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Hovering vehicle?
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Say you have a block of solid material with a controlinator attached that you want to "hover" a fixed distance above the ground...how would this best be achieved? I'm thinking of trying a couple touch impact sensors wired to an up and a down mover that is on invisible holo glued to the bottom of the solid block. Has anyone created something that hovers...what approach did you take? | 2011-05-13 13:53:00 Author: fullofwin Posts: 1214 |
Two things... one is "online" at the moment the other is in a stage that is being polished. Check out my DeLorean thread in my sig. I did use impact sensors on holo but wasn't happy with the... accuracy... of the final height. It was a little too imprecise because I have something that can hover and drive, but if too close to the ground the wheels would not emit. I use two strips of holo and two pieces of invisible cardboard with a microchip on each with a material tweaker and impact sensor on it. I set the material to zero friction and the impact sensor sets of a pulse of a mover that pushes the car up a tiny fraction. These are set below the corners of the car. The whole thing also bobs up and down slightly while idle. As well as having a brief momentum tilt when moving. The cardboard is curved and because it's non-stick if I am at ground level and hover over a ramp it pushes the front of the car up, which is a nice effect, as it seems to follow the ground more... If your interested in a closer look; post in my showcase thread asking for it and I'll get some pics up soon! | 2011-05-13 15:06:00 Author: Mr_Fusion Posts: 1799 |
My current design is also using invisible solid material. It works great except that you can sometimes break it off on the terrian (stuff randomly breaking from impact is so annoying...I never want this behavior). My vehicle is actually an ostrich and the terrain is pretty varied with lots of hopping required. Sounds like the holo+impact sensors are my best best...I don't need the height very precise...and the ostrich legs are entirely holo+decorations anyway because I wanted to avoid emitter issues when changing the direction the bird faces. I'll definitely check out your vehicle when PSN is back up. | 2011-05-13 15:35:00 Author: fullofwin Posts: 1214 |
It works great except that you can sometimes break it off on the terrian (stuff randomly breaking from impact is so annoying...I never want this behavior How about using some material tweakers set to indestructable | 2011-05-13 21:25:00 Author: Radishlord Posts: 706 |
Wow! I can't believe how horribly broken the Search function is on this forum. No wonder we have so many repeat threads. Anyways, try this thread. I had to go digging for it, but it should help. https://lbpcentral.lbp-hub.com/index.php?t=51919-Hover-Tech-Tutorial Once the PSN is up and running (sometime next year maybe), you can obtain Shuriken's contraption if you can't get it to work on your own. I tried his method and it works, but it seems only on mid sized and larger vehicles. I'm still trying to find something that works on my vehicle which a smaller one man vehicle. | 2011-05-13 23:25:00 Author: Rustbukkit Posts: 1737 |
Wow! I can't believe how horribly broken the Search function is on this forum. No wonder we have so many repeat threads. Anyways, try this thread. I had to go digging for it, but it should help. https://lbpcentral.lbp-hub.com/index.php?t=51919-Hover-Tech-Tutorial Thanks for digging that up Rustbukkit, that was an interesting read...and yeah, I did search for hover first to no avail. Sounds a little more complicated than what I thought I'd need...now I have a fall-back design. Not sure what the issue is with small vehicles...but my ostrich isn't much bigger than a sack-person...well see what happens. How about using some material tweakers set to indestructable I wish...I am operating under the assumption that "indestructible" only applies to bombs, etc. and not random impact gassing. | 2011-05-13 23:48:00 Author: fullofwin Posts: 1214 |
What I'm finding is that when Shurikens method is used on smaller vehicles, they really jump around sporatically and I just can't seem to tweak the setting enough to get a nice smooth ride. I'm going to keep my eye on this thread, just in case you figure something out that works well for you. Maybe something I can implement on my vehicle to get it to hover without being so sensetive to tiny imperfections in the terrain. | 2011-05-14 04:02:00 Author: Rustbukkit Posts: 1737 |
I wish...I am operating under the assumption that "indestructible" only applies to bombs, etc. and not random impact gassing. I had to set some cardboard 'axles' to indestructible for my DeLorean. Upon landing or driving they would break/get crushed randomly, as they are not actually connected to car. When in drive mode the weight of the car does not crush the axles anymore after I set them to indestructible so experiment with it. So I did the same with the cardboard hover 'bumpers'. It does seem to fix the problem. Admittedly my DeLorean flies more than hovers, but on low terrain it still functions well in a hover capacity. It is to sackperson scale, but I guess larger than your creation. The other hover device I am working on is a to-scale hover board and it also seems to be OK at such a small size... Although I am still testing this out, as I want a player to be able to jump on and off of it at will. | 2011-05-14 04:13:00 Author: Mr_Fusion Posts: 1799 |
Wow...the indestructable setting on the material tweaker actually DOES keeps stuff from breaking! Some pretty weird things can happen when the object would have broken however...I've been flung pretty far and even managed to embed the ostrich's feet in the "floor". I'll try the impact sensors tomorrow... | 2011-05-14 05:06:00 Author: fullofwin Posts: 1214 |
Fantastic to hear! But is it meant to hover or are you wanting the feet to touch the ground and are just trying to keep the body up? And... not to throw a spanner in the works but I don't think Ostriches can fly, let alone hover. | 2011-05-14 05:21:00 Author: Mr_Fusion Posts: 1799 |
I ended up with a single holo block at the birds feet. It has a microchip with an impact sensor connected to + input of combiner as well as a negated output going to - input. Combiner output goes to up/down input of advanced mover...I didn't use the mover on the controllnator because I want very dfferent speed/strength for left/right movement. This proved to be far less squirrely than the"indestrutible" piston and I can make the bird sit until you enter the controllnator using the chip activate. I'm pretty happy with how it reacts to the terrain and needing to let the bird hop when you press X. I just want a bird that walks on the ground and can hop...but it needs to hover because the legs are all holo so I can reliably emit left/right orientations on a direction change. I hope I can make a fun 4x race because the bird is pretty cool/silly. | 2011-05-14 21:35:00 Author: fullofwin Posts: 1214 |
Here's an idea, You could create a track underground for an unseen bogey to run on, and attach your hover vehicle to it with springs to make it bob up and down. I whipped up a crude version in about 5 minutes to demonstrate the concept: http://img33.imageshack.us/img33/4233/img0136qp.jpg Here you can see a metal track following the exact same contours as the stone ground above it. The wheels will follow this track giving the illusion of the hover vehicle actually hovering above the stone ground. Playing around with the strength of the springs creates a realistic hovering effect of it bobbing up and down. The beauty of this is that springs don't interfere with solid materials and can be made invisible in play mode, so from the outside you'd see: http://img825.imageshack.us/img825/5116/img0137vf.jpg With a little more time, as long as the contours aren't too severe, I think this could look really effective. Hope that helps. | 2011-05-15 17:31:00 Author: Xaif Posts: 365 |
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