View Full Version : The most advanced flyer in LBP and other vehicles. Now with video!!

08-19-2009, 01:26 PM
Here are some vehicles I've been working on lately, all of which should eventually feature in a "Future Warzone; Battle for LBP" (by johnee) style level.

The first being my pride and joy, the Rhemora Light Fighter, or rather, the current version of it. I doesnt use the jetpack, and it isn't connected to pistons or carts, it is completely free flying. It does however come with a pretty hefty logic box which helps it fly through the form of cut-offs and failsafes that prevent it flipping at the slightest touch. My current version also features retractible landing gear, VTOL, electric paint machine guns and missiles!
If you want to give it a try, the previous model can be used in my level "Rhemora Light Fighter Training".

The second being the new variants of my tank chassis, the standard APC, battle tank, missile tank and flame tank! The APC is the fastest of the group, being only the basic chassis with a guard rail around the roof and spotlight (which will be further upgraded to be of some use in levels). The Battle tank has a heavy paint cannon that fires explodoing paint shells, emits smoke from the barrel and ejects used shells. The missile tank features a laucher that opens to fire a salvo of missiles. Finally the flame tank mounts a heavy paint flamethrower, which, in game looks and behaves like a real flamethrower!!
If you want to try out the previous versions of the APC and battle tank, please check out my level "Tracked APC Training".

YouTube - LittleBigPlanet Sci-Fi / Military vehicles by croissantbuncake


08-19-2009, 07:36 PM
they look amazing. how much thermo do they use though?

08-19-2009, 08:38 PM
they look amazing. how much thermo do they use though?

Far too much for their size, but it's the price you pay for the level of realism I look for in my creations. Each tank takes about one and a half notches of thermo, then again I'm not sure because at one stage I had 5 of the APC's in a level and they didn't do too much harm.

08-19-2009, 09:36 PM
that doesn't sound to bad, till you attempt to make a full level with them.

08-19-2009, 10:12 PM
These look awesome! Also one and a half notches of thermo isn't too bad for the amount of detail at all.

08-20-2009, 11:27 PM
Yeah, I'm doing my best to make each, and the level they will end up in, as thermo efficient as possible. I've already removed one material from them to make it easier.

Currently working on A.I. versions as enemies for the forthcoming level. One of which will be a harmless looking APC, which when approached, will speed off laying a field of mines in the player's path. Mines, which detonate when you run past, but you can tip-toe past safely!!

08-21-2009, 01:07 AM
i found something you might be able to use. You know the multiple layer glitch? use it for the parts you dont see it wont take up any thermos.

08-21-2009, 08:45 AM
Are you saying that something outside the normal 3 layers ignores thermo?

That would be very useful because I have some pretty detail scenery in mind for the level.

08-24-2009, 08:01 AM
i found from playing the game a lot some ways to reduce thermo use: 1 if you only use a few materials especially only the basic materials helps a lot.(on my tank i only use basic cardboard, wood, metal and sponge). it helps a lot. also the closer objects are to each other the more thermo is used (this comes in handy when separating the logic board of vehicles further to reduce thermo. the last thing is if you have emitters don't make them emit too much, tweaking the settings will reduce thermo use directly especially when the object being emitted is complex.

08-24-2009, 10:35 AM
i found from playing the game a lot some ways to reduce thermo use: 1 if you only use a few materials especially only the basic materials helps a lot.(on my tank i only use basic cardboard, wood, metal and sponge). it helps a lot. also the closer objects are to each other the more thermo is used (this comes in handy when separating the logic board of vehicles further to reduce thermo. the last thing is if you have emitters don't make them emit too much, tweaking the settings will reduce thermo use directly especially when the object being emitted is complex.

intresting. wonder why.

08-24-2009, 10:56 AM
Well that would imply that the current version of the Rhemora would be extremely thermo heavy for such a small vehicle (all Mm made cars from story mode dwarf it) since it has emitters everywhere for paint, missiles, flash from paint gun, shells from paint gun etc., also to make it easy to put into levels, the logic is shrunken down into a small box about the twice the size of the rhemora itself (extremely close together logic), plus it introduces material that otherwise are'nt in my vehicle levels (both types of floaty), yet it still only takes up one bar of thermo :).

08-25-2009, 02:08 AM
Are you saying that something outside the normal 3 layers ignores thermo?

That would be very useful because I have some pretty detail scenery in mind for the level.

Not true. Using materials beyond the normal layers will use the same amount of thermo as if you were using them normally.

08-25-2009, 12:46 PM
I reckoned it seemed too good to be true, inside our outside our usual three layers anything is still going to take up memory..

08-25-2009, 01:00 PM
They look impressive :) lots of thermo you say? thermo goes up depending on how close objects are together, how big they are (inversely), how many materials used, and how complex the object is in terms of shape.

I built an apc long ago :p however couldn't make tracks so its got wheels instead

08-25-2009, 02:55 PM
Well tracks eat up thermo like there's no tomorrow! Hence why I'm considering building a warthog / hummvee style vehicle next.

08-25-2009, 05:01 PM
Well tracks eat up thermo like there's no tomorrow! Hence why I'm considering building a warthog / hummvee style vehicle next.


Wonder how.

08-25-2009, 06:27 PM
Lots of small pieces of material, which are relatively free-moving, really close together = panicking thermo.

It seems fine with one tracked vehicle, but as soon as you start putting in more, the damage starts to become visible.

09-14-2009, 11:01 AM
*pfft* Houston, we have a problem *pfft*

Ok, so I have good news and bad news.

Good news, I have been preparing for water and built myself an amphicar! Complete with working lights, sounds, acceleation / decelleration and not-so-working-actually-decorative outboard motor!!:D:arg:

Also, if anyone is still interested in the damage my tanks can do to the thermo, 2 of my tanks take up just about the same thermo as RZ's GOTY tank.

Bad news, I'm probably jumping to conclusions but I think some of the vehicles here (most likely the Rhemora) may be corrupted. It is becoming more and more difficult to play them. I frequently get failed to load level from their respective levels (locked levels online - not the showcase levels I already had). When I invite a friend to try them out I get recurring failed to load level messages (though I do get into the level eventually - I stress eventually).

So what are my options? I don't have any recent backup data (sometime in Spring I last backed-up), and since ten I have built some pretty decent stuff that I really don't want to lose. :grr:
I could delete the offending objects (then again I can't guarantee which is the culprit), but that would require a complete rebuild of my most complicated and most time consuming object ever (the Rhemora)...

One word pretty much sums it up;


09-14-2009, 12:44 PM
You could first save the game data, and then create a new PS3 profile, load the game saved data and try and it play it on the new profile, check whats corrupt whats not and do precautions as nessosory on your main profile.

Or you could just build a time machine and go back in time and kick yourself for not backing up often. I do it to myself once and a while.

09-14-2009, 06:20 PM
YouTube - LittleBigPlanet Sci-Fi / Military vehicles by croissantbuncake

Video online!!

09-14-2009, 08:42 PM
I would love you to give me some hint about how does the flying machine work, I'm very intrigued about the way it keeps balanced.

Thanks in advance!

09-14-2009, 08:53 PM
i want to know how you managed to make that

09-14-2009, 09:15 PM
I would love you to give me some hint about how does the flying machine work, I'm very intrigued about the way it keeps balanced.

Thanks in advance!I'm guessing it has some sort of angle sensor inside it that detects how far off of horizontal it is flying. The rockets in the back fire based on this to keep it stable.

09-14-2009, 09:16 PM
Actually both rockets are on as long as the door is shut, the angle sets the strength of each, and the rockets cut out completely if you go past a certain angle.

09-14-2009, 10:39 PM
Wow, fantastic machines! I love the flame thrower and missile launcher tanks, and the ship is really cool as well. Great stuff!

09-15-2009, 12:03 AM
Actually both rockets are on as long as the door is shut, the angle sets the strength of each, and the rockets cut out completely if you go past a certain angle.

****, that's very intelligent...
Do you plan on giving them away in bubbles? I'd love to have the flying ship, so I can make an autopsy of it. I actually felt in love with it, it works so... smoothly... :rolleyes:

09-15-2009, 12:36 AM
Wel that's a bit of a problem at the moment, I have to test it to see if it is still corrupted. I had intended on giving them out as prizes in a sort of "future warzone" by johnee -esque level (if that made any sense), but that's been put on hiatus for the moment for several reasons.

Unfortunately, R.I.P. missile and flamethrower tanks... I had no choice but to delete the level that I used to make the video with, and they were the only vehicles I didn't have backup copies of. The missile tank had some problems anyway, and I still have the base tank chassis and the projectile I used for the stream of fire.
Meanwhile I have been preparing for the worst case scenario (deleting the gunship- really don't want to have to do it), by scratch building a new chassis. To be honest I kinda should make a new one since the logic for the current version is pretty messy (the 3 way switch in the heart of it has broken, and most of the rest of it now behaves like an Mm object [can't be edited] - I'm surprised at how the thing still works!).

I will however, give another clue (in nigh Johnathan Creek fashion!) to the inner workings of the gunship, look to the "sixaxis engine" that's been recently posted in this forum... :)

09-29-2009, 03:02 AM
Good job, made any progress on it lately?
Fixing? the flame tank and rhemora fighter?

10-04-2009, 06:07 PM
This was a PM sent to joeharkum, but for the sake of everyone else I'll put it here too!!

For the sake of my own sanity in the long run, I have decided to delete all the tanks and the most recent version of the rhemora (we can call it the 2.0). However, if memory serves me correct (I haven't had access to the ps3 for a while), I may have a locked eork in progress version of my "Tracked APC Training" level featuring the filmed versions of the APC and battle tank, which I may clean up and put officially online. As for the rhemora, if we call the version in the training level v1.1, I may still have the version that came between the filmed 2.0 and the 1.1. HOWEVER, there were many problems with the rhemora, for example, a 3way switch involved in the control mechanism had completely failed on me. So I have decided to cease development of the rhemora, but begin developing what currently has the working title of "Barracuda". I can't really give away any details so far, since all there is so far is a chassis, however, it does look very promising.

Naturally, since I am such a colossal perfectionist, I am also working on a new tank chassis and mech!! So expect to see something along those lines in the future!!!

Also, please be patient, as I am now back in college so I only have access to LBP at weekends, and also, the servers here in college don't seem to like LBPCentral that much (this is the first time in over a week that this site has actually loaded for me!).

10-06-2009, 10:35 PM
Thank you for the quick update.
Could you tell me how you did the (fire or flame) on that "flame tank" ? What did you make it emit?

10-07-2009, 12:59 AM
probably pink floaty set on fire, with the candle wick trick :)

And as for your barracuda, awesome! Just by the name I can tell it'll be awesome lol. But what is it? A tank? Car? Another flying vehicle?

10-08-2009, 07:28 PM
Trade secret about the fire I'm afraid ;). Though Incinerator is close. That's infact what johnee uses.

Another way of making a heavier flame (more like lava) is to use burning fairy lights and candle flames. Though that is seriously laggy.

The barracuda will be a new gunship, something like a sack-controlled cross between an apache gunship and the ATAC from Killzone.

10-08-2009, 07:51 PM
Looks amazing!!! nice work.

10-09-2009, 04:55 AM
lol actually I have a new tank with a flamethrower, and it looks good but lags like crazy :( Know how I could fix that?

10-09-2009, 05:00 AM
lol actually I have a new tank with a flamethrower, and it looks good but lags like crazy :( Know how I could fix that?

If your using candle flames, try using less of them. I think those and LED lights with fog applied cause lag.

10-10-2009, 09:31 PM
Anything that lights up takes a hefty toll on lag. Maybe if you emit your flame particles in batches of say 3, it won't put as much a stress on thermo and thus may help lag. I think...

10-11-2009, 05:17 PM
thanks for the hints but what does warlord evil mean by fog?
your flames just fall but the pink floaty should make it float

10-11-2009, 06:39 PM
He's refering to the "foggy" setting you can apply to lights.
Regarding pink floaty, it has neutral weight so if applied to another object it would only slow the objects descent as opposed to peach floaty which has negative weight so will also slow descent or make an object float depending on the quantity used.

Ok, update time, I just uploaded a video of the barracuda in action, bear with the qualiy for the moment as it just went up several minutes ago. It has the same features as the rhemora, but laso the capability to have sevral more (thanks to several strategically placed peach floaty grabs). It is much easier to fly and much smoother also thanks to a more direct control mechanism. Enjoy!!

Also, while that uploaded I started to work on a new tank chassis and it looks so much better, however it still needs tweaking as the tracks are pretty fragile.

YouTube - LittleBigPlanet Barracuda Gunship Flight Test by croissantbuncake

10-11-2009, 08:21 PM
Nice work! (does the 'cuda still work if it is flipped in the vid it is ----> will it work <--------

as for lag for incinerator try tweaking the emiiter of the flames (the number has a drastic effect on temp and lag)!

10-11-2009, 09:29 PM
I have yet to put in a dedicated anti-flip mechanism, however, the only times I have managed to flip it, it has either done a complete somersault :D or I re-flipped it using the door as a lever / springboard.

10-12-2009, 12:01 AM
No no no ha ha sorry
What I meant was if you flip the orientation. In your vid it is pointing right the whole way.
Im wondering if you can press R3 and literally reverse the 'cuda so it is pointing left and still work. Sorry I should have clarified what I meant.

So did johnee make any new levels? his future war for LBP?
and what vehicles are in them? (any prizes?)


10-12-2009, 12:34 PM
It should work, I think. Just if a missile is fired it will still fire to the right (if memory serves me correct, emitted items won't be flipped. Thanks for confusing me though, I had completely forgotten about setting up the anti-flip compensators (it actually is that stable!).

As for what johnee's up to, I think you'll know it when he posts future warzone 2, I'm pretty sure Mm have some plans for the release of it, and if memory serves me correct the vehicles will be available as prizes.

10-12-2009, 06:10 PM
Hey, if you want sturdy tracks check out RZ22G's tread tutorial on youtube
Best tracks ever! I did an amateur version of his tread method and mine were nearly indestrictuble after rigorous stress tests. The key is to put a gap between each tread link (small gap), helps with the tension

Oh yeah, just as an afterthough have are you going to put the flamethrower (previously on your tank) into the finalized barracuda? That would be awesome, just a emitter or something like that shooting fire from the barracuda. Like a napalm launcher from your barracuda

10-12-2009, 09:11 PM
That's how I built that tracks, just with a parallelogram shape on each tread to help with traction. Though I'm pretty sure that's the reason the treads crush so easily as they seem to be catching within the chassis (though I'm sure I can fix it somehow, since I had the same system on the last version without any problems [I'll try deleting some treads when I get the chance, something tells me that there may be a bit too much slack]).

As for the flamethower, I had considered that alright but something just does'nt seem right with a helicopter styled vehicle sporting a flame weapon (tracer rounds don't count!). Prove me wrong and it may make it into the final version!!!

Edit: I just realised the problem, this simple question will provide a clue;
Have you ever tried to spit while cycling? ;)

10-12-2009, 10:21 PM
and your craft isn't a helicopter (more like a futuristic VTOL ship) anything can go
think about it in Vietnam napalm was used to clear through forests to get at the vietcong. It would be really cool! even though you wouldn't blow anything up. Enemy sackboys would be terrified of the shock and awe effect. Like fire from above!!! lol Please consider it. It would be so cool!

and no I dont get the spitting while cycling thing unless your talking about the wind blowing the spit back at you.?? Now its your turn to confuse me!

for the track use a oval shape (OO) use the grid and make a small circle and while on the grid make a oval shape using the circle. eventually links would look like this -->

OK the editer wont let me make a track shape , but you get the idea

10-12-2009, 11:14 PM
I feel ever so slightly ripped off with the whole flamethrower tank idea, but seeing as how mines a piece of feces, I'm really shouldn't complain. That fighter... it's scary how you thought of that because I was going for the EXACT same concept, and seeing as how it's with the other vehicles (that remind me of my own dinky ones) really makes me think you've been probing my ideas in my sleep. :p

They're very good... I have to admit, they're really making me NOT want to make any more levels of my crappy skill.

10-12-2009, 11:30 PM
joeharkum:Yep, the blowing back effect, I did'nt use the other analogy since this is a family forum. The thing is that the barracuda is pretty fast (I keep slamming it into the level boundaries!) and my flamethrower effect looks best when it's a little slow. As it stands if you fly at a certain angle you can hear (and feel thanks to dualshock) the leds that simulate muzzle flash hitting off the nose.

As for the track idea you're posting, is that the same as the one in rz's video?

Xenifus::D The only way to improve is to go ahead and do your best to make the vehicles, that's how I did it!

10-12-2009, 11:40 PM
yup, its exactly like rz's with a few modifications I made. I did all my treads under heavy testing. That is after I made the track, I would make sure it could support a medium block of sponge (quite heavy if you think about it). I set a rapid fire emitter (bombs) to make sure the treads could take a beating. Did a very rough and rugged obstacle course. (after I put in wheels) Height test! (made a hill (pretty tall) and saw if the treads snapped on impact, they didn't!)

If you dont want to bother making them, just get Rz's tank and strategically "butcher" the tank and get at the treads he made on his tank.

As for the fire, I got you. I know why it wont work, now.
But you may put the flames back into one of your tanks??, right!?

Hope the track ideas, help. (a tank is nothing without good treads)

Xenifus: I am right there with you, I dont pretend to be a good creator. I just try to assimilate ideas from good creators and just make "shoddy" but cool things.

10-18-2009, 12:49 AM
Yeah, there will definitely be a new flame tank.

Came across some plagerism today, the first of one of my ideas. Someone has basically copied Rhemora Light Fight Training, with some pretty weak objects in it. The resemblance of parts is uncanny nonetheless.

As for some good news, anti-flip devices have been incorporated into the barracuda so now it theoretically should flip less.

10-18-2009, 01:22 AM
Wait you mean straight up just copied your level or stole your rhemora? or did they "remake" your rhemora level.

How did they even get the rhemora? Its bound to happen sooner or later (stupid thieves)
did you report them? is it that serious?

glad about the anti flip devices!

10-18-2009, 11:29 AM
Not an exact copy, but the attention to detail would make one suspect. For example, the general design of the ships, the hatch at the start gate, the oval-octagonal crates, the design of the tank you encounter about half way through. It looks to me as if the creator wanted to take my concept and copy it, however, change aspects so that it would appear as if it had not been copied. Either way I just noticed the creator in question seems to be using other people's objects without giving credit where it's due, for example, the level that appears to be a copy of my level contains johnee's APC.

10-18-2009, 03:01 PM
hmmmmmmm (did he copy your rhemora, gotta be hard to do)
Well you cant bust for him straight plagiarism but if you feel really miffed about it, you should try asking him for some recognition where its due.

hows the barracuda coming along?

10-22-2009, 09:25 AM
I saw this thread a while ago but I thought nothing of it but now i am building a level with a lot of flying in it so these could be very useful please could i possibly use them in my new and upcoming Level "The War on Flying Circuses" it is all about soldiers trying to capture a main badmguy who controls the flying circuses lol I know its a bad idea but i need the practice to make better levels?

10-26-2009, 10:41 PM
lbpholic: I won't be releasing them for quite a while, I have 3-4 levels to build before I release any objects from this thread.

In other news, I have finally worked out a method of solving one of my side projects, a new weapon... the PAINT MISSILE!!
The current version of the barracuda is now armed with these weapons of emulsion destruction! These babies can blow the turret off the mgs pack stryker rex in one go, and since paint is involved, you still get points!

And now for the really good news... you can test it if you want. All you have to do is find the key hidden in my level "Rhemora Light Fighter Training".


10-26-2009, 10:59 PM
Will U upload a vid of it?
Haven't played games in a month due to studying. : (

10-28-2009, 11:27 PM
I'll happily upload a video, though I may wait until I make more progress on the Sabre (working title) MBT. I think my suspension system is the problem, as it makes the chassis about which the tracks move dynamic and therefore liable to slacken the track.

However I'm keen on getting some reactions to the barracuda, if you can find the key, please give it a try and leave some feedback here (it's simply an empty level with the barracuda and 3 stryker rexes for target practice).

CLUE: The key is in a crate.

10-29-2009, 12:08 PM
Make the light tank from the game Warrock.

Its the one with the two Long turrets.

10-31-2009, 07:05 PM
I really hope your barracuda is more easily controllable then your rhemora! lol
I tried it and egad! the controls were very vague and irresponsive. you make it so smooth : P
I hope that barracuda is more easily controlled. I thought there were a series of grab switches, not jump and pray the thing goes where you want it too. I couldn't go backwards and it took me a good 3 min. to figure out how to close the cockpit. How do you make it go back? It span out of control and I wrecked into the underside of that derelict ship and couldn't find the key : (

Sorry, for being overtly critical, but I just need to know that the new 'cuda is more easily controlled then the rhemora. Thanks!

10-31-2009, 10:07 PM
Have no fear, the barracuda flies much easier. There is a direct link from sackboy's leg movement to the direction of the thrusters, so no more relying on hopping and hoping it goes where you want. However it does require jumping to move, but that's only to allow what I call "Force Of Sack" to allow for acceleration. It can be flown with minimal jumping (I could make it so it doesnt require jumping for ascent, then it would mean that you could no longer use gravity to help descent, and it would also require rewiring grab switches that I have already assigned to weapons).

At the highest object-populated point in the rhemora level, there is a transport that opens the hold when approached, an elongated octagonal crate on the hull can be accessed, the key is there.

11-01-2009, 09:11 AM
ive fell in love with your flying machines... shame they use rockets :p kinda spoils the look having loads of steam pouring out of them,

11-01-2009, 03:52 PM
... how are your tracks doing? Stronger? Did I help any?

I dont think I can help you with suspension other than to check out rz2g
s vids and look closely at the suspension. Thats what I did

and IF you get a chance please upload the "new missile" (paint) via youtube

11-01-2009, 04:24 PM
As well as it worked, I think I am going to have to ditch the paint missile concept. I never realised it but they actually use up a lot of thermo. However, I will replace it with a key opeated missile system so you can still grab those brains.
In the meantime, I am currently experimenting with a missile pod and option for transporting a secone sackboy. The missile pod does mean that the barracud now takes up 2 thick layers, but it does look really good on it and strenghtens the link to modern helicopters so it's likely it will stay. As for the second sack option, there now is a grab on the underside of the hull that a second player can hold onto for a lift (it also triggers a thruster that counteracts the passenger's weight so the 'cuda can fly as normal).
Other updates including activation of the VTOL thrusters so the 'cuda no longer falls when you use a weapon.


11-01-2009, 11:30 PM
Thanks for the update, but could you give me hints on how the paint missile worked? I was really intrigued.

If it was from an emitter, then all you would have to do is tweak the emitter so it didn't shoot an excess of those paint missiles. The thermo should drastically drop if for ex: you tweaked the max emitted to 10 instead of unlimited. The player could simply adjust the max emitted, etc...

11-02-2009, 02:46 PM
oi crossaintbuncake, [*youtube] [/youtube*] wrap them around your youtube links just remove the stars

11-02-2009, 08:18 PM
That' odd, it seemed to work fine that way before;


I can't see it...

11-02-2009, 08:26 PM
yeah they undid the auto embed coz it caused issues when you edited it,

11-02-2009, 08:30 PM
or you can do this http://www.youtube.com/watch?v=CR8Wld6NnEE

[*youtube=Barracuda Paint Missile test]http://www.youtube.com/watch?v=CR8Wld6NnEE [/youtube*]

so you can do custom titles too!

11-02-2009, 08:31 PM
Can you watch the video in the thread?

11-02-2009, 08:36 PM
click on it give it a try :) its really snazzy and cool now!

11-15-2009, 01:34 PM
Ok, barracuda now updated with self righting mechanism. Feel free to give it a go!!

Edit: new update in the meantime, slight body redesign.

By the way, there are no controls to the self righting mechanism, simply allow it to flip and wait until it's upright again and the thrusters have come back on.


11-17-2009, 09:22 PM


11-18-2009, 09:52 AM
I'll see what I can do, however, that won't be until the weekend. I may even tease ye with some new designs.

In other news, remember that mention several pages back of a humvee / warthog - esque vehicle? Well I built it, and then had to delete the level several minutes later due to possible corrupt data... :grr:

11-18-2009, 10:26 PM
that is so unfortunate!
why? does this happen to you!

buenos suerte

11-19-2009, 12:33 AM
This looks amazing :O
i must try it

11-20-2009, 11:02 PM
Wow all those vehicles look really great!

That is a serious accomplishment to get it to fly so fluidly. I made a small helicopter before and that was a hassle, but it wasn't even half as smooth or complex as the Barracuda! :p

I can't wait for the release of these vehicles! Let's just hope there is no more corrupted data in the future!

11-21-2009, 07:22 PM
video its the weekend
sorry I just like updates and seeing the progress of a cool vehicle

bob is named bob
11-22-2009, 12:03 AM
Could you show me how your logic works for the flying ship?
It is very impressive!! 5/5

11-22-2009, 08:04 AM
i can't believe how long this threads lasted these vehicles must be good then well doen on this

11-25-2009, 01:04 AM
joeharkum: Well here you go!
bob is named bob: Very little of the logic there actually controls flight, most of the logic is controlling weapons etc and uses several modified relays and a toggle switch thrown in for luck. Flying really is controlled by a 3 way switch connected to a bolt on the rear thruster that controls direction.
lbpholic: I guess they are popular. Thanks! At least it does mean that I don't have a load of threads lying about with just one vehicle each in them.

New video featuring barracuda self righting mechanism and preview of the Sabre MBT!

Edit: Slightly improved the sabre's tracks since posting the video. Anyone notice how the cannon bends in the middle after a while. There's a stiff piston there that keeps getting deformed. Any ideas on how to prevent this?

11-29-2009, 08:01 PM
your ground vehicle leaves a lot to be desired : P
Barracuda is awesome! (loving the new look) keep it!

ground vehicle needs flame thrower , missile launcher, gun and decorations ( a shield that could be engaged and disengaged couldn't hurt! - so you could move and fire when the shield is off) just some suggestions

as for the piston (try reducing the strength?) in my creations stress on a piston will completely alter the direction

You might try adding suspension to the tank, it will help it from doing wheelies on ramps and this will help alleviate stress off of the treads when moving over bumps

11-29-2009, 08:05 PM
@Croissantbuncake, all of the things above could be technically done with my tap/grab mechanism tap to cycle weapons, hold to fire...

11-29-2009, 08:06 PM
KernelM if you could help it'd be great!

11-29-2009, 08:06 PM
i'll get the link...

here it is.. Link (http://www.lbpcentral.com/forums/showthread.php?p=341435#post341435)

11-29-2009, 08:32 PM
joeharkum: The tank has moved on a lot since the video. It actually had suspension in the video, although in the meantime I tweaked it and it works much better (far less track breakages now). As for the weapons, I'm not that keen on overpowering the vehicles, as it stands the tank has a main cannon (now with very nice looking projectile that will probably work in a similar manner to the paint missile) and co-axial HMG (actually ripped off the barracuda). I may add a manual HMG to the roof of the turret to allow a 3rd sack to join the fun, but I'd say I'll probably keep the flame thrower and missile launcher for another turret. Regarding the piston, I should have elaborated, the piston is within the main gun and allows for a recoil animation.

KernelM: Yep, I built this logic way back when I first played Warzone by johnee, it's what made the rhemora work. Suffice to say I'm quite familiar with it. However, I did actually build the tank with the possibility of having more weapons in mind. The driver and gunner positions each have access to 4 grabs, two from the driver controlling movement, one from the gunner controlling the cannon, another controlling co-axial hmg.

11-29-2009, 08:35 PM
way to shoot me down croissant :mad:

11-29-2009, 10:25 PM
Hey Kernel, your mechanism intrigues me

The tap and grab mechanism for vehicles. tap to change direction and grab to move in that direction. Any detailed schematics? Settings? You could help me with? Links?

Just the basic structure of the logic would be fine, too!


11-29-2009, 10:28 PM
im posting a picture up tomorrow and a level too so you can have a look, its pretty simple, ive also worked on a double grab mechanism if your interested?

12-06-2009, 01:21 AM
So whats new croissant?


12-06-2009, 06:22 AM
i made a mechanism that does this, the first part is a piston with a grab switch attached to it and set to direction. the pistons speed is about .5 seconds and it has a magnetic KEY on it. then there are 2 magnetic switches. one is farther than the other. so that when you grab the switch it activates the first one right away, but the second one only when you hold it. that was the easy part, then you have to make a more complex mechanism. on the first piece made the first switch should be set to one shot, it is attached to a emmiter that emmits a dissolve block with a magnetic key on it. then the second switch is attached to a piston with a key on it so when its close to the blocks that the emmiter emmits it makes them dissolve. just look at the pic, also if you add me i can send it too you.

12-06-2009, 09:43 AM
right Joeharkum, im almost done with it, just makin it thermo friendly and such :D

and Horwitzer, mine is alot more reliable than that, your will always activate the tap, however mine wont

12-06-2009, 12:18 PM
Mine uses the same first piston as horwitzer, linked to a second relay piston which converts the tap input into a one shot input to activate a toggle which starts up the rest of the logic controlling flight. Due to the nature of some of the other logic I don't actually need what you could call a more reliable setup, simply because, ideally, you should only ever use the tap twice in any one flight, that is, once to take off, once to land.

Regarding updates, I may have one today. At the moment I'm busy making some slight design modifications and I've just finished creating a multiple life - friendly setup, i.e. should you die, you get respawned at the landing pad checkpoint and can acquire a new ship!

12-06-2009, 01:11 PM
Oh no Croissant i was talking about the system in general that it isnt as reliabl...


12-06-2009, 10:18 PM
About your treads, I know this may be really stupid but...

Would string or any other connective "string" tool attached to the space between each tread help? Breaking of tread is usually associated to (weight,tension,oblong shapes, etc...)

So would string between each tread or every other tread in minute amounts help alleviate breakage or tension. At the very least since there is string connecting each tread piece, a breakage wont cause something akin to the entire tread rolling off. You know when the tread makes one more revolution and then rolls to the floor in a flat pile. You definetly wouldn't want to make the string or rods stiff.

Then I had an idea about a moveable "bendable" tread system. It has two treads and there is a "bending' point in the middle so as the tread encounters a large impassable object the treads bend over the obstacle and pass rather than doing a wheelie up the object and flipping like most treads or breaking due to strain.
Bend Tread
Ex: Very Crude Tread/ (bending)/ Tread Obstacle --- > Tread Obstacle

Controls would be located on the treads somehow so that the tank could bend in the middle.
Wish there was a pic of my idea. It works actually! Care to take my idea and fabricate something? Croissant? lol

If youre interested, Ill try to elaborate.

12-07-2009, 11:17 AM
@joe: hmm... string may help. I need to fix the suspension anyway, at the moment if you reverse for extended periods the rearmost guide wheel tends to grind against the drive wheel. Regarding the bending tank, surely you mean like the viking?

12-07-2009, 08:29 PM
same principle except my "vision of the vehicle" is more aesthetic.

The gap between treads isn't as prominent. Man I wish I had a pic available. It would be like a roving fortress perhaps something out of gears of war. The weapons and controls would be built around the bend to conserve aesthetic appeal. It would kinda be low to the ground but still kinda high. If that makes any sense. Let me find something similar online and get back to you on it. With the string theory, you really think so?

and my "vehicle" would actually use the bend to traverse unlike the viking which just seems to have the bend as a connecting joint.

12-07-2009, 11:12 PM
hmm.. not sure exactly what you mean. Are you suggesting that the tanks suspension play a larger part in the movement of the vehicle, as in, to approach an object and allow the track system to conform to the shape of the obstacle as the hull of the tank passes over, reasonably level. Yeah, I actually like the sound of that, it almost allows for a more mech-like tank (it's not much of a leap to imagine a tank with four independent treads as having legs [think of the CAKTI from Lost Planet http://xbox360media.ign.com/xbox360/image/article/751/751133/lost-planet-vital-suits-part-1-20061214043503434.jpg]). It could be done, using some of the hardware from the barracuda to maintain a level hull.
Now that I think of it, it's a tempting idea, though the one I have in mind would require 4 independent, single layer tracks, take up 3 layers, and possibly 2 thermos :D.

You would never know, the current tank's suspension (though improved since the video) still has flaws and as such could do with a revisit.

12-08-2009, 05:20 PM
yeah i think 2 treads on each side would work beautifully :D

12-08-2009, 08:42 PM
Yes! Kernel and croissant bun cake!

The wheels in the tread still move the tank but the treads can pass over the obstacle in a more "dont know the word --> ??flexible way?? (so the body or hull stays level) as you put it

A mech tank, is the description I tried to get across. It might take more than 1 layer and a little bit more thermo but it could be the mother or "flagship vehicle" with cool weapons and etc... The thermo wouldn't matter as much to me for I could easily plan the level around the tank and have it be cool. Just imagine being able to crush all in your path! Evil Laugh lol It would be a cool venture and I am glad you both seem interested in it.

A possible vehicle idea that Im working on is like a strykeresque vehicle albeit one with treads that extend outward to climb obstacles and a "sled" on the bottom (rocket powered) that would let it go fast when the treads were retracted.

12-13-2009, 12:27 PM
@joe: Interesting ideas there alright :).

Updated Barracuda level. Gunships now respawn so you can be as carefree as you like. Also, the tanks are quite capable of driving over the barracuda if you hover close enough so watch out. Should you wish to evacuate if this happens, sticker the door with the killzone stop symbol and it will dissolve. Though a siren wails, it does not self destruct... yet :p.

12-13-2009, 07:00 PM
what if we dont have the killzone sticker pack?

Did you put any on the barracuda or your other vehicles?
Might get annoying if that message comes up saying we need to buy them to use your objects. : (

Good progress on my vehicle though

12-13-2009, 10:58 PM
Well, regarding prizes, I'd love to give away vehicles but it's looking less and less likely due to theft etc. Yep, I intend to actually put some killzone stickers on the vehicles.
Your vehicle? If you're referring to the mech tank idea, I haven't done anything :D (though I do have a Lost Planet CAKTI lying around somewhere...).

However, I have built something in the meantime. Something very familiar to a lot of gamers...
Does the name super vehicle 001 bring anything to mind? ;)

12-14-2009, 01:23 AM
could you check your PM (croissant) ?
thanks (solemn mood)

12-17-2009, 04:16 PM
Ok, made it a lot easier to test the barracuda. Simply play my vault level. Avoid the gunfire as you make your way over to the right-most soldier on the front plane. Then hold onto his helmet (jump or you may actually grab his face) until you hear a success jingle. Get shot to return to checkpoint. Get key!!

Minor improvements to barracuda include self destruct mechanism, and a slight modification to the hull so it flies better (incidently if you find you can't descend, move left and then right to enter a dive).
Also, I added some turrets to the level too. Though they fire missiles, the missiles are wired to detonate about a foot away from the gunship. As a result, unless you're moving fast enough to meet the explosion as it occurs, the most damage they can do is apply blast stickers and push you off course.
Incidently, don't use missiles if you want points, all paint switches in the level are on the wrong plane to be activated by paint missiles.

Have a nice flight!!

12-17-2009, 09:05 PM
Have a nice flight!!

the exits are here, here and here :D

i'll enjoy playin' this.

12-17-2009, 10:45 PM
I enjoyed the little touch-ups you did to the level. Left a few pictures to compliment the one my little brother left ages ago. lol It did handle better for me then earlier models (And I found out about nose diving to descend the hard way lol).

12-18-2009, 06:13 PM
Kernel: Please remember this is a non-smoking flight...

4wheel: I noticed you enjoyed it! Touch ups? the level is nowhere near playable standard as it is! Haha, I understand what you mean though, and greatly appreciate it. I have since modified how the ship ascends, and therefore it navigates a bit easier along the vertical axis, therefore less drastic nose dives are needed.

12-20-2009, 01:35 AM
the 'cuda handles a lot better than the rhemora : )

..so are the killzone stickers on it? or have you given up that train of thought?

thanks for the hint at the key

never would have gotten it without your help

12-20-2009, 12:42 PM
I played the flier level a few minutes ago. Very nice, expect it tended to crash every two seconds. Also, since it only could to fly to the right, I got often stuck somewhere where I could normally escape by simply reversing.
I don't know about you, but I would rather swallow my pride and make it go on rails. Though I appreciate all the hard work you did for it.

12-20-2009, 07:35 PM
@Joe: Thanks. Yeah, there are at least 3 of one of the Killzone stickers on it. At the moment I'm pretty reluctant to modify it since it's a little tricky to modify.

@Asterix: Which one? The Barracuda or Rhemora? I'm pretty sure that was the rhemora, since the barracuda is quite capable of reversing.
Not a hope in making me swallow pride though :p, if it were not for sheer stubborn-ness the ship would never have seen light of day :D.

01-28-2010, 03:15 AM
wow its been a while

anything new? or is it ready at last ? ! : ) :O :)

01-28-2010, 11:21 AM
Very nearly ready, actually the barracuda itself is practically finished (unless there's something I've forgotten about), the showcase / training mission level is about 75% done. Just making slight changes to the enemy turrets and vehicles, and then filling in the gaps in the level with interesting scenery. The problem is that, due to the nature of the barraucda as a vehicle that can travel anywhere in a level, you have to at least fill the bottom of an entire level, however, typing that has given me an idea...

Also, quite a lot of progress has been made on the tank in my last video aswell.

In the meantime I have been quite distracted by fiddling with a little side project that at the moment I shall refer to as "Project SV-001" (you may get the reference), which in turn got me distracted and prompted me to begin working on the sequel to "Steam Paint - Sub-Urbia", "Steam Paint - Locomotive Leviathan".

Also, I may have perfected a design for a sack scaled micro tank that is remarkably accessible (the control scheme that is), which happens to only occupy one thin and one thick layer, meaning three sack tanks can roam a level at once!! (or two on a train car!!.... I've said too much ;)).

Incidently, as cool as flamethrowers are, they can be very thermo heavy. Would people be willing to sacrifice flamethrowers for the thermo to be used elsewhere in a level?

01-28-2010, 03:43 PM
I've played with Croissantbuncake and i am amazed at the balance the 'cuda has, It managed to support Buncake Driving and me hanging on for dear life on the bottom

01-28-2010, 08:48 PM
Hehe, thanks for the support Kernel!

What actually happened is you were grabbing the second player switch underneath, which bumps up the thrust so the ship can support 2 sacks. Though that may require further tweaking, as it's a bit weak for my liking.

01-28-2010, 09:30 PM
Thanks for the long update.
I wouldn't mind some bits of the level for a flamethrower weapon on a vehicle. You don't have to make the flame come out constantly. I just want to see the flame in my create mode. (Your flame was brilliant and I still haven't emulated it) --- ) waiting for the day, I can finally see it in my own level via the object save thing through one of your flame weapon supporting vehicles. Im all for the flame , baby !! I mean you could even make the vehicle seperate and just as a bubble or something so your level isn't thermolly affected. Glad you have many ideas.

Inform us when you are done. : )

01-28-2010, 09:31 PM
lucky kernel : P

01-30-2010, 12:20 AM
Beta level now updated to near final stage, same patch as before so no need to find a new key. Enjoy!

01-30-2010, 08:40 AM
Buncak3 are you planning on making any other advanced flyers?

01-30-2010, 11:28 AM
Possibly, I was quite inspired by the dragon gunships and samson transports in Avatar, though I don't intend on building one of those. However, I was considering the idea of building some form of light dropship / transport, along the lines of a Warhammer 40,000 Imperial Guard Valkyrie. Though that will have to wait a while, firstly due to current projects taking priority and the fact that I first would need to come up with some form of "force of sack" cancelling device ("force of sack" is what I call it where sackboy's movement affects the movement of a free-falling or floating object) to counteract the effect of passengers moving about.

01-30-2010, 11:33 AM
You should make a "landspeeder"

Oh and are you interested in Outlaw Flyers?

01-30-2010, 04:10 PM
Yeah, I've been toying with the idea of skimmers, I just have yet to find a reliable way of guaging the distance from the ground without touching it.
Regarding the second question, franky no.

01-30-2010, 04:27 PM
Never mind then :).

What about a handheld "copter" that you could call; The Pirahna!

01-31-2010, 11:35 AM
"Handheld"? Not sure what you mean (other than the concept of a toy helicopter sitting in the palm of a hand!). Care to elaborate?

Ok, I'm going to try to hold off on working on vehicles for today because that level in my sig has been sitting at 90% finished on my moon for quite a while now, I really should get it at least to a beta testing stage...

01-31-2010, 02:50 PM
What I mean is, a handheld would be without a cockpit so wouldn't take as many layers ergo a multiplayer thing?

01-31-2010, 03:31 PM
Well, the reason the barracuda takes up so many layers (2 thin and 1.5 thick) is purely aesthetic. However, until I can create a responsive enough design I won't bother designing a flying vehicle that can fit in one level with several others (thus allowing for multiplayer) (the overriding factor governing multiplayer is the fact that everyone will always be on screen using one camera).

Also, unrelated progress report on "The Realm of The Wolf Lord", I just maxed out the complex objects thermo.... now for decorations!

02-01-2010, 09:08 AM
I just tired your rhemora and i should report that i had a very difficult time controlling it, often "rolling" it and generally not being able to make it fly straight.

02-01-2010, 11:31 AM
Don't worry, the barracuda will be online soon (possibly next weekend) and the rhemora will be a thing of the past!

02-03-2010, 02:53 AM
up meaning beta level with 'cuda?

or showcase/p.bubble?

Kudos for all your hard work ! : )

02-03-2010, 08:58 AM
The beta level is locked and online. To unlock it, play my vault level and grab the helmet of the right-most soldier until the key drops.
While you're there, rpeeat the process for the second from the right and the furthest left in succession to get a key for my other (albeit broken) beta level.

02-04-2010, 01:47 AM
I know the betas been out but what about the real level?
You mentioned the 'cuda being out by this weekend.

Is it true?!
if so then I cant wait to play on Saturday !!!

02-04-2010, 09:46 AM
Hopefully so, first I want to try make a small modification to its stabilisation system (every time it flips the stabilisation system is put off slightly) and the flip detector (breaks in a head on collision).
As for release, Sunday is more likely, but I'll see what I can do! :D

02-04-2010, 06:47 PM
What would be an Excellent addition to the 'Cuda, would be a slight reduction in the power and a 3rd player switch say on the underside of the nose? when i played it with other people they loved it but they really wanted to fly it together... also do you know why the Door doesn't activate first time? could it be the Tap Grab you are using? I'm sure that your Tap Grab is very good but its quite annoying when a tank is lumbering towards you and you a tap (wait) tap (wait) and nothing happens....

02-04-2010, 09:50 PM
Reducing power would not help at all with another sack. Also, the nose would be the worst place for another sack, since it is the furthest point from the centre of gravity.
Regarding the tap issue, I always assumed it was due to me having misjudged the size of tap to use, now you mention it I realise the problem. When you emit a logic piece of this complexity (the whole system controoling the barracuda), not all will work immediately (a prime example being the logic controlling VTOL, I had to introduce an override for that because otherwise it would not activate upon the first take-off).

02-07-2010, 05:53 PM
status check . . . .

all systems are online . . . . .

Barracuda 1, you are clear for take off.

That can only mean one thing...


02-10-2010, 09:59 AM
So is it published in a demo? I'd kind of like to try it out. I keep meaning to look up your levels and look for it but then I get caught up in my own project and forget. I'll make a point of looking for it tomorrow.

02-10-2010, 11:52 AM
Oh, slick! wanna hear some of my exploits with it?

I've gotten it run over by a tank....Twice. After that , it just seemed to want to be an acrobat and do backflips.

Another time, it thought it was a space fighter and headed "To infinity... And Beyond!"
;) (though the tales are true)
Very impressive job and fun fighter...

02-10-2010, 07:07 PM
Finally got around to trying it out. I love the look of it. The handling was so-so. I got a little better with practice, but I couldn't for the life of me figure out how to get it to go down (I had to cut the engines and let it drop) and forget about hovering in place. The tap-grab seems a bit spotty. I had to try and try and try until it would finally start. I was rarely able to get the missile launchers to fire, and for some reason, when I'd fire the paint cannon, it seemed to want to fly up. One of the enemy turrets blew up and the emitter part of it landed a few feet from the checkpoint and blasted me as soon as I respawned, which was kind of funny, but it's the primary reason I rarely use explosives to destroy enemies: they're too unpredictable and then you have indestructible missile launchers.

Anyway, it's really good, but it needs some work on controlability.

02-10-2010, 09:55 PM
@RCIX: Yep, that tank issue happens a lot, but could probably be solved with camera zones allowing the player to see the tank earlier. What happened there is something probably broke, upsetting the balance and causing the backflips. As for the infinity thing, I can only presume that you were constantly pressing x. Thanks1

@Sehven: Yep, descending has no direct control, you either have the gently rock it, perform a dive or as you said, cut power. The tap / grab has been problematic for me, it usually works fine but as soon as you emit the setup the thing goes haywire. I had a similar problem with the VTOL, which I managed to fix but this one still manages to escape. Missiles are working with an "on/off" grab fixed to the emitter timed to about 4 seconds, so it's not instantaneous. As for the paint cannon upthrust, that was originally intended to help hover whilst aiming, obviously it doesnt work as well as I had hoped. The exploding missile problem can be fixed, just some minor adjustments there (It obviously didnt release the paint in time).
Thanks for the review!

Thanks guys, I'll do my best to implement your suggestions!!

02-10-2010, 11:07 PM
Does jumping actually trigger extra upward thrust or does it just work like the hoverboards people have made? Like, you jump up, the weight is reduced, so the rockets can push it up and the momentum continues to carry it upward a bit.

Too bad there's no down control, but then, how would you make one, really? Maybe you could give it a bit less upward thrust so that it tends to drift downward unless the player actively makes it go up. I dunno' that might not work as well in practice as it sounds in theory.

Anyway, I liked it for the most part. Most of the vehicles people make are little more than a moving platform that gets you from one side of the level to another. I always like to see vehicles that are more interactive but it can be really freakin' hard to make them. I really liked how the ship would turn itself rightside up after landing upside down. I also liked the landing gear, but I broke them when I went into free-fall and couldn't get the engine started again before I hit the ground.

02-11-2010, 11:19 AM
Yep, it's like a hoverboard in that respect. Although I have designed a jump button (for want of a better word) but decided not to implement it into this ship.

I aimed for the approach you mentioned there with the active jumping, I guess it's not as noticeable now, though I tried it with less thrust before and I found it just got annoying herein the jump sound over and over.

Thanks! Yeah the ship is pretty fragile, I tend to break the camera off the nose quite a bit, and it's incredible the difference it makes when you try to make it dive without the nose.

02-13-2010, 04:30 AM
dude, that's epic

02-14-2010, 08:46 PM
@woflgod: Thanks!

Made some changes based on Sehven's suggestions. Also some other minor changes about the level. Barracudas are now slightly more stable. Paint missiles are greatly improved, they work far better now. Broken / missing camera zones fixed.

02-22-2010, 09:07 AM
ah, one of my fav creators...glad to see the barracuda gunship level is getting praise...going to have to find time to play it...but of course ill love it as with all your great inventions...lets hope the current one is good to go :)

09-03-2010, 10:11 PM
I love the design of the airships you used in the APC level! The whole level scheme kinda reminded me of Lost Planet. Excellent job on the vehicles.

09-03-2010, 11:46 PM
God I had forgotten about this thread.
anywho I may aswell use dragonember's threadomancy to make an announcement.

As many of you know, I have since built the far superior Pirahna Light Attack Fighter, far more stable and far easier to control... well, I have been working on something else since I published that... something BIG!

... and it will touch down in this forum very soon...