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#1

How to make a planet "orbit"?

Archive: 9 posts


Since I'm new to the game, I've been trying to nail all of the logic and design concepts. I was doing pretty well until I searched for ways to make an object have its own gravitational force (like the moon), and found out it wasn't possible. That leads me to a slightly easier question - is there any way make a "planet", or a large circular object, to go in a circular motion around another planet.l?

You know, like space!
2011-05-01 21:36:00

Author:
Unknown User


I assume you mean a circular or oval orbit with movement in only one layer (no in/out movement)?

- To do this, I would Motor-Bolt a thin piece of material to the center Planet, and then place another piece of thin material in the distance I want the orbiting planet to rest.
- I would connect the two pieces of thin material by a stiff Piston and place a Tag Key on the orbiting piece.
- Then I would create the orbiting planet, and put a Follower on the center of the planet. Make the Follower follow the Tag on the thin piece of material.
- Then I would tweak the Motor Bolt and the timing of the Piston. The speed setting of the Motor Bolt is degrees per second. I would therefore set the speed to something like 30. This way it will take the Motor Bolt 12 secs to rotate once.
I would then finally set the speed of the Piston to be 6 seconds. With this setting the Piston will go in and out twice before the orbiting planet has made one full rotation. This will effectively create an oval trajectory for the orbiting planet

I hope this concept is easy enough to understand, and if not, I'll gladly clarify
2011-05-01 21:52:00

Author:
Slaeden-Bob
Posts: 605


You could just use a big circle of hologram set to 0% with a bolt in the middle, but that's boring and easy!

Maybe you could have a piston connected between the orbiting object and a piece of holo with a follower. The object could have a mover set to local space and the piston hooked up to some logic so you could change its length. This kind of setup would mean you could create elliptical orbits and stuff plus change the centre of mass that the follower is set to follow along with the speed of the orbiting object.

Aya042 had a really cool gravity model that allowed you to orbit around a point in their game "Spacewar!" so it's definitely possible to create a more realistic gravity model if you wanted to... I'm not smart enough to know how to do that tho'.
2011-05-01 21:52:00

Author:
Ayneh
Posts: 2454


Thanks guys! This helped a ton <3

EDIT: While I'm asking questions, is there any way to use more than one controlinator for the same vehicle without changing seats? My vehicle changes - or is supposed to - change rather drastically after a cutscene. I attempted attaching logic to create a scenario where a series of events results in the triggering of a second controlinator, but that resulted in ejecting the player from the seat. Any ideas?
2011-05-01 22:59:00

Author:
Unknown User


Thanks guys! This helped a ton <3

EDIT: While I'm asking questions, is there any way to use more than one controlinator for the same vehicle without changing seats? My vehicle changes - or is supposed to - change rather drastically after a cutscene. I attempted attaching logic to create a scenario where a series of events results in the triggering of a second controlinator, but that resulted in ejecting the player from the seat. Any ideas?
I don't think you can change controlinators without changing seats unless you used multiple sackbots. That's not really the same thing I think you were getting at tho'.

I think you essentially want 1 controlinator that has different control schemes. If that's the case then you could isolate 1 set of movers/emitters/whatever in microchip #1, and then isolate any movers/emitters/whatever in microchip #2 and wire the contents up to the player controlinator as usual. Activate whichever microchip you want and the ship's behaviour/controls should change to reflect the contents of that microchip.
2011-05-02 17:57:00

Author:
Ayneh
Posts: 2454


You could just use a big circle of hologram set to 0% with a bolt in the middle, but that's boring and easy!

And uses a whole lot less thermo than any other method, if what you want is a perfectly circular orbit.
2011-05-02 20:10:00

Author:
roux-
Posts: 379


or you could program movers so they move in a perfectly circular fashion regardless.2011-05-02 21:31:00

Author:
Kern
Posts: 5078


I don't think you can change controlinators without changing seats unless you used multiple sackbots. That's not really the same thing I think you were getting at tho'.

I think you essentially want 1 controlinator that has different control schemes. If that's the case then you could isolate 1 set of movers/emitters/whatever in microchip #1, and then isolate any movers/emitters/whatever in microchip #2 and wire the contents up to the player controlinator as usual. Activate whichever microchip you want and the ship's behaviour/controls should change to reflect the contents of that microchip.

You could do it that way, but an even simpler way would be to use remote controlinators. Have them both on their own microchips with a main controlinator as the transmitter that sackboy will control. Then you can have something switch to turn off one microchip and turn on the other. It's a lot fewer wires between microchips.
2011-05-03 03:29:00

Author:
shane_danger
Posts: 283


I think shane_danger's approach is the one to take in this case - that's how I would have done it at least 2011-05-03 07:46:00

Author:
Slaeden-Bob
Posts: 605


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