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#1

Velocity sensor

Archive: 12 posts


One feature I'd love to see added is a sensor that measures the velocity of the object its attached to, and activates when a set speed is achieved. Obviously it would have an analog component as well. Settings could include things like whether or not it cares about which direction it's moving in, so for instance, depending on how you set it, moving to the left might make it record a negative value or a positive one.

The main thing I could see using this for would be to link it up with a mover set to speed scale, so that you can make two objects match the speed of one another. For instance, say you had a Portal clone level, and set one portal on the ground and one on a wall. You drop through the floor and the sackbot you were controlling is destroyed and a new one is emitted out of the wall portal, but it remembers the value recorded by the velocity sensor of the destroyed sackboy and rockets out horizontally at the same speed you were falling. Something that complex would probably be tricky to pull off seamlessly, but it would certainly be much more possible than it is now with us having to rely on imprecise means to measure velocity (like spitting out multiple pieces of holo and somehow working out how far apart they are from one another).

I dunno, it strikes me like a useful sensor to have!
2011-04-27 20:56:00

Author:
Speed Racer
Posts: 156


Yes, that'd be quite useful for alot of levels, but what would the unit of measurement be for it? the speed that a basic mover can be chosen for, perhaps?

Maybe you could choose a maximum and minimum speed that the velocity sensor needs in order to be triggered, instead of just a pin-point speed (although that could needed made by setting both min. and max to the same number). There could also be an infinite option for the maximum speed, meaning if set to infinite there would be no limit to the speed.
2011-04-27 21:16:00

Author:
Denim360
Posts: 482


Yeah I assume it would just use the same unit of measure as the mover

making it a min/max range wouldn't be a bad idea either
2011-04-27 21:22:00

Author:
Speed Racer
Posts: 156


I fully agree with this suggestion (that is rare for me) , I've been frustrated with the lack of it before.
Actually, that was while trying to make a decent portal gun. At the moment we can use different tweaked player sensors, each with a different max/ min detection range and figure out the time between them. But this is very inaccurate and to be honest frustrating.
2011-04-27 21:33:00

Author:
Radishlord
Posts: 706


I've been messing around with trying to make a few speed sensors on LBP and I think you can make speed sensors for how fast players run. By setting a sequencer to Positional and then wiring a left left/right stick in a controllinator (set to Reciever) to the sequencer, you can stretch the sequencer's line depending on how far you push the left stick left/right.

Then by placing Batteries inside the sequencer you can make things turn on depending on how fast you run. And by extending it's circuitboard you can make the speeds extremely accurate.
2011-04-27 21:50:00

Author:
Denim360
Posts: 482


I've been messing around with trying to make a few speed sensors on LBP and I think you can make speed sensors for how fast players run. By setting a sequencer to Positional and then wiring a left left/right stick in a controllinator (set to Reciever) to the sequencer, you can stretch the sequencer's line depending on how far you push the left stick left/right.

Then by placing Batteries inside the sequencer you can make things turn on depending on how fast you run. And by extending it's circuitboard you can make the speeds extremely accurate.

Interesting, but doesn't the analogue input only activate once the stick is pushed about 50%?
I remember trying to make an analogue stick pressure sensor using positional sequencers, but the bloody thing wouldn't register small pushes
2011-04-28 18:48:00

Author:
Radishlord
Posts: 706


It's more that sackbots dont' respond to anything below about 50%. The analogue stick has a 12% deadzone, but that's a slightly different issue. Either way, the value you pull out of the analogue stick will not be proportional to your sackbot's velocity.

If you want a dumb speed measurement you can emit pieces of hologram with tags on them at a rate of 0.0s and detect the distance to the tags. There is a little more to it than that but I don't have time to go into it right now. If you want vector values of speed then you can achieve that with various hologram / follower set ups and / or some differentiation, but that starts to get pretty complex pretty fast and it's also a little bit laggy. Alternatively you can use movers and feedback loops but that's even more of a nightmare unless you want it working at quite slow speeds.


So yes, velocity sensor would be nice
2011-04-28 19:04:00

Author:
rtm223
Posts: 6497


I can see this being most useful for sound effects. Sometimes you only want sounds to play whilst something is moving, and this can be tricky to set up if it isn't activated by any kind of switches (such as a coninuously moving piston platform, for example).2011-04-28 19:30:00

Author:
Nuclearfish
Posts: 927


I could definately see this as a new set of advanced sensors, possibly grouping with things such as inclination sensors and light level sensors 2011-04-29 23:28:00

Author:
iliketosayblah
Posts: 77


light level sensors

Well this can be some what done with tag sensor :>
2011-04-30 13:22:00

Author:
Shadowriver
Posts: 3991


Well this can be some what done with tag sensor :>

heh...yes. Fair point. I feel silly now
2011-05-01 22:55:00

Author:
iliketosayblah
Posts: 77


I have a fully working and calibrated speedometer. It outputs the speed of any tagged object in big grid per second, the same speed scale that applies to movers. It's basically a group of D-latches running in a cycle with a tag sensor on a mover that tracks the target. If folks are interested I can go into more detail or perhaps publish an example level if PSN ever returns.

-Clay
2011-05-04 14:36:00

Author:
c_mckamey
Posts: 62


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