#1
The complete LBP-elevator: steer 1 floor up/down from cabin + call back to any floor
Archive: 13 posts
Hello again, First off, I'm done with the elevators now and I promise my next subject won't be vacuum cleaners... Now we're clear about that, I proudly introduce the pinnacle of LBP elevator-technology: the elevator that: a) can be steered 1 floor up or down (at a time) from the cabin; b) can be called back to any floor; c) is able to stop dead level with the floor without any sort of complicated mechanical assistance. The advantages inherent to the construction are: a) The switch that controls the elevator doesn't depend on spacing the floors in a certain way. You can place floors anywhere along the path of the piston that moves the cabin. All you need to do is place some keys and emitters as careful as you can. The emitters only emit small blocks of dissolve by the way... no moving parts or parts of the construction. b) As said in a), implementation only requires you to set up some keys and emitters in the elevator shaft. Consequently this system can be implemented in almost any setup. The controls for the elevator themselves are in a box you can hide out of sight if you want. c) Well, the result is very reliable. I put in a sort of emergency button like in real elevators (you can't call me up to bail you out though, it's just a sticker switch that resets everything). I tested the elevator extensively and must say that I never had to use the emergency button. Disadvantages: a) none b) if you're still reading, you're scepticism is above average. I respect that, so yes. There are some disadvantages. Small one's. The elevator controls use up 1,6 of the smallest therometer increments. But that's in an empty level of course, so your thermo will rise much less if you introduce it in a more complete level. If you choose materials for the switch that you have already used, you may in fact not be introducing anything new - and that matters a lot to the termo. The controls for the elevator consist out of a cardboard frame (you can change that), glass, magnetic keys, motor bolts, pistons, a 3-way switch and some emitters. c) second disadvantage is that the switch I built is intended to service 4 floors. That's not that much of a disadvantage though. What matters is how hard it is to add floors. Once you're on to it, you'll see that it's not. If you have real trouble with the thermo, you can also opt for the light-version. This one doesn't feature a 3-way and is consequently much more simple. In an empty level it takes up less than one of the smallest thermo-increments. Put a peach in the level instead, and you"ll have the same effect. Disadvantage with the light version is that it has to make some detours to access floors. No 3-way remeber, so it stops at floors along its eternal up-and-down-again routine. Both elevators and the price bubbles with the controls can be found in a level called: object demo 3: the complete LBP elevator PSN: F_hydrocephalic If you manage to show some skill with a rocket, you get a key to a copyable level with some more instructions as well. Elevators really are a dull subject, so I had to do the rocket bit.. well, good luck with it!! | 2009-03-21 02:08:00 Author: Wonko the Sane ![]() Posts: 109 |
Sounds good. I find it just as easy to put a checkpoint in the elevator though... | 2009-03-21 02:21:00 Author: dkjestrup ![]() Posts: 672 |
That sound awesome, I'll check it out thanks. I've been toying with something similar for a while but I don't know how to use complicated switches so i tried to make it with one grab switch in the elevator and only 4 wires. It works to a fashion and stops at each floor automatically but i can't get it to stop in a perfect position. it does going up but is slightly out of line going down. Anyway you may have saved me a lot of trouble and I can move on to something else. Thankyou. | 2009-03-21 02:23:00 Author: mistervista ![]() Posts: 2210 |
Hmm, very intrigued. I built a similar elevator system a while back minus the call back buttons. Will have to wait until I'm back home tomorrow to get on my PS3. | 2009-03-21 05:19:00 Author: Thegide ![]() Posts: 1465 |
That sound awesome, I'll check it out thanks. I've been toying with something similar for a while but I don't know how to use complicated switches so i tried to make it with one grab switch in the elevator and only 4 wires. It works to a fashion and stops at each floor automatically but i can't get it to stop in a perfect position. it does going up but is slightly out of line going down. Anyway you may have saved me a lot of trouble and I can move on to something else. Thankyou. You managed to 'make it work to a fashion' with only 4 wires???? Thats a brilliant start anyway. I would like to know how you did that. Dit you find my design useful by the way? | 2009-03-21 20:03:00 Author: Wonko the Sane ![]() Posts: 109 |
wow good stuff wonko. (will checkout your level sometime in the future) It's actually possible to make an elevator (no call buttons) with up down buttons with only 2 mag keys and 3 mag switches, with an additional 1 mag key per floor. The 2 mag keys and 2 mag switches are for the 2 SR latches to control each direction, and the 1 mag switch and 1 mag key per floor is for Reset. Of course you'll need two winches to pull the 3-way switch, and 4 pistons, 2 for each SR latch. I've already created an unoptimized implementation of an elevator with call buttons per floor and with level selection just like a real elevator. It's in my Junkyard level. You can obtain the key for it in the Infinite Checkpoint level. | 2009-03-21 20:47:00 Author: snowflakecat ![]() Posts: 102 |
Ah, I see what you mean. My system works very similar, but I use dissolvable elements where you use latch switches. In other words, the reset function is part of the way the dissolve elements work. I'll check your level. Don't forget to check mine. There's always room for (mutally beneficial) improvement, right. *edit*: I tried out your elevator snowflakecat. I'm very impressed with it. We both seem to have different design goals (my elevator is supposed to be inconspicious, yours is a real piece of art in itself) but we share our perfectionism. I especially love the dial and the frame with moving keys on the elevator platform. Very well excecuted. I hope to see more of your handiwork in the future. | 2009-03-21 21:02:00 Author: Wonko the Sane ![]() Posts: 109 |
Sounds interesting. I will be trying this level out tomorrow if I remember to play it. I like complex elevators like this. | 2009-03-21 22:55:00 Author: lk9988 ![]() Posts: 1077 |
Of course, all the logic can be hidden. I put it out there so that players can see everything in action. The Junkyard elevator is unoptimized btw. I have an emitter version (simple version) in the latest update to my engineering level. I might switch it out for 2 winched SR latches (as opposed to pistoned SR latches) in the next update. | 2009-03-22 04:59:00 Author: snowflakecat ![]() Posts: 102 |
Let me know when you do that. I'm curious about the result, but rather sceptical about the winches. It might be irrational, but up till now I just can't be moved to appreciate winches in switches. | 2009-03-22 15:07:00 Author: Wonko the Sane ![]() Posts: 109 |
Hi Wonko. Checked out your elevator and it is excellent but I didn't copy it. Partly because my profile is just about full and even winning a couple of stickers as prizes in a level gives me the 'your profile cannot be saved , try deleting items etc. message' and partly because it's way too complex for my small brain to comprehend. If it broke or I accidentally altered something I wouldn't have the first clue how to repair it. With regards to my simple design if you would like to join me in my pod sometime ( bear in mind I am on UK time and usually on most evenings until 2 in the morning or so ) I would be happy to show you my idea and see if you think you can improve it at all. I can't really explain it in words as i'm not technically savvy and have just been making it up as I go along and keep changing things with trial and error. I have 3 versions in the level on my moon. The first one you come across is the original basic concept. The third one is similar but with a simpler switch arrangement as I realised afterwards I could manage with one less piston and the second ( middle one ) is my latest incarnation with the new switch and a more complete elevator to stand in including sounds and lights for each floor. However it doesn't work aswell as yours obvously. I haven't managed to get it to stop perfectly level at each floor yet despite many hours of tweaking the settings and position of the mag switches and it can't be called to a specific floor at will. It has to do a complete travel up or down before going the opposite way.You basically grab the floor of the elevator car to start moving between floors. If you keep grabbing it will keep moving until you release it at which point it will stop at the next floor it comes to. I hope that is clear and gives you the general idea and if you wish to see it just message me when you see me online and I'll invite you over.( That goes for anyone at all who would like to take a look and offer an opinion and even copy and improve it if you think it has potential. I don't mind sharing anything as long as it helps people out ) | 2009-03-22 15:56:00 Author: mistervista ![]() Posts: 2210 |
Hello Mistervista, First off, about the complexity thing, that's an impression that doesn't always last I think. Also, there's not that much about it that can be further simplified. Anyway you want to take on the challenge of creating an elevator like that, you probably end up in the same range qua complexity. Also keep in mind that my price bubbles always come with a 'help' section with some info and all the pre-configured keys in the form of a piece of dissolve glued to the main object. That way you only have to transfer the keys from this piece of dissolve to your own elevatorcabin-and-shaft. There's also a copyable level with even more instructions for which you can win a key in the elevator level. Ok, secondly, about your own design, I would like to take you up on the offer. I'll PM you when I find the tme to join you. But is it actually possible to visit someone's moon online (I don't think so)? The time of day is no prblem though. I'm only an hour ahead of you in Belgium and I mostly play in the late evening too. | 2009-03-22 16:28:00 Author: Wonko the Sane ![]() Posts: 109 |
But is it actually possible to visit someone's moon online (I don't think so)? Yeah it is. I have shown some other friends already. You simply come to my pod and I choose to play the level on my moon rather than edit and anyone in my pod automatically comes with me. Of course you don't see all the wires like that but then there aren't many to see anyway. I have put a jetpack in the level so you can fly up and take a look at the one control unit and see it operating. I have now published the level as a demo ( just search my levels and you'll see it ) but it's only very basic just to show the actual concept and if it works it can be refined later and made a bit more fancy. I thought I had better publish though because I lost the level a couple of days ago. For some weird reason it wouldn't load whether I tried edit or play mode. I just kept getting 'failed to load'. I had to delete my profile and then reinstall a previous copy ( I make sure to save regularly now since my data got corrupted !!) Look out also for the weird glitch where I deleted my original switch to replace it with a new version and the mag switch would not delete. It won't let me pick it up at all. I've tried cutting it away on every layer but it just won't go. It just sits there floating in space even in play mode. Take a look anyway and let me know what you think of the elevator in general. | 2009-03-24 03:53:00 Author: mistervista ![]() Posts: 2210 |
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