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#1

Not a good sine.

Archive: 6 posts


This probably has a simple solution, but oh well.

ALL ABOARD THE KALAWISHIS CHOO CHOO!
http://ia.lbp.me/img/ft/4da8ad8d53d69affc389964468cba688b3ddf2ca.jpg
The most effective means of transportation in SackDroid, my project. Why, the daily commutes of all sack things in the sack thing base depends upon this great machine scaling the passages that make up the network of the base. This can scale various terrains, bumpy or smooth, and can even go sideways and upside down. This remarkable beast was created with the help of many logical systems, including the Center Seeker (which I shall document later). However there is an issue:
It's with the Choo Choo's feet:
http://i2.lbp.me/img/ft/6d279e088b0ab235392c13c89e8ae7a6dc8a26d8.jpg
Basically, this logic is for two of the feet. The left circuit boards are for the bottom left foot, and the right circuit boards are for the top right foot. I won't explain all the logic, but I will explain the top chips. To make sure that the feet of the Choo Choo don't grow too far away or too close to each other while propelling, the logic moderated how fast the feet go. All speeds are controlled by the top left foot, which goes at about 80 units per second. That never changes. In case the terrain is uneven (say a curve when one side has to travel less distance from the other), the logic slows down the side that travels less so it stays even. Back to the circuit boards. On the top boards, the direction combiners activate a speed scale advanced mover. A 100% battery is hooked up to the direction combiner's positive side on the left board, and a tag sensor is hooked up on the negative side. Basically, the tag sensor detects a tag on the foot in front of the left bottom foot. The closer the tag sensor is the the tag, the higher the signal, and the more is subtracted from the battery, making it move slower. When it's farther away, the signal is less, so it moves faster (The second tag sensor detects if it's too close to the other feet, outputting 100% when the tag of the top foot is in the range to stop the feet from crashing into each other (it's signal strength)). That's how the bottom left and right feet work. To make sure the two sides stay in check (and since the top left foot isn't controlled at all-it controls the other feet), the top right foot is meant to position itself relative to the top left foot. This is a little more complex. The basic part is that the closer the right top foot is to the left top foot, the slower it goes (so if it lags behind it speeds up). However, there are flaws. If the top right foot gets too far ahead then it speeds up, due to the logic, so I added logic to stop it in the case of that (pretty much the logic finds out whether is behind or ahead if it's too far away and goes full speed or stops). But the main flaw is that if the feet are close together on the y axis and far away on the x, then the foot thinks it's lagging behind or too far ahead and stops or goes full speed, even though they are close together on the y. I can't use angles because when the feet are two close together it's way to easy to go out of the range and the foot will stop or speed up. That's pretty much what's happening now. The foot just stops or goes full speed. It's super jerky and it looks really out of place compared to the other feet.
The solution? Make a tag sensor that only outputs an analog signal based on a certain axis. Like, the distance of the tag on the x axis only or y axis only. Simply, to find the sine of the hypotenuse with the hypotenuse vector line going from the tag sensor to the tag being the hypotenuse. Or even more simply, something that outputs this:
http://i1.lbp.me/img/ft/7d1185dfa261d46a46131f665c2a89ef5931539c.jpg
During a situation like this:
http://if.lbp.me/img/ft/5dfb29dcb0df9c12f309b80cf90b215acc7cfcef.jpg
Help, please?
2012-08-27 03:14:00

Author:
Kalawishis
Posts: 928


I wish I could help, but no one is a genius like you "/2012-08-27 03:32:00

Author:
SuperROBO1
Posts: 358


I wish I could help, but no one is a genius like you "/
http://data.whicdn.com/images/30788085/Happy-oh-stop-it-you-l_large.png
2012-08-27 03:38:00

Author:
Kalawishis
Posts: 928


is this for a single player level or multiplayer? i have a few ideas but some involve feedback which often isnt suitable in multiplayer levels. (i'm not talking about a wired feedback loop).
i'm always up for a challenge but it might b easier if you add me on psn, though being online at the same time might b an issue (i'm in Australia)
2012-08-27 09:33:00

Author:
evret
Posts: 612


I realize I made a mistake in the OP. I had said wanted to find the sine of the vector distance between the tag and tag sensor. I really meant the sine of the vector times the hypotenuse (or vector) to find the y. I probably should have just said y, but that would ruin the title of my thread, plus it isn't local space like the sine * hypotenuse.
The level is strictly single player, by the way. Not even spectators get in (thermometer and lag). So you can tell me your feedback ideas.
2012-08-27 22:11:00

Author:
Kalawishis
Posts: 928


Could this not be achieved by off-setting the sync of one sequencer to match another?

Or, what about using a NOT gate?

Or, ..I don't know if this might be a solution, but did you know you can attach an input to the tag itself? So maybe whatever's activating the tag could be deactivating the sequencer, or vice versa.

Okay, I'm confusing myself. Can't tell if I know what I'm talking about, but maybe that will open some possibilities for you.
2012-08-28 20:59:00

Author:
Liquid_Blood_
Posts: 116


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