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need a solution for analouge movement of geometry
Archive: 8 posts
Hi, i wanted to build a platform that was mounted on a piston which would raise up by a certain amount depending on how close a tag was to a tag sensor. but the directional setting on the piston doesn't seem to accept an analouge signal. so the tag is either sensed, or not. so the platform is either up, or down. there is the speed scale setting, which works with the analouge signal. making the speed of the piston alter depending on the closeness of the tag. but this is no use to me. is there a way to make a piece of geometry move between two points depending on a tag's closeness? | 2011-03-12 15:40:00 Author: Unknown User |
What happens if you connect a speed scale timer to the piston directly? Then have two tag sensors that correspond to the tags set. One of them hooked to a neg100 battery. The other hooked to a pos100 battery. Both batteries connect to an OR which connects to timer. This should theoretically do an analogue signal input based on closest tag that converts to binary (100) and (negative 100) being off and on. You may need direction combiner hooked up to timer instead with batteries hooked up to it instead of being hooked directly to timer...not sure. May play with it when I get home from work. | 2011-03-12 16:29:00 Author: Shadow_Wolf_1987 Posts: 108 |
is there a way to make a piece of geometry move between two points depending on a tag's closeness? It's a little easier using an Advanced Mover with feedback, like so... http://ia.lbp.me/img/fh/e1aabdae7f66e08d53e8d352fcc5355adce029fa.jpg ...in which the dissolve block will move to a height proportional to the position of the Controlinator's analog stick. Just tweak the range of the Tag Sensor to the maximum height the dissolve block should lift to, and invert its output. The Advanced Mover should have both Acceleration and Deceleration set to 100%, and the Max Speed setting will determine how fast it moves. | 2011-03-12 18:26:00 Author: Aya042 Posts: 2870 |
Wouldn't dissolve block only allow process to happen only once? | 2011-03-12 19:48:00 Author: Shadow_Wolf_1987 Posts: 108 |
The use of dissolve in Aya's example was either arbitrary or because of weight. It's not actually being dissolved. His example just has the thumbstick and the tag sensor fighting each other. The further the tag gets from the sensor, the stronger the signal it outputs (it's set to closeness/inverted). So if you push up 50% on the thumbstick, once the sensor gets far enough to output a 50% signal, they'll cancel eachother out and it should hold still. It's a pretty clever solution. Note that I haven't tried this: I'm just basing this on what I see in Aya's pic so I might be off on the percentages. For example, a 60% signal on the thumbstick and a 50% signal on the sensor might cancel each other out enough that it doesn't move, or equal signals might cause a bit of jitter--you'd have to try it yourself, or wait for Aya to come back and correct me to know for sure. | 2011-03-12 22:56:00 Author: Sehven Posts: 2188 |
The use of dissolve in Aya's example was either arbitrary or because of weight. It's completely arbitrary - I just happen to only ever use three materials for examples: Light Matter, Dissolve and Hologram. For example, a 60% signal on the thumbstick and a 50% signal on the sensor might cancel each other out enough that it doesn't move, or equal signals might cause a bit of jitter... The power produced by the Mover is effectively scaled relative to the input value, so as the signals converge, the force becomes marginal enough that there's no perceptible jitter. In order for this technique to work, you need a method of propulsion in which you can control both direction and speed, which is why it's more difficult with a piston - if you choose Speed Scale, you can't control direction, and if you choose Directional, you can't control speed. Still, you can always attach a zero-strength piston between the two blocks if you want to exploit its advantages, such as keeping the moving object strictly aligned. I just tried to keep the example picture as simple as possible. It's effectively the same technique I describe in another post (https://lbpcentral.lbp-hub.com/index.php?t=52358-Analog-Memory-Cell&p=803547#post803547), to make a Timer display an analog signal value. | 2011-03-13 16:57:00 Author: Aya042 Posts: 2870 |
That sort of system (Using the difference between a signal and a measurement to drive adjustments) is called a servomechanism, and it is a very handy for many applications. We are actually surrounded by technology using such things every day. | 2011-03-14 20:23:00 Author: Tygers Posts: 114 |
We are actually surrounded by technology using such things every day. Not to mention that much of our natural behaviour revolves around negative feedback I'm using loads of feedback loops in my recent creations, even going as far as using a feedback system to follow my sackbots (because followers are too laggy) and in other places I've even got feedback loops feeding other feedback loops Points on the above: you can set the magnetic switch's minimum radius to 0.1, which will give you a closer approximation to a linear relationship to your analogue signal. Also, I find that often with analogue sticks, it can be useful to subtract ~10% from the signal, if you want any kind of precision - this will remove the 12% deadzone that you get with analogue sticks. | 2011-03-14 21:00:00 Author: rtm223 Posts: 6497 |
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