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what are pulsars?

Archive: 8 posts


what are pulsars basicly?2011-02-18 21:41:00

Author:
Unknown User


Pulsars are counters set to 1 and the output plugged into the reset.2011-02-18 22:24:00

Author:
rambo3416
Posts: 179


It's usually a NOT gate attached to itself, thus cycling between on and off as fast as the game can process it. This creates a very fast pulse.

Edit: Can run at 15Hz instead of 10Hz on a counter (IIRC), but both equally viable depending on what you need it for.
2011-02-18 22:26:00

Author:
SSTAGG1
Posts: 1136


what do they do?2011-02-20 15:13:00

Author:
Unknown User


A pulsar is a degenerated neutron star named for its rapid radiation expulsions.

A pulser is shorthand for a logic bit that sends an ON signal for exactly one logic frame. Either a NOT hooked to itself, if you want constant pulsing, or a counter set to max count of 1 and hooked to its own reset. The counter sends an ON signal for one frame whenever it's triggered, but it won't send another until it is given an OFF signal and then another ON.
2011-02-20 16:10:00

Author:
Loius
Posts: 342


Sometimes you have logic elements that send a steady signal (like a selector's output) but need them to send the signal once and then turn off (i.e. to pulse). That's when you use a pulser. You'd recognise the situation when you come across it.2011-02-20 17:38:00

Author:
munrock2
Posts: 96


Hey I am making a fuel gauge represented by 64 lights . I would like to make them turn off one at a time and turn on four at a time when triggered . Right now I am using a selector with 64 outputs and an " OR " gate to each light and a directional combiner to " cycle " . I have made it half way and am experiencing " lag " " Move two or three spaces and freeze for five seconds " . Is there anyway to use a pulsar or anything else to achieve this ? If so how ? I am a logic super noob so any help is great , Thanks .2011-02-21 05:39:00

Author:
Unknown User


Oh man, 64.... most I've ever done is 50, and that was to test how ridiculous I could make a logic light show, lol.

I suggest converting to a timer using a directional combiner to adjust depletion and increase in real time.

If it needs to be 'turn' based, use a pulser(A) AND counter (inverted and max 4, with reset as activation switch, and neg. input as the pulser(A)) -> pos. dir. combiner, and a pulser(B) AND counter (reset by pulser(B), with pos. input as whatever activates it) -> neg. dir. combiner.

Combiner output goes to counter with 64 tick max (reset could be used to deplete gas instantly)

This way, each adding action gives 4 pulses up, and each depletion action gives one pulse down.

If you want to be able to instantly fill gas completely, invert the counter, and switch the combiner inputs from pos. to neg. and neg. to pos.

Pretty sure it works the exact same way, just counter is filled up and can be instantly refilled (looks more like a gauge this way as well).

I might be wrong somewhere in there, so don't take my model as being perfect.
2011-02-21 08:07:00

Author:
SSTAGG1
Posts: 1136


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