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Timer speed scale / controllinator input bug(?)

Archive: 11 posts


OK, now this is very strange, but I'm sure logic demigods will have some idea on this.

I might have hit some bug with a controllinator analogue stick / speed scale combination, where the horizontal positive of the L and R sticks cause less speedy timers (set to input speed scale) than the horizontal negative of these sticks. For vertical, the opposite is true (positives cause faster timers)

To reproduce this behaviour, you need to:

Get a controllinator
Connect the horizontal of Right Analogue to a direction splitter so we make both direction signals positive.
Connect the splitters output to an OR
Connect the OR to a timer with a target of 0.1 (the effect is more pronounced with shorter times)
Set the timer input to speed scale.*important*
Connect the output of timer to its reset, so the timer resets itself.

This should display the problem, but to make it more visible / audible:
Add a beep sound connected to the timer.
Connect also a counter to a target of 100.

You can connect a Balorn's logic probe to make sure you are sending 1.0 output from each direction.

What I've seen (and hopefully you'll see), that the pulling right makes the timer go faster than pulling left, you'll hear the sound is played more frequently, and the counter fills up quicker when you pull right, compared to when you pull left. The counter fills up at about 13 seconds when you pull left, and about 16 seconds when you pull right.

In my tests, I made sure I tested using Balorn's logic probe: It tells me that after the OR ("positivized" output of both directions), I get 1.0 for both directions. Although the reading is 1.0, the speed scale that each direction provides is different. This is only the case when you use analogue sticks, D-pads or for example batteries do not cause the same problem.

Please advise! (I can send the test object to anyone who wants, but it is very easy to make anyway.)
2011-06-29 23:26:00

Author:
hesido
Posts: 166


I've had a different experience with using left and right on the sticks. I use Aspherx's logic probe. I can't recall which is which, but I think pushing right gives you .987... and pushing left gives you 1.0.2011-06-29 23:42:00

Author:
shane_danger
Posts: 283


That may be the same problem, pushing right it horizontal positive, and in my case too it caused less speedy timers. I guess if I used a more precise probe like yours, I too would get similar numbers. Is this a known problem?!
btw: I tested using a very old sixaxis, and a very new dualshock.
2011-06-30 07:54:00

Author:
hesido
Posts: 166


I may be stating the obvious here, and I don't mean to insult anyone's intelligence, but are you sure when you push the stick each direction that it is exactly in that direction? sometimes when I try to push left I end up pushing down-left a slight bit, causing the output to be less than 100%. Even a very slight push up or down can cause a drop in 3-5% drop in horizontal signal.2011-06-30 08:07:00

Author:
sp0ngyraver
Posts: 407


@sp0ngyraver: Can you try what I've written (or just maybe use Aspherx's probe) when you can?2011-06-30 08:23:00

Author:
hesido
Posts: 166


Yes I will give it a try myself as well. Ill let you know what I come up with.2011-06-30 08:50:00

Author:
sp0ngyraver
Posts: 407


You are correct, pulled all the way to the right, both sticks output at .99219% according to aspherex. Also what I said in my earlier post was incorrect, I was only losing horizontal signal because I also had a vertical signal and they were competing with each other. I also didn't have a probe, I just noticed I was losing a bit of horizontal energy.2011-06-30 09:12:00

Author:
sp0ngyraver
Posts: 407


Yeah, this was discovered back when the first probes were made. Up and left (IIRC) are the only analogue directions that produce full 1.000 signals.2011-06-30 11:43:00

Author:
SSTAGG1
Posts: 1136


Thanks for the feedback guys. I think I will add a small bit to right and down to equalize the two (I'm doing a simple UI which needed both directions to act the same amount, but would also take into account the analogue signal.2011-06-30 13:10:00

Author:
hesido
Posts: 166


Is this a known problem?

From an earlier post (https://lbpcentral.lbp-hub.com/index.php?t=48523-Analog-Signal-Display&p=769127&viewfull=1#post769127)...


I'd guess it's mostly the result of a bad signed integer translation. If the analog stick gives an output of 256 possible values, they'd typically be mapped as a range between -128, and +127. If MM determine the analog value by simply dividing that by 128, then you'd get a floating point value in the range -1.0 and +0.9921875.
2011-06-30 15:59:00

Author:
Aya042
Posts: 2870


I understand thy their algorithms cause a different output, but this is the kind of thing they should correct for precision. Left and right should be +-1.0000 all the time, thy should just fudge in the figures and release a patch.2011-06-30 18:51:00

Author:
sp0ngyraver
Posts: 407


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