View Full Version : Experimental Race Start Sensor

02-28-2009, 05:59 PM
I havent tested this out yet, and I don't know what it'd be usefull for, but:
It is essentially a mag key on one of the race gate popcicles, and a swich on the base, set up with a radius so when the gates swing open, the key is removed from the radius of the swich. Did that make sense, or does anyone need clarification?

02-28-2009, 07:01 PM
I know what you mean, but i have no idea what it could be used for. The only use i see is that it could be a permanent switch for the whole level..? Then again, players will most likely not know why there's a race gate at the beginning of the level.

02-28-2009, 07:15 PM
Neither do I, maybe, player chooses between points or race, more points for race, but chance of not getting points?

Like, if the race is activated, some points on a winch will raise up somewhere?

02-28-2009, 07:22 PM
That could be a good idea. All players who focus on points will take the race, but then you might be able to get more points if you do not take the race.

Also, you can have 2 different levels on top of eachother, on 1 piston. If you activate the race, the piston lowers and there will be a race course.

If you choose not to take the race, the level stays as it is and might be more story/gameplay driven.

02-28-2009, 07:31 PM
If it works, I'd be easier for the player to use than a sticker swich or button.

03-02-2009, 04:16 PM
i think this could be usefull in a race level that has moving objects. Becuase you can have the switch activate all the moving pieces at the same time. The advantage of this is that that everyone who plays will encounter the same timing of objects no matter how long they screw around befor starting the race. example have you ever started a race and when you got to an elevator it was up so it slowed you down, but the next time you played you started the race at a different "time" but preformed in the race identically and found this time the elevator was down. So the first time you got a lower score on the race even though you "raced" just as good as the second time.

i dont know if t his entirely accurate becuase of the sync options may mess up the timing anyways for this implementation

03-05-2009, 08:03 PM
Hey this would be great to use as a timer - yeah they know how many points they get, but maybe have a wheel start that has mag switches for each base ten number - when the single digit gets to 10, the 10's wheel spins to the next one, and so on so at the end of the race you can actually tell someone how fast they went

this would require some tools from other people, like the score card tech demo, and the digital to analogue converter

Just a thought.

03-06-2009, 12:06 AM
i don't follow.......

03-08-2009, 05:30 PM
Have you tested this out yet?

I'm wondering whether the switch will actually move with the gates as they open. You certainly cannot stick a mag switch or key on the handle of a 2- or 3-way switch and have this work (it stays where you put it in midair)

03-08-2009, 06:50 PM
I havent tested this yet, I'll be doing that today.

I was guessing that maybe the key would be destroyed, since the movement the gate 'bars' follow aren't really 'registered'.... or it could completely destroy my PS3, one of the two.

03-08-2009, 07:37 PM
Actually, if this works, it can measure race time more accurately than anything else when used in conjunction with Mr_Monki_HUN's digital stopwatch. Please let us know the results of your testing, I'm already cooking up possible uses for this in my head... :)