Author Topic: Power Management  (Read 1703 times)

Offline Enoch

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Power Management
« on: February 17, 2011, 07:33:38 AM »
Ever wonder why your spinner bot dont just whip other bots across the ring? or why your hammer bots cant seem to dent them real bad on the first swing? or even why your lightweights are so slow? well then perhaps you should read this.....

alright.... ive been seing alot on here about power efficiency and ive noticed alot of builders dont follow the math so i put together a small demo of why you should follow the math..... NOTE: if there is any disagrement please post sufficient evidence, keep in mind i just felt people should know that providing ample power doesnt just pro-long battery life

also bear in mind i persoanlly tested all rates of power between 100 and 700(vid#1/vid#2) and it has gradually increasing performance peaking at vid#2(well actually adding another 100 is just a lil better but not very noticeable)

(apologies for the weird blue box, im unfamiliar with FRAPS -.- if any one knows hot to remove it please shoot me a memo :) thx)
video with 100 input 500 output weapon 200 output drive:   


video with 700 input same outputs:



for those of you that are unfamiliar with the math.... study this table well:
http://beetlebros.gametechmods.com/ra2stats.htm


well there ya have it.... please feel free to post any discretions you may have.

Offline JoeBlo

Re: Power Management
« Reply #1 on: February 17, 2011, 07:57:24 AM »
What you may or may not know is that all spin motors are locked at 100 amp draw despite what text files say.. so it works out as roughly 1 slim battery pack per motor.. the only thing they lack is your total amounts..

In the case of your above example robot.. a single supervolt is enough for everything..

Offline Enoch

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Re: Power Management
« Reply #2 on: February 17, 2011, 08:20:52 AM »
yea they do draw at 100 per which is why i overpower spinbots as often as i can i absolutely hate it when my spinners arent doin like 200 billion miles per second lol... and i wasnt exactly referring to amperage draw i was more referring to voltage requirements to meet maximum possible potential e.g. 5 spin motors will run fast off a nifty but faster off a nifty and a pink and no faster off a supervolt just longer - real life example 9v DC brushless fanmotor attached to a 6v psu, try it at home you might be surprised at what happens ^^

Offline Reier

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Re: Power Management
« Reply #3 on: February 17, 2011, 08:29:49 AM »
Remove the box by pressing F9
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Offline JoeBlo

Re: Power Management
« Reply #4 on: February 17, 2011, 08:46:03 AM »
err.. ok.. you kinda just agreed with me, then told me you weren't talking about what I said, then gave me an example of what I said...

I appreciate your efforts in trying but I dont think you quite have it all together..

your spin motors wont exceed any speeds they are capped by a speed and torque value set within a text file found inside the.cfz file .. a single Z-Tek will spin the same speed with 1 supervolt or 5 supervolts... the game wont change any speeds only running time.. thats why bare minimums are favored..

see running time to a degree isnt that impotent (it still is somewhat) if you put the weight to weapons.. thus creating a shorter match time if used correctly..

I apologize if this is the point your trying to make but from the examples in the videos and the text im getting the impression of what I responded to just now..

Offline Naryar

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Re: Power Management
« Reply #5 on: February 17, 2011, 08:49:22 AM »
yea they do draw at 100 per which is why i overpower spinbots as often as i can i absolutely hate it when my spinners arent doin like 200 billion miles per second lol... and i wasnt exactly referring to amperage draw i was more referring to voltage requirements to meet maximum possible potential e.g. 5 spin motors will run fast off a nifty but faster off a nifty and a pink and no faster off a supervolt just longer - real life example 9v DC brushless fanmotor attached to a 6v psu, try it at home you might be surprised at what happens ^^

RL physics =/= RA2 physics

The spinners won't spin faster if you overpower them (aka more than 100 elecmaxinoutrate for each motor). They will stay at maxspeed for longer, but there is no such thing as overclocking in RA2.

Offline Enoch

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Re: Power Management
« Reply #6 on: February 17, 2011, 09:52:56 AM »
i didnt mean overclocking.... i was referring to all the people that underclock it e.g. 1 supervolt for 8 hp zteks ??? thats not nearly enough power and yet i see alot of bots do it... and alas when they hit me there spinners just stop until they move away from me my fully powered ones will toss bots across the arena i apologize if i sounded like i meant overclocking i just meant this - Provide slightly more than enough power required for best results. - jeez perhaps i shoulda saved myself all the dang trouble with the vids and long explanations and just plainly posted that one short sentence -.- i just dont think most people understand what underpowering a bot does to it, if you need an example of an underpowered bot go look at almost every starcore spinner and popup that and everyones showcase ive seen the bot doesnt have enough batteries and most people are saying get rid of more? it makes absolutely no sense to underpower a bot heres an example why: a 6 hpz HS with 36 razors powered by 2 blacks will not nearly hit as hard as 2 hpz's with 18 razors powered by 2 blacks for a bot with 6 hpz's you need a minimum of 3 blacks and a pink yet most ppl run maybe a black and pink? food for thought perhaps... oh and a good example of one of the showcase "remove more batts" is mine..... my last posted bot runs with a 3400 input and 3600 output but i was told twice to remove 1000 input from it.... i did just prove a point to myself(again) and with my 3400 input i hit about 2.5k dmg with the pinks all gone i hit 1k if im lucky -.- all that info is posted in my showcase though.... either way the point im trying to make here is.... tally your total energy requirements using Clickbeetle's and Firebeetle's components chart... then add 100 to it and make sure you have that much battery power for maximum efficiency.



and joe... the game does change speeds they just dont make things faster than max... but they do  make them slower. which i demonstrated in the video, the hammer falls noticeable slower.

Offline G.K.

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Re: Power Management
« Reply #7 on: February 17, 2011, 10:07:36 AM »
*long post*

When you see people 'only using one black', they often stack theblack batteries, so it looks like they have only one.
My above post explains everything about everything.

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Offline Sage

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Re: Power Management
« Reply #8 on: February 17, 2011, 06:09:57 PM »
i didnt mean overclocking.... i was referring to all the people that underclock it e.g. 1 supervolt for 8 hp zteks ??? thats not nearly enough power
actually, each ztek draws 100 amps, the blackvolt puts out 800 amps. It is clearly enough power. However, bots like the one you just described (HS) need to last in a HS v HS fight, which can drag on, and they usually use two blacks.
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Offline NFX

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Re: Power Management
« Reply #9 on: February 17, 2011, 06:24:10 PM »
The general concensus is that one Blackvolt batter can run 4 HP Z-Teks at full power for 3 minutes. Since most matches are 3 minutes, this seems to be enough. Some HS designs have the spinners spinning inwards, to damage the unprotected sides of the machine.
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Offline Enoch

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Re: Power Management
« Reply #10 on: February 17, 2011, 06:28:07 PM »
o.O strange i firmly beleive clickbeetle's charts and graphs and whatnot where HP Ztek requires 400 input and drains at a rate of 100 unless im misunderstanding the components chart where it plainly states : "HP Z-Tek Motor - Input -400" cuz according to that to attain max speed on a spin motor it requires a nifty for each one or a black for every 2..... ima go play with this in the test shop just like i did with the DDT's(i wont bother to post vids but ill post results)


EDIT: well the results are in - with 100 it spins as fast as with 400.... but with the lack of raw torque with 100 when it collides it just stops with 400 when it collides it rotates one of the bots and dont stop......

ok so now im thinkin i understand it more comprehensively for a HS 100 per is fine but for a VS to acheive the lift requires the 400 and for a HS designed to toss bots(like Ziggo irl) they should use 400 per.....

and thanks for challenging my statement, i had a good understanding of the matter but alas in the end i have acheived a fuller more thorough knowledge of said topic xD



EDIT2: i forgot to mention final results on burst motors... altho 100 "can" power a burst follow the chart for best results ^^

Offline Clickbeetle

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Re: Power Management
« Reply #11 on: February 18, 2011, 08:11:17 PM »
The power chart on my website needs updating (along with almost everything else).


It's a glitch in the game that spin motors always drain only 100 power.  Burst motors, on the other hand, drain whatever is written in the txt file.

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