Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Gyroscope/Wobble Bolts don't seem to like pistons

Archive: 4 posts


I have a platform section that I want to move, and part of it needs to change angle. It'll start of flat, but when it rises up it will become bent. I have used both wobble bolts and gyroscopes successfully to manipulate the angles so that the parts are positioned correctly when I want them to, but as soon as I attach a piston to the segment (and remove the anti-grav that I had attached for testing purposes) so that I can move it to the correct heights the entire segment starts to topple off to one side and subsequently break. I assume for both the gyroscope and the wobble bolts that the torque that they are exerting is causing the whole segment to move, but I was kinda hoping that stiff pistons would be able to compensate for that. Unfortunately they don't. Any suggestions on what I could do to fix this?

Thanks.

[Edit - just remembered that I still have one wobble bolt embedded in the setup - shall replace it with a gyro combo and see if that helps]
2011-03-26 07:12:00

Author:
Unknown User


Stiff pistons are acting as a constraint on the velocity of a body. Normally you need a stabilising constraint on the position as well, to account for errors, but LBP does not have this. Because although the position of the piston is just the integral of the velocity, meaning if the velocity is correct the position will be, this integration allows errors in the calculation of the velocity to accrue. Now if an object is not rotating, the constraint on the velocity is easy - just don't allow it to move perpendicular to the piston. But this constraint changes when the piston is rotating because the rotational velocity of an object IS perpendicular to the piston. Either LBP does not account for this, or it approximates the answer using the approximation to 1/sqrt(x) that I think LBP uses. In any case it allows the errors to accrue. Another thing that causes errors to accrue is that the integration is usually not an analytic one, it will most probably be first-order (Eularian).

The general wisdom to increase the strength of pistons is to:
- Use more of them
- Make the object they are attached to heavier

Probably a better solution would be to use an invisible piece of holo as long as you need, and then put tags at the "minimum length" and "maximum length" of the piston which you delete. Then get the object that hangs off the piston and attach a follower to follow the tags which you activate as needed. Attach a look at rotator if needs be to look towards the centre, and rotate it 90 degrees or whatever to get it aligned properly. The follower is good because it's a constraint on the position itself rather than the derivatives of it.
2011-03-26 13:42:00

Author:
thor
Posts: 388


He is spot on, I have tried avoiding followers just for thermo, so I sticky and dampen objects when they are not moving...but I am not sure if it saves more tan a follower.2011-03-26 19:16:00

Author:
celsus
Posts: 822


He is spot on, I have tried avoiding followers just for thermo, so I sticky and dampen objects when they are not moving...but I am not sure if it saves more tan a follower.

I don't think followers take up that much thermo, at least I have a load of them in my level so far and it's barely pushing 1/3 thermo. I do know however that 100% dampened objects take up more thermo than objects glued to dark matter...
2011-03-26 21:18:00

Author:
thor
Posts: 388


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.