View Full Version : Massively multifunction selector switch

04-18-2009, 01:13 PM
over on this thread (http://www.lbpcentral.com/forums/showthread.php?t=10141), I hacked together a device which activates a new option each time you grab a switch so someone could make a radio. This morning, cleaned up the design using angle sensors and did and forward buttons and then made it loop both directinos as well:

(dogey cameraphone footage, you should be able to see the mag switch outputs come on though)
YouTube - MOV00004

This is deliberately slowed right down, for your viewing pleasure.


Can be adapted to any number of outputs within a couple of minutes.
Cannot get out of sync due to timing issues or multiple grabs (see vid)
Has pretty lights on the forward and back buttons


I don't like that mass of chains and switches at the top (direction selector)


Add a command Q, so that three presses right moves three spaces right, and "left-left-right-left-left" would move 3 spaces left. Done, not in video though.
Add a control so that when doing queued commands none of the options in between gets selected.
Find some way to use for it....

What do y'all think?

PS. I don't just make switches in LBP, despite what my posts may suggest...

04-18-2009, 01:30 PM
Hi, that looks very complex and way over my head. I don't understand how all these logic gate thingies work but that looks very clever stuff.

I don't mind doing some of the story mode sections with you. I'll add you later and we can get together sometime. I'm usually on most days and late evenings but may not be on so much this weekend as I have a car show planned tomorrow at Billing Aquadrome.
Just off to give the car a wash and polish in readiness.

catch you later

04-19-2009, 12:02 PM
rtm223, it might be easier to implement it using a circular topology, since 3-way switches tend to eat up thermo

04-19-2009, 12:04 PM
It scary watching 3-way switches being controlled on their own. =P

04-20-2009, 09:21 AM
I didn't know about the 3-ways & thermo. A circular configuration is the obvious choice for this and would reduce the complexity of having the device loop, but destroys pro #1, making reusability / extensibility nigh-impossible. And you still need a backwards/forwards/stop control. You could use a clamping system, which would probably be unreliable. Or 2 motor bolts mounted on top of each other in oposite directions, but when I've played with that it gets messy. Have I missed something here?

Trickster - would it scare you more if I made the chains invisible?? I added the queuing system yesterday and once you've queued up some stuff the switches pull to the left, then stop, then pull left, stop, pull right, stop, etc... all on their own. Is this gonna give you bad dreams?

04-20-2009, 11:45 AM
IMHO the benefits of a circular topology outweigh the thermo disadvantages of this setup. You can make it go left or right easily by changing the direction of the motorbolt when toggling direction using a one-shot. I would compare it but haven't bought a PS3 since moving (gave mine to a friend). Extensibility is not impossible just requires a little patience. You'd have to set a wobble bolt in place of the motor bolt to setup the # of inputs initially.

You don't need a stop control; a springed lock can do that for you. Checkout the elevator floor selection disc in my Junkyard level (locked; get the key from either GDC or Infinite Checkpoint) for a good example (it goes one-way only, but that can be remedied by having a second input change the direction of the motor bolt every time it's pressed, making it two-way). To have the inputs cancel each other such that they don't "fight" each other, a simple winched SR latch (or emitter one-shot SR latch) to control motor direction will suffice, both of which can be found under the SR latch section of my engineering level.

I hope my suggestions help out.

04-20-2009, 12:28 PM
I haven't had chance to look at those levels, as I'm not at home, but the sprung lock could be implemented on a linear system too. I would normally use a 2 winch system for an RS flip-flop, but for some reason here I've used the 2 2-ways on the side of the logic box up top. Don't know why that is.

I assume that two-way switches eat up thermo as well as 3 ways?

Extensibility is not impossible just requires a little patience
Ok, so it's not impossible, but I still wouldn't call it extensibility if it involves that much work. You either redo most of it, or insert points in between and have irregular timings. To add an input to the linear config:

cut a slice out of the U shape
move the end across
fill in the gap
Add a red mag key and green mag switch.

2 minutes, max.

04-21-2009, 03:12 AM
It's actually not a big problem to add new points to a spinning wheel if you tweak the timing and strength of the lock. Also, the wheel can be glass to reduce friction. The setup I'm describing uses a two-way mag switch, no mechanical switches.

Night Angel
04-21-2009, 10:56 PM
I'll try some of the ideas discussed here to throw something together...although I'm more of a "décor" guy. Regardless of the simplicity of the contraptions discussed here, all could be really useful.

04-22-2009, 07:55 AM
Hey snowflakecat. I had a play with using a mechanical stopping mechanism last night, for a different application. I wanted a wheel that would hold reasonable weight (50x20 metal) and would turn 90 degrees then stop for 5 seconds, then repeat. I got the wheel working, but had to reduce the strength down to 3 to stop it tearing itself apart... I tried a variety of different materials, implemented the stop using different methods, tried thin and thick layers. Strength 3 wasn't strong enough. Even without the weight it would bounce around at the stop point. Spent about an hour on this. Now I know all the methods that don't work, I'm gonna look at your level and see how to make it work.

PS. I replaced the physical stop with a logic system and it runs at strength 10 and stops bang on 90 every time. Took 10 mins. I clearly don't get mechanical constructs in LBP, I just don't know enough about the engine to work with it :(

04-22-2009, 09:00 AM
Reading your post, rtm223, I think there's a misunderstanding as to the mechanics of the wheel I'm describing. Checkout the floor selection wheel in my Junkyard level and let me know if you run into any problems.

04-22-2009, 06:02 PM
There's a very high chance I have lol. Just so you know, I've not been ignoring your posts or levels, I just wanted to try building from the ground up first, it's just one of those things with me. Hopefully I'll get on there tonight or tomo and I can find out what the funk I was doing wrong!

edit - from what I can see of the wheel you made, my interpretation of what you described is spot on. It's very close to the one I made, but mine broke lol. Will have to have a little play when I get a chance, too many little projects on at the moment.

04-24-2009, 03:37 PM
Reading your post, rtm223, I think there's a misunderstanding as to the mechanics of the wheel I'm describing. Checkout the floor selection wheel in my Junkyard level and let me know if you run into any problems.

I don't see it being possible without a really weak motor bolt. No matter what I try - the stopping pin always snaps otherwise.

04-24-2009, 04:18 PM
I don't see it being possible without a really weak motor bolt. No matter what I try - the stopping pin always snaps otherwise.

A weak motor bolt is a necessity. Try putting the stopping pin on rails.