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Tag Sensor Inaccuracy

Archive: 8 posts


I have been working on a very fast and strong multi-cylinder combustion engine that uses 6 microchips w/ emitters to power each stroke.

The problem I am running into is that no matter what I seem to do, the emitters sometimes fail to release an impact explosive like they are supposed to. Thus, despite my tag and sensor being perfectly calibrated to release explosives just after the top of my engine stroke, when things get going fast it seems that my sensors no longer function properly and my engine misfires or skips a fire which causes things to slow down.

What am I doing wrong here? Has this issue been addressed before? Is there a work around to get my **** emitters to fire consistently? (I have tried both types of sensor output (strength vs closeness) and the problem still occurs.

Thanks for any help you can offer.
2011-03-14 21:32:00

Author:
Unknown User


I think the issue arises when things get fast. I have what I think is a similar issue, in a race level if two players cross the line with a very very small interval between them, the shut off system I have to determine who comes first and second fails and counts them together. It seems there is some lag when the signal passes from one component to another, sometimes becoming very noticeable. If you say it works when moving slow, but can mess up when going fast, it seems like the components can't keep up with the speed. I haven't found a solution to this and I don't think there will be one. =/2011-03-15 00:24:00

Author:
Xaif
Posts: 365


That's not good news you too have had a similar issue but I feel there must be some work around as there are some engines online that run much faster than mine currently does with its misfire problem.

I have tried replicate them and I get the same problem...

Any more ideas?

*Also note that the problem doesn't seem entirely speed based as it will sometimes miss a beat during lower rpms too.
-I've tired moving all my emitters around, using different types of explosives, and adjusting the speed an trajectory of the explosives. Nothing worked
2011-03-15 03:46:00

Author:
Unknown User


There's several things to try, but it looks like you really need to check your latency and timing.

There is a very good logic probe here
https://lbpcentral.lbp-hub.com/index.php?t=44113-Logic-Probe-and-Signal-Combiner
2011-03-15 06:50:00

Author:
tdarb
Posts: 689


I had a similar problem with my Checkers level.

What I did was increase the radius of the tag (mine was 50+) and place it in a microchip. Then used a "count down" timer to activate the microchip for a short period of time. I think the tag can only detect as fast as the frame rate (which is 66ms) or the rate of a pulse (not gate pulse rate is every 0.050 seconds) not sure to be honest. So when things move fast, the sensor sometimes misses. Increasing the radius gives prolonged detection thus making it easier to detect.

I think the main problem with mine though was the complexity of the logic. Things became inconsistent if there was a lot of stuff going on.

Future advice: always try to find a way to simplify your logic.
2011-03-15 08:22:00

Author:
comishguy67
Posts: 849


I think the tag can only detect as fast as the frame rate (which is 33ms) or the rate of a pulse (not gate pulse rate is every 66ms) not sure to be honest.

Fixed the timings for you. Basically, for a 1-shot emitter to fire it must detect no tags for at least a single frame, then later detect a tag. Remember that while, conceptually, the tag is moving constantly, the simulation of the tag is discrete over time, so it's position is updated every 33ms. If during that 33ms it moves from one side of a detection area through to the other, it never actually exists in the detection area. Similarly if one tag moves out of a detection area during a frame and another one moves in, then the sensor will always be detecting a tag - it won't trigger because there is a new tag visible as it has no method to differentiate between different instances of matching tags.


Simple terms: you're going to fast and not allowing the time steps in the simulation are probably too large to achieve what you want to achieve
2011-03-15 09:41:00

Author:
rtm223
Posts: 6497


Thanks for all the excellent help!

I will be working on it again today trying out your ideas and a few of mine and will report back with any findings
2011-03-15 20:18:00

Author:
Unknown User


Perhaps it would be better to set the tags up so they run off the crankshaft rather than the piston if it moves slower.

You could also bolt the piston to a hologram seesaw with the pivot far from the piston in order to slow down the motion/less extreme range of movement so the tag could detect it.
2011-03-16 01:24:00

Author:
Ayneh
Posts: 2454


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