Recreating Co2 flippers isn't really possible, but is it possible to create a custom burst motor that uses Co2 instead of battery power?Nope.
For motor balance, is it possible to fix the "energy usage" bug in the game engineNope.
also can Servos be strong enough to actually lift something/can lift power be increased?Probably not.
Pretty much the only way to get servos to lift is to use counterweights iircIn what way?(I guess you mean having them on your own bot so it doesn't fall over? I tried that once however vanilla servos were too weak, are custom ones strong enough?)
(https://gametechmods.com/uploads/images/490472016-04-19 17_31_28-Start.png)Oh I see, thanks for explaining that. Thought that weights couldn't be placed on extenders as they never wanted to do that before. does this trick have use with burst motors as well?
Lifting arm is blue, counterweight is red. Servos don't tend to be strong enough on their own so you need to help by evening out the weight distribution.
Ballasts can't be placed on extenders, just use a heavy object (eg sledgehammers).
Ballasts can't be placed on extenders, just use a heavy object (eg sledgehammers).Oh, for a second I thought counterweights=ballast, by the way, is it only the missing weight which keeps them from working?(and the burst question was about unmodded, I should've made it more clear, probably works but I can see it being difficult to properly add)
Burst power is all in the txt files though, no point counterbalancing there.
A balanced stock mod would be interesting.That's basically the idea, a beginner friendly stock with more parts and possibly having some RW(not sure about Battlebots) remakes.
A balanced stock mod would be interesting.That's basically the idea, a beginner friendly stock with more parts and possibly having some RW(not sure about Battlebots) remakes.
Update:
Added two more questions that I forgot yesterday:
Is it possible to completely change the weight, so that 100kg would be heavyweight, 60 middleweight, 30 lightweight and to add different weight classes(that actually work in events?) The main points here would be to edit weight classes and component weight calculation.
Can the speed of burst motors(swing forward/go back) speed be completely adjusted? I'd like to maybe have super fast(but weak) hammers or powerful flippers that do have a small cooldown.
A balanced stock mod would be interesting.That's basically the idea, a beginner friendly stock with more parts and possibly having some RW(not sure about Battlebots) remakes.
I am aware of that, however when I entered DSL I had a hard time finding the right components, too much antstuff(they can be fun) but only two drive motors?(I know that Stock doesn't have that many more and that I should give DSL more time, which I'll definitely do, however it actually seemed harder to find useable parts in DSL) Didn't help that my robot drove in circles when going backwards(some weight problems with batteries) and that DSL has so far challenging AI, so imagine this to be a bit more beginner friendly, aimed at people who want to build semi realisic bots, like probably intended by the original RA2 team.A balanced stock mod would be interesting.That's basically the idea, a beginner friendly stock with more parts and possibly having some RW(not sure about Battlebots) remakes.
that's what DSL is supposed to do...
burst motor speed can be changed in the txt, yes.
change weightclasses... just change manually the weightclasses in the bot file, and say "LW is X kg, MW is Y kg, HW is X kg" like in ironforge.
I am aware of that, however when I entered DSL I had a hard time finding the right components, too much antstuff(they can be fun) but only two drive motors?(I know that Stock doesn't have that many more and that I should give DSL more time, which I'll definitely do, however it actually seemed harder to find useable parts in DSL) Didn't help that my robot drove in circles when going backwards(some weight problems with batteries) and that DSL has so far challenging AI, so imagine this to be a bit more beginner friendly, aimed at people who want to build semi realisic bots, like probably intended by the original RA2 team.A balanced stock mod would be interesting.That's basically the idea, a beginner friendly stock with more parts and possibly having some RW(not sure about Battlebots) remakes.
that's what DSL is supposed to do...
burst motor speed can be changed in the txt, yes.
change weightclasses... just change manually the weightclasses in the bot file, and say "LW is X kg, MW is Y kg, HW is X kg" like in ironforge.
I guess weight per square is hardcoded and the only way that can be changed is via armor? Also thought that the 7 part attachment limit was changeable but it's apparently hardcoded?
What I was trying to say is what are you trying to make has already it's niche taken, by DSL. It will be extremely hard to make your mod better than DSL and more popular.I did understand that and I'm not trying to be a rival to DSL, this mod will have stock components remade, so imagine it as a remake of the original game, trying to keep much of it(similar to RA3), having more balanced components, more AI bots(it is possible to give each team 2 light/medium/heavyweights, right?) and some bot remakes(not replicas) to give people new ideas, basically a "fixed" stock mod.
A balanced Stock mod with new stock replicas would be cool, however, since there is no popular mod who does this.
Also did you not click the dropdown menus ? About 2/3 of the DSL components are in dropdown menus. You know, there's a little arrow when you select a component, like in Windows :P
Standard armor weights and strengths, and as such strength/kg, can be changed. You'll notice that the DSL and Stock chassis armors are quite different.
Anyways, some progress, can anyone guess where that's from?Hypno disc's wheels from Robot Wars S3?
(http://i.imgur.com/F7LNLnX.png)
Yep, not sure if I should add more details or if it's too low/high quality, also probably needs a retexture but I can't find any good textures around. I do plan to make it's stats somewhat similar to how the original ones worked, low weight, medium hp, low grip(Series3's version had the wheels spinning around a lot) and low fracture(because I don't expect those wheels to hold on for long after taking heavy damage)Anyways, some progress, can anyone guess where that's from?Hypno disc's wheels from S3?
(http://i.imgur.com/F7LNLnX.png)
What version of 3DS max are you using?The one in the screenshot? That isn't max, it's a software called Fragmotion, I prefer to model stuff in that and to only import and do the needed things in max.