's Input Action to "positional", so if the force was >50%, then the sequencer would go to the half way mark, and activate the battery, thereby activating the destroy tool.

Just an idea. Test it if you get time, but I doubt it works because I'm not sure that Impact sensors give analogue signals. I think they're either on or off.
2011-02-01 00:25:00

Author:
alexbull_uk
Posts: 1287


No, already tried that. I even tried using the analogue probe. Just get 0 or 100. Seems like a surprising omission considering some of the other supported features. Also the engine must have a concept of applied pressure as objects break when too much is applied.2011-02-01 00:50:00

Author:
Unknown User


No, already tried that. I even tried using the analogue probe. Just get 0 or 100. Seems like a surprising omission considering some of the other supported features. Also the engine must have a concept of applied pressure as objects break when too much is applied.

Hmm. That's a shame - it seems like an analogue output from an impact sensor would be useful.
2011-02-01 01:23:00

Author:
alexbull_uk
Posts: 1287


This is where MEMS (gyros and accelerometers) would have been extremely useful additions, and somewhat shocking omissions. Depending on context, maybe you could use a follower holo piece. the distance away from the moving object of its following holo would tell you what speed it was going which'll tell you what force it'll impact at. Then your collision logic could take an impact AND a threshold for trailer distance. Sounds good in theory, but I imagine it'll be problematic and buggy.2011-02-01 10:03:00

Author:
Shifty Geezer
Posts: 131


This is where MEMS (gyros and accelerometers) would have been extremely useful additions, and somewhat shocking omissions. Depending on context, maybe you could use a follower holo piece. the distance away from the moving object of its following holo would tell you what speed it was going which'll tell you what force it'll impact at. Then your collision logic could take an impact AND a threshold for trailer distance. Sounds good in theory, but I imagine it'll be problematic and buggy.

A MEMS sensor would be awesome! Please MM!

I like your idea though, might give it a try. The follower speed would be great way to adjust sensitivity.
2011-02-01 10:34:00

Author:
Unknown User


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