gametechmods
Robot Arena => Showcases => DSL TC Showcases => Topic started by: HeartFoxx on June 02, 2013, 07:29:59 PM
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I am making this showcase after a little prodding and support. I have been lurking about the forums for a couple of weeks and figure I should begin getting involved. I appreciate the immediate support from the community, and am happy to be a part of it. So without further ado, let's begin!
To start things off, here is my (2nd place woo!) BOTM entry for June 2013.
(https://gametechmods.com/uploads/images/18988PunkTure-HeartFoxx-Entry.png)
This was my first DSL3 bot, and I'm happy it got a bit of attention! With this bot, design and efficiency came first for me. I really wanted to make an IRL bot that was very efficient and had next to no empty space inside, while also making something that appeared intimidating and cool. As you may be able to tell, the weapon was the last thing added, but I actually like how the pick looks.
I've made stock wedges before, and noticed that it was hard to utilize the space within the bot's chassis when there was a sharp wedge angle involved. Therefore, I found it to be much more space-and-weight-efficient to use panel and extender components within DSL3. I think that these components are absolutely awesome.
Please let me know what you think -- feel free to leave some constructive criticisms if you think I could have done something better or to let me know what I can improve on for next time. I am always appreciative of help and advice. :)
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I still think it's awesome. You're like another Thyrus. Hope to see more of this style :3
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I still think it's awesome. You're like another Thyrus. Hope to see more of this style :3
I really appreciate it, thank you! c: I look forward to continuing with these designs.
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With this bot, design and efficiency came first for me. I really wanted to make an IRL bot that was very efficient and had next to no empty space inside, while also making something that appeared intimidating and cool.
hmm...
i must say that you more-or-less got the "no empty space" part down. it looks lacking in offense as one icepick on a MW hammer is not very damaging. i would suggest beater bars (one of the best weapons in DSL 3 i have seen so far).
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This is really good, especially for a first robot. Hope to see more stuff from you. BTW, what's the weight of that bot?
Thank you very much. :) It's sitting at 484.8 right now. I'm okay with it since it's an aesthetic/protective design, but without all that extra piping it could be brought down to MW.
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With this bot, design and efficiency came first for me. I really wanted to make an IRL bot that was very efficient and had next to no empty space inside, while also making something that appeared intimidating and cool.
hmm...
i must say that you more-or-less got the "no empty space" part down. it looks lacking in offense as one icepick on a MW hammer is not very damaging. i would suggest beater bars (one of the best weapons in DSL 3 i have seen so far).
I really appreciate the input -- I will take a better look at weapon components before I begin any more in-depth designs next time. :) I understand the pick is lacking in damage.
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IT BEGINS
Man, this gonna be good.
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I'd perhaps recommend swapping your black batteries for battlepacks, since blacks are rather inefficient.
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Welcome to the showcase world m8 :smile:
With this bot, design and efficiency came first for me. I really wanted to make an IRL bot that was very efficient and had next to no empty space inside, while also making something that appeared intimidating and cool.
hmm...
i must say that you more-or-less got the "no empty space" part down. it looks lacking in offense as one icepick on a MW hammer is not very damaging. i would suggest beater bars (one of the best weapons in DSL 3 i have seen so far).
I think one weapon is more than enough for IRL standards. There are many IRL bots with single weapons.
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Welcome to the showcase world m8 :smile:
With this bot, design and efficiency came first for me. I really wanted to make an IRL bot that was very efficient and had next to no empty space inside, while also making something that appeared intimidating and cool.
hmm...
i must say that you more-or-less got the "no empty space" part down. it looks lacking in offense as one icepick on a MW hammer is not very damaging. i would suggest beater bars (one of the best weapons in DSL 3 i have seen so far).
I think one weapon is more than enough for IRL standards. There are many IRL bots with single weapons.
he said in the post that he wanted to make an irl bot that is also effective. surely he can add a couple more weapons while keeping it irl?
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I like this guy
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Welcome to the showcase world m8 :smile:
With this bot, design and efficiency came first for me. I really wanted to make an IRL bot that was very efficient and had next to no empty space inside, while also making something that appeared intimidating and cool.
hmm...
i must say that you more-or-less got the "no empty space" part down. it looks lacking in offense as one icepick on a MW hammer is not very damaging. i would suggest beater bars (one of the best weapons in DSL 3 i have seen so far).
I think one weapon is more than enough for IRL standards. There are many IRL bots with single weapons.
he said in the post that he wanted to make an irl bot that is also effective. surely he can add a couple more weapons while keeping it irl?
Ah, yes. Sorry, I missed that one bit of info
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thyrus v2
except better than thyrus
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Alright, I've taken a bit of advice from you folks and tried my hand at building a LW using DSL3.
I wanted to keep it efficient, and focus a bit more on weapon placement and effectiveness while still keeping an eye on aesthetics. I have to admit, I was really struggling for weight on this one. I redesigned the outer shell quite a few times just to shave off the last few kg's... I ended up right at 248, which is awesome!!!
(https://gametechmods.com/uploads/images/48667HeartFoxx_Densi-T.png)
I didn't really know if I was going to be able to stay under 250, and could have styled it a bit more had I had more weight to work with. However, I'm pretty proud of how this one came out, considering it's pretty powerful for a LW with those two spinning discs on the front. I don't know how you guys judge size here... but when I was designing the chassis, I used the little glitch to get the shortest possible chassis height, and the size was 3x2 grid squares. The batteries do give it enough power to go to the end of the round, but if I were to make one improvement, I would have made a -TEENSY- bit more space in the chassis for batteries. There is literally -no- space for anything left in there! Ah, well, I had fun building it.
Once again, totally open for constructive criticism and advice -- I really appreciate feedback from you guys who've been building for so long. Don't judge the splash too harshly, I threw it together quick tonight after work.
P.S. I'd be forever grateful if someone could point me towards a tutorial or example of how to do custom skinning... I've done 3D design in 3DS Max before, but have never dealt with bot textures or components for RA2 before. Thanks!!!
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Love the extender work, especially the pointy bit on top. All in all it looks really cool.
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Love the extender work, especially the pointy bit on top. All in all it looks really cool.
Thanks a bunch. :3
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That looks really good. I like the skin too.
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That looks really good. I like the skin too.
I appreciate it, thanks! Unfortunately I'm not entirely sure how to make my own skins, so I'm dealing with what's in DSL3 for now.
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That looks really good. I like the skin too.
I appreciate it, thanks! Unfortunately I'm not entirely sure how to make my own skins, so I'm dealing with what's in DSL3 for now.
https://gametechmods.com/forums/index.php?topic=13126.0 (https://gametechmods.com/forums/index.php?topic=13126.0)
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Another very nice design!
Chassis size isn't much of a concern. The only main purpose to it is to make them big enough to fit the control board and the necessary power (and obviously some space to start the extender work) and small enough to prevent empty spaces as much as possible. You pretty much covered both situations so it's perfect.
You didn't mention this but is it supposed to be IRL? If it is, the weapon motors would require at least one more extender attachment.
I'm wondering because the other was IRL.
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add more weapon weight and use less weight on that exoskeleton.
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I wanted to keep it efficient, and focus a bit more on weapon placement and effectiveness while still keeping an eye on aesthetics.
I like you.
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https://gametechmods.com/forums/index.php?topic=13126.0 (https://gametechmods.com/forums/index.php?topic=13126.0)
Thanks a bunch! I'll try and make a custom skin for my next bot.
You didn't mention this but is it supposed to be IRL? If it is, the weapon motors would require at least one more extender attachment.
I'm wondering because the other was IRL.
I guess I really wasn't focused on that while building the bot, but if that's the only thing that needs to be done to constitute an IRL bot, then I suppose I will try to find a way to do so. :) Thanks for pointing this out!
add more weapon weight and use less weight on that exoskeleton.
The only weapons that won't graze the ground on those discs are the small beater bars (which are already on) and the smallest (carrot?) spikes. I will try to look into getting four beaters per disc. Thanks!
I like you.
Thanks. c: Surely mutual.
Cheers all around, the feedback is much appreciated!!!
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Here we go...
As per Dominating's note, I've added a 2nd connection to each of the external motors to follow IRL standards -- thanks a bunch for the tip!
(https://gametechmods.com/uploads/images/56251HeartFoxx_Densi-T_R1.png)
I played with extender weights, as well. If I were to remove the entire shell I would barely have enough weight to add the extra four beaters to the discs, which really isn't too worth it in my opinion considering the shell actually gives a lot of protection to the chassis. Plus, the four beaters already do quite a bit of damage! :)
Still kept it right at 248kg, just swapped some extenders for the extra connection points.
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I'd recommend not attaching the piglets not via the outer shell but from behind, that way if you shell is removed (solid hit from a HS on either side) you still have weapons.
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I'd recommend not attaching the piglets not via the outer shell but from behind, that way if you shell is removed (solid hit from a HS on either side) you still have weapons.
The real attachment point to the piglets is behind and below, between the piglet and the chassis.
It looks to me that the new lateral attachments are the ones pretending to be attached.
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I'd recommend not attaching the piglets not via the outer shell but from behind, that way if you shell is removed (solid hit from a HS on either side) you still have weapons.
The real attachment point to the piglets is behind and below, between the piglet and the chassis.
It looks to me that the new lateral attachments are the ones pretending to be attached.
Oh, I really can't tell.
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I'd recommend not attaching the piglets not via the outer shell but from behind, that way if you shell is removed (solid hit from a HS on either side) you still have weapons.
The real attachment point to the piglets is behind and below, between the piglet and the chassis.
It looks to me that the new lateral attachments are the ones pretending to be attached.
Oh, I really can't tell.
I'm assuming this because the previous version has no lateral attachment to the piglets
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I'd recommend not attaching the piglets not via the outer shell but from behind, that way if you shell is removed (solid hit from a HS on either side) you still have weapons.
The real attachment point to the piglets is behind and below, between the piglet and the chassis.
It looks to me that the new lateral attachments are the ones pretending to be attached.
This is correct. The real attach points are at the base of the piglets, as seen in the previous version. The new 'connections' are on the sides of them.
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Do the beaters intersect at all while spinning?
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Do the beaters intersect at all while spinning?
Nope. Part of the reason I like having two per disc, actually. One disc is essentially rotated 90 degrees from the other at all times, so the bars never touch or intersect.
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Thing is with RA2, when one stops the other won't necessarily as well, so they may intersect while in battle, which isn't fully legal. Still looks awesome though man :)
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Well it could be done IRL with timing belts and stuff. Not really a problem. Remember R0B0's BBEANS6 entry had intersecting razors but it was still allowed in.
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Well it could be done IRL with timing belts and stuff. Not really a problem. Remember R0B0's BBEANS6 entry had intersecting razors but it was still allowed in.
BBEANS6 wasn't an IRL tournament...
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yeah but it still had the realistic rule...
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In standard you can argue that the weapon never have to touch each other. But why would anyone go through the hassle of chaining weapon system together IRL when they can just be space apart a bit more?
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yeah unfortunately you can't really justify the beaters like that.
You could, however, try making it one disk instead a la Warhead
disregard all of that I'm stupid and unintelligent.
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i'm pretty sure if you rotated the beater bars enough they wouldn't intersect
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i'm pretty sure if you rotated the beater bars enough they wouldn't intersect
I plan on trying this. I also think it might just make sense to use the center connection point on the beaters, in which case I'm almost 100% positive they would never intersect. I'll have to look again sometime soon.