also lol at most toxic guy around calling others out on this sh**
I admire your optimism R01, but put it this way; if this game in a decently playable state within a year, I'll drink a bottle of ketchup and upload it. If it gets updated after a year from now (with anything meaningful) I'll down two more. And I hate ketchup.
DSL-IRL is the libtard’s meta. Go drink more soylent, retard! #BLUELIVESMATTER
Sometimes this game is on crack.
and now craaig knows how sakurai felt
It made me lol that, after releasing the last update on June 20th, they made a post on Facebook on July 15th basically saying "what bots are you building" which makes me think that they have given up updating the game and believe it to be finished(when it blatantly isn't)
Tournaments now have weight limits. However the game currently does not check to see if the selected bot meets the limit until it is locked. To prevent this, do not use an unrestricted weight class bot in a tournament. Ramps have been removed from the testing facility for now. Important Note: On a small selection of some older video cards, the Bot Lab may not function properly or the game may not be able to load matches. We are current looking into the issue.
Update 2:You can now build Wedge Bots and other classic bot shapes! Arbitrary collision volumes have been implemented. Update 3:Previous "chassis dragging" bot designs (like wedges) will now encounter proper friction on the ground and may be hard to drive. To compensate, add ball casters, casters, small wedges or forklift arms, which have much lower friction and will allow you to slide the chassis close to the ground.
Losing batteries now disables a bot.Bot components that drag on the ground will now cause proper friction, slowing the bot. Get your components up off the ground to avoid this. Heavy objects attached to motors will cause them to spin up more slowly than motors with light objects attached. Note, however, that some motors are very powerful and can spin quickly even with heavy weights attached.Snap to Grid being always enabled, with no option to turn it off. again was that ever fixed?Pause menu not being finished at all and later scrapped.We committed to releasing Robot Arena III on May 26 and because of the huge amount of excitement we've seen about the game, we didn't want to disappoint the community by missing that date. However, some recent changes by third-party plugins used by the game caused last-minute issues with certain parts of the game, particularly the multiplayer. We are confident we can fix them, but we wouldn’t be able to do so by Thursday. The game is mostly complete. The major issue for now is that only two-player multiplayer will be available at launch, with four-player multiplayer coming within the next few weeks.mostly completemostly completeWith this update, we’ve decided to move the game from Early Access to final release. This does not mean that we’re done enhancing and improving the game - more updates will follow.
Added mini control board for micro bots. Added mini battery for micro bots. Added mini CO2 tank for micro bots. Added super-heavy battery for big bots.
Motors have Torque and RPM controls to tune them. Reduce Torque on a motor to prevent bots from flipping. Reduce RPMs on a motor to limit its top speed.
You got my vote for RA2 Wizard. Always and forever.
if they added some "rules" to the bot lab I would actually be mostly okay with the game.I like the chassis system and the arenas are sick and it has the potential to have online + bot sharing.
From Update3(the last one before official launch):QuoteTournaments now have weight limits. However the game currently does not check to see if the selected bot meets the limit until it is locked. To prevent this, do not use an unrestricted weight class bot in a tournament. Ramps have been removed from the testing facility for now. Important Note: On a small selection of some older video cards, the Bot Lab may not function properly or the game may not be able to load matches. We are current looking into the issue.Were those ever fixed?
The addition of wedge bots was also a bit odd:QuoteUpdate 2:You can now build Wedge Bots and other classic bot shapes! Arbitrary collision volumes have been implemented. Update 3:Previous "chassis dragging" bot designs (like wedges) will now encounter proper friction on the ground and may be hard to drive. To compensate, add ball casters, casters, small wedges or forklift arms, which have much lower friction and will allow you to slide the chassis close to the ground. This is a good example on why today's "we can update and change everything anytime we want" model doesn't work on games like this, stuff like that would completely screw over bots built with the old system. Were the old wedges just sliding along the ground as if they had ice under them? Why not adjust the chassis underside friction or give a option for that?And the fact that this has been a thing before the update:QuoteLosing batteries now disables a bot.Bot components that drag on the ground will now cause proper friction, slowing the bot. Get your components up off the ground to avoid this. Heavy objects attached to motors will cause them to spin up more slowly than motors with light objects attached. Note, however, that some motors are very powerful and can spin quickly even with heavy weights attached.Snap to Grid being always enabled, with no option to turn it off. again was that ever fixed?Pause menu not being finished at all and later scrapped.
Losing batteries now disables a bot.Bot components that drag on the ground will now cause proper friction, slowing the bot. Get your components up off the ground to avoid this. Heavy objects attached to motors will cause them to spin up more slowly than motors with light objects attached. Note, however, that some motors are very powerful and can spin quickly even with heavy weights attached.Snap to Grid being always enabled, with no option to turn it off. again was that ever fixed?Pause menu not being finished at all and later scrapped.
QuoteAdded mini control board for micro bots. Added mini battery for micro bots. Added mini CO2 tank for micro bots. Added super-heavy battery for big bots.I have no idea how big and useful those components are, but guess they have some use. Showing support for other weightclasses is always good.
QuoteMotors have Torque and RPM controls to tune them. Reduce Torque on a motor to prevent bots from flipping. Reduce RPMs on a motor to limit its top speed. This should've been a thing before, you don't know how annoying that can be while driving.
Quote from: Sage on August 03, 2016, 06:07:20 PMif they added some "rules" to the bot lab I would actually be mostly okay with the game.I like the chassis system and the arenas are sick and it has the potential to have online + bot sharing.Which just makes the whole thing that much sadder... Some good points RO1... Especially the "mostly complete" comments from the devs, such liesssss!
Can't remember the old wedges much (when they started working), I think they were functional, but I do remember de-wheeled robots sliding across the arena like it was on ice. But at the moment it's virtually impossible to have a skid chassis wedge because the friction value on the chassis is so high.
Problem was at the time snap to grid was always on for chassis points, and always off for components. They did fix that toggle.The pause menu still exists, just there was a useless Options button on it. That was removed.
Mini control board is like the mini DSL board. Tiny, but in RA3 it's lighter (2kg versus 4kg) so really it's superior to the standard board in every measurable aspect.The mini battery weighs 1kg and is joint second with the Supervolt for power efficiency (2000 power/kg), first being the Nifty (2500 power/kg). Looks like a single AA battery separated from the small battery pack. The Megavolt gives the power of two Supervolts, but weighs 70kg, making it less power efficient (1714 power/kg). It's also bigger by like 25% on all axis. Two supervolts are still wider, so situational use, really.The mini CO2 tank has the same 250 air/weight ratio as the other two tanks - technically it's the best based on portability, but the two or three required to match a medium/large tank probably takes up more total space. I haven't really looked into it.
This update made motors a whole lot better - but the torque is still far too high, and nothing's stopping people from having full torque and full RPM. Almost every realistic application requires 1% torque for non-instantaneous spinup. A Ztek HP can spin 800kg of weapons just fine until around the 20~25% torque mark, only then is it a bit slow spinning up for competition (but it still does).
>Gametechmods members still taking RA3 seriously(Image removed from quote.)
Quote from: Naryar on August 05, 2016, 06:18:01 AM>Gametechmods members still taking RA3 seriously(Image removed from quote.)I always knew you were a little girl Naryar
Quote from: Hi5er on August 05, 2016, 06:41:24 AMQuote from: Naryar on August 05, 2016, 06:18:01 AM>Gametechmods members still taking RA3 seriously(Image removed from quote.)I always knew you were a little girl Naryar ...that's not the point but ok