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#1

Fragile Wobble Bolts

Archive: 8 posts


I've been having a problem with wobble bolts. I'm trying to make a Quilava with walking legs. It's legs keep breaking off. I've tried tightening the bolts, changing their speed, add a material tweaker to make them indestructible, nothing has worked. Anyone know how to stop this?2011-02-16 23:05:00

Author:
lemurboy12
Posts: 842


I've been having a problem with wobble bolts. I'm trying to make a Quilava with walking legs. It's legs keep breaking off. I've tried tightening the bolts, changing their speed, add a material tweaker to make them indestructible, nothing has worked. Anyone know how to stop this?

Try attaching an anti-grav to the thing's main body, so that they don't have as much force acting on them

also try making up your own idea
2011-02-16 23:12:00

Author:
Speed Racer
Posts: 156


try making up your own idea
What do you mean "make up my own idea"? Also, what do I set the anti gravity tweaker to?
2011-02-16 23:15:00

Author:
lemurboy12
Posts: 842


Quilava

At 100% anti-grav the object is completely unaffected by gravity. at 0% antigrav the antigrav tweaker doesn't do anything.
2011-02-16 23:26:00

Author:
Speed Racer
Posts: 156


At 100% anti-grav the object is completely unaffected by gravity. at 0% antigrav the antigrav tweaker doesn't do anything.
Now Quilava is floating. All I'm trying to do is make it so the wobble bolts on it's legs don't break.
2011-02-16 23:29:00

Author:
lemurboy12
Posts: 842


Honestly I'm gonna say to stop using wobble bolts completely and use high strength & speed followers on joints that follow labeled tags behind them and connect together with no physical strain whatsoever. They can also be pulled apart without any dis-assembly, and immediately fly back together. Then use rotators or gyroscopes, preferably inside seperate microchips so they don't conflict with each other. Then put some batteries on a sequencer and have the speed of the sequencer activating the battery signals sequence your gyro/rotator movement. Adjust all your speed, strgenth & dampening as needed.

Also, most of the time, you should use the grid snap to rotate your gyros and rotators to the desired angles. and buffer all your stuff with material tweakers set to indestructible. i might have made it sound more confusing than it is, but it's really easy, once you get comfortable with it. You'll never have a highly breakable bipedal walker, flipping platform or opening hatch again.
2011-02-16 23:42:00

Author:
Unknown User


You can try using a lighter material but honestly I think they broke bolts in LBP2. I had a wobble bolt in one of my LBP1 levels attached to a heavy piece of metal used as a trap door, worked great in LBP1, in LBP2 the bolt gets pulled off axis then the whole thing crashes into another object and breaks. Seems that bolt connections aren't as rigid as they were in LBP1 which is kind of sad, forces you to use some of the newer tools in cases that you shouldn't really have to.

To fix my level in LBP1 I had to make the materials lighter, I used wood instead of metal and slowed the bolt down slightly, there is still a bit of an issue and it wasn't the best solution since it changed the look but that is the only way I could fix it for both LBP1 and LBP2.
2011-02-17 00:47:00

Author:
Osprey71
Posts: 93


yaa i find that lbp2 wobble bolts are a pain, why are they so annoying and unstrudy? lbp was better than lbp2 in some things :| i find using anti grav helps alot, (like the guy already said ) soo ya i second that2011-02-17 03:47:00

Author:
Distinct-Creator
Posts: 198


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