Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Analogue logic issues
Archive: 4 posts
Hey everyone, I'm not as well known here as some people, but I've been following these forums for a LONG time. I've finally graduate college; therefore, I have some time on my hands to carry out all the ideas I have for LBP2. One of my ideas involves making a wheel that follows the character. Simple enough... I took a piece of holo and bolted it to the wheel. I then used a Gyro to keep the holo upright so that I could place two Player Sensors on the left and right of the piece. I then channeled their outputs to the + and - inputs on a Direction Combiner. Last, I took the output of the DC and put it into the only input of a Rotator placed on the wheel (using an Advanced Rotator produces a lot of needless complexities). Of course, this works; however, using this setup makes the wheel travel faster when the player is near and slower when he is not. So when the player is near it "sputters" by going fast then stopping then fast then stopping; however, when I turn down the speed, as soon as the player gets any lead away from the wheel, the wheel slows down and down and down till it's out of range. This makes perfect sense in Analog World, but I want a solution that involves the wheel slowing down as it approaches the player. I've read rtm's analog blogs (ooo a rhyme : D ) quite extensively, and I immediately assumed using NOT gates would solve my problem, but with a good handful of setups I either get more problems or merely the same result. I am a Math major with a strong aptitude for logic and programming... this is REALLY ticking me off lol Thanks for any help -- Vink | 2012-01-08 14:07:00 Author: Unknown User |
inverting the sensors is the way to go (same as running their output through a NOT), however that also causes a 100% signal whenever the player is outside the sensor radius so you need to add some other conditions to make it behave as desired. i quickly made the setup in lbp2 to show you the setup i would use, there are other ways that would work of course http://i4.lbp.me/img/ft/9c434a64614755c37fc7c4159726ea6e6a041760.jpg all sensors are set to have an angle range of 180. and the minimum detection range should all be the same the green sensors should be set with the max detection range equal to the distance you can move away from it b4 it stops following (if you want it to always follow just wind the max all the way up). the yellow sensors should b set to inverted and set the max detection range to the distance u can move away from it b4 it reaches max speed. it my brief test i found that having the minimum distance on all sensors set to 5.0, and max on the yellow sensors set to 15.0, the rotator set to speed scale, speed 540, and both acceleration and deceleration set to 100% seemed to work well. note that i also had the sensors in a microchip at the same place on the holo that the wheel is bolted. | 2012-01-08 16:08:00 Author: evret Posts: 612 |
Thanks a ton man! I'll try it when I get home. The more chips I see in Lbp2, the more selectors I notice. I think I'be been undervaluing them. Ill let you know how it goes | 2012-01-09 00:08:00 Author: Unknown User |
in this situation the selector is used to prevent the analog signals from the green sensors from affecting the speed of the rotator. selectors only recognize the digital signal, then outputs digital with a 100% analog signal, AND gates output the lowest input, therefore the yellow sensors are the only ones that will affect rotator speed. | 2012-01-09 00:48:00 Author: evret Posts: 612 |
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