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#1

Tethering to a point with signal strength?

Archive: 14 posts


this question pertains to the LOGIC AND PHYSICS branch of lbp, if you are well vested in either of these, please continue reading

I was wondering how to make a string-like anchor using only a mover, and a tag sensor

Here is my best attempt at a diagram

http://www.lbpcentral.com/forums/attachment.php?attachmentid=48545&d=1406586359

Thanks to anyone who can think of a way to do this (and I would like no physical limitations, such as cardboard borders, and a string center pull, all logically limited)

This would help me immensly
2014-07-28 23:27:00

Author:
amiel445566
Posts: 664


Tag in the center. Tag sensor turns on the mover. Set a follower to toggle on when the sensor radius is maxed out. Set the min detection range of the follower to 1 less than the tag sensor and have the follower set to follow the same tag. So when the player reaches the end of the tether the mover turns off and the follower jerks them back into the tether radius, but only just barely.

I haven't tested this, but I imagine it should work.
2014-07-29 01:01:00

Author:
one-mad-bunny
Posts: 334


Well that kind of jerks it back in, I was hoping for more a barrier kind of limit, where if I arc my joystick around the border then it should curve like a joystick, kind of replicating the movement

Yours would have a barrier, but it would not replicate movement, nice idea though
2014-07-29 04:22:00

Author:
amiel445566
Posts: 664


Hmm, did pistons get a positional setting yet? Otherwise you could use a feedback loop to make pistons match the analogue signals from the... Oh wait...

Why do you insist on using a mover? Why not use the best tool for the job?


I'd say feedback loops is the way to go here, but it's difficult to get separate horizontal and vertical coordinates from the pointer object with just tag sensors. Maybe if you place a tag on the pointer object and put two tag sensors far off to the left and down, so the output doesn't vary much while moving perpendicular to the sensor.
2014-07-29 09:56:00

Author:
Rogar
Posts: 2284


Hmm, did pistons get a positional setting yet?

It did in the update accompanying the DC Pack, and Positional Pistons is also the approach I'd use

Using addition/multiplication you can transform the two [-100 to 100] signals of the analogue stick's axes to two [0 to 100] signals that two perpendicular Positional Pistons can utilise.
If the outgoing signal from the stick is X, then the signal Y, needed for the Positional Piston, will be Y= X/2+50.
2014-07-29 11:34:00

Author:
Slaeden-Bob
Posts: 605


Getting this to work directly with feedback loops would be super tricky, since movers don't exactly follow vector addition for their coordinates. However I was able to "fake it" by simulating a restoring force towards the anchor (the stick's resistance). With the right calibration it's pretty convincing.

http://i2.lbp.me/img/ft/142b3bca1be9bf25acac434df37ab1e9ee247b97.jpg

http://i3.lbp.me/img/ft/c032f485eed69618f22819f3a00040733d05ecca.jpg

Positional pistons are also a pretty reasonable thing to try, although i would probably go with polar coordinates instead of x,y.
2014-07-29 14:26:00

Author:
actio1_618
Posts: 81


Joystick rotator and a positional piston should probably do the job if I properly understand what you're looking for. (Thus the polar coordinates mentioned above). That'd probably be the easiest way. Since you wouldn't need the excessive amount of tags to control the distance...2014-07-30 22:57:00

Author:
Tynz21
Posts: 544


Joystick rotator and a positional piston should probably do the job if I properly understand what you're looking for. (Thus the polar coordinates mentioned above). That'd probably be the easiest way. Since you wouldn't need the excessive amount of tags to control the distance...

yeah but then you have that 1 small grid deadzone in the beggining of all pistons/ and strings, which is kind of what is ruining it for me

also ive seen it done with ~10 gates somewhere, I hope I can find it soon, then I will update this with how it works when I get a copy
2014-07-31 00:21:00

Author:
amiel445566
Posts: 664


You can easily compensate that deadzone by offsetting the piston start, or making the piston's maximum length correspond to the center. as for the tags, the above version can be made with only 3 and some followers, that was simply the fastest and more explicit way to build it.2014-07-31 01:15:00

Author:
actio1_618
Posts: 81


Using polar coordinates, you'd have to dynamically perform Pythagorean calculations on the x+y components of the Stick output to get the proper radius of your coordinate. You can simplify the process by always using the highest absolute of the x or y output as the radius, but again this is just an approximation.
So while it may involve one Piston less than a dual Positional Piston approach, it is also more inaccurate without comprehensive math logic...

Using a dual Positional Piston setup on the other hand, you can map Stick movement 1:1 without any really advanced logic
2014-07-31 07:32:00

Author:
Slaeden-Bob
Posts: 605


yeah but then you have that 1 small grid deadzone in the beggining of all pistons/ and strings, which is kind of what is ruining it for me

also ive seen it done with ~10 gates somewhere, I hope I can find it soon, then I will update this with how it works when I get a copy

Can't you just tether the piston to the opposite side of the center point and make the center point sticker panel or the like? (I think you can do that... don't use pistons much though to be honest...)
2014-07-31 08:37:00

Author:
Tynz21
Posts: 544


Using polar coordinates, you'd have to dynamically perform Pythagorean calculations on the x+y components of the Stick output to get the proper radius of your coordinate. You can simplify the process by always using the highest absolute of the x or y output as the radius, but again this is just an approximation.
So while it may involve one Piston less than a dual Positional Piston approach, it is also more inaccurate without comprehensive math logic...

Using a dual Positional Piston setup on the other hand, you can map Stick movement 1:1 without any really advanced logic
Not really. The analog signals from the stick are actually mapped to a square. You'll notice the signal strengths in the diagonals are pretty close to +-1, +-1. Remapping to a circle from there is what would require more advanced calculations. The polar coordinates approach gives a much better approximation without any complex math.

http://ic.lbp.me/img/ft/8ececb17d78c8e65279d1cae8f463540b927839d.jpg

Dounside to this is the joystick rotator can't be too fast, else the pistons start doing weird things. Adding auxiliar pistons for some extra stiffness helps a bit.
2014-07-31 18:06:00

Author:
actio1_618
Posts: 81


Not really. The analog signals from the stick are actually mapped to a square. You'll notice the signal strengths in the diagonals are pretty close to +-1, +-1. Remapping to a circle from there is what would require more advanced calculations. The polar coordinates approach gives a much better approximation without any complex math.

http://ic.lbp.me/img/ft/8ececb17d78c8e65279d1cae8f463540b927839d.jpg

Dounside to this is the joystick rotator can't be too fast, else the pistons start doing weird things. Adding auxiliar pistons for some extra stiffness helps a bit.

Your method is not wrong, it's just inaccurate :blush:
It might close enough for what the OP needs, then again, it might not?

A dual Positional Piston setup however is both accurate and simple! Win-Win


Edit:
If the OP needs a solution in which the actual origin needs to move vertically/horizontally, both approaches are prone to breaking due to the physics of Pistons. Yet in this case the Polar approach will likely be the most reliable, albeit still slightly inaccurate.

Edit2:
Just ignore all my babble!

I was testing my setup an improper place, meanwhile the stick axes seen in LBP2 simply traces a square with slightly rounded corners

In the light of this, I would definitely not recommend Positional Pistons for solving this problem in LBP2
2014-08-01 10:34:00

Author:
Slaeden-Bob
Posts: 605


Your method is not wrong, it's just inaccurate :blush:
It might close enough for what the OP needs, then again, it might not?

A dual Positional Piston setup however is both accurate and simple! Win-Win


Edit:
If the OP needs a solution in which the actual origin needs to move vertically/horizontally, both approaches are prone to breaking due to the physics of Pistons. Yet in this case he Polar approach will likely be the most reliable, albeit still slightly inaccurate.

Allow me to explain more graphically what i mean:
http://ie.lbp.me/img/ft/3ce20949653f4990e8b110b064f254c04dbad1d2.jpg
The dual positional piston setup is obviously the more accurate way to display the signals, however the signals themselves do not accurately represent the sticks position. Correcting this is what requires more complex calculations. Polar coordinates approach is a much better approximation, although it's true its not accurate. The mover/ tag sensor is the better option if the thermo allows it, since it won't break.
2014-08-01 17:25:00

Author:
actio1_618
Posts: 81


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