Author Topic: Unreal's Ultraforce!  (Read 11117 times)

Offline Unreal

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Unreal's Ultraforce!
« on: February 24, 2012, 05:07:41 PM »
This is my first RA2DSL2.1 robot: Scorpion











Reasonably pleased with the robot, performed fairly well except against spinners.

Final results before retirement:



Any thoughts welcome :)
« Last Edit: February 27, 2012, 07:22:57 PM by Unreal »

Offline Mr. AS

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Re: First Robot!
« Reply #1 on: February 24, 2012, 05:12:14 PM »
trade out those omni connectors for multiextenders

also, weight + armor?
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Offline Unreal

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Re: First Robot!
« Reply #2 on: February 24, 2012, 05:14:51 PM »
Weight 382/Middleweith 1mm titanium.

Offline GoldenFox93

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Re: First Robot!
« Reply #3 on: February 24, 2012, 05:18:10 PM »
1mm armour is a bit thin- you'll be better off with 3mm plastic, I think.



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Offline Badnik96

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Re: First Robot!
« Reply #4 on: February 24, 2012, 05:18:44 PM »
Looks cool. You definitely joined at the right time, right now that sort if building is the cool thing to do. This time last year everyone would be like "OMG dat bot sux make it a box of NPCFs and MOAR RAZORZ". XD Now the style is to make things that could be seen IRL (In Real Life) and that definitely could be seen IRL :D

Also did you try replacing the mace with a Lightning Spike or an Iron Spike? Would look cooler and be more effective.

Offline Unreal

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Re: First Robot!
« Reply #5 on: February 24, 2012, 05:24:24 PM »
Yeah I know what you mean, I much prefer to build realistic robots, I can't help it, when I design a robot (been designing for a week or so now) I think like I was making a robot for Robot Wars almost instinctively.

I looked at the spike but I felt in real life a spike wouldn't do much damage compared to a mace.


The biggest problem I had was getting a component that would rotate from one fixed angle to another on an axis, but not in a burst fashion. I wanted to make the tail move back or forward at will but I had to settle for the burst motor. Is there a component that does that?

If I had something like that I think I would have tried to make some scorpion claws as well rotating in from the side.

Offline GoldenFox93

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Re: First Robot!
« Reply #6 on: February 24, 2012, 05:25:58 PM »
Yeah I know what you mean, I much prefer to build realistic robots, I can't help it, when I design a robot (been designing for a week or so now) I think like I was making a robot for Robot Wars almost instinctively.
That's exactly the big thing at the moment- IRL building, so definitely a good time to join    :approve:



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Offline martymidget

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Re: First Robot!
« Reply #7 on: February 24, 2012, 05:27:35 PM »
Ahh, another IRL builder. Better not give any advice then :P

The biggest problem I had was getting a component that would rotate from one fixed angle to another on an axis, but not in a burst fashion. I wanted to make the tail move back or forward at will but I had to settle for the burst motor. Is there a component that does that?

For that you might want to try a servo. May not achieve what you desire though. You probably also need an ant battery or two.

Offline Reier

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Re: First Robot!
« Reply #8 on: February 24, 2012, 05:29:40 PM »
Hahah I like it

Not very combat effective, but cute nonetheless.
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Offline Badnik96

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Re: First Robot!
« Reply #9 on: February 24, 2012, 05:32:04 PM »
Oh yeah, one Battlepack for that is pretty underpowered. As a rule of thumb, you need one Ant Battery per spin motor.

Offline cephalopod

Re: First Robot!
« Reply #10 on: February 24, 2012, 05:35:10 PM »
Yeah, a servo is your best bet but they don't do between 2 fixed points, instead they're a motor, however whatever's attached doesn't fall due to gravity like on other motors, so you achieve nice controlled rotation that stops when you release the button. I think that's an acceptable definition..
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Offline NFX

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Re: First Robot!
« Reply #11 on: February 24, 2012, 05:45:37 PM »
Looks quite funky, but it'll not be up to much in combat. If that's what you're going for, though, making realistic designs as opposed to pure combat-effective ones, then there's quite a buzz about that at the moment. =) As a general rule of thumb, though, if you place aesthetics above efficiency, then you'll end up with a good IRL bot.

That's not to say you can't use effective components for it, though. For instance, the Omni Connectors could be easily replaced by Multi Extenders, saving you 14kg. Plus, it'll be inside the chassis, and nobody will see it, so it doesn't really matter if it doesn't look as cool. If you take a look through the Battlebots tournaments, Blades of Fury, and a few showcases such as Thyrus's, dragonsteincoles, Scrap Daddy's and mine, you'll find some pretty good examples of IRL bots that can be built. =) A good skin really does wonders for an IRL bot, in my view.
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Offline Pwnator

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Re: First Robot!
« Reply #12 on: February 24, 2012, 08:46:49 PM »
IT'S SO CUTE I'M GONNA EXPLO-*boom*

What they said, yadda yadda yadda, and the drill system seems to be out-of-place, though.
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Offline Scorpion

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Re: First Robot!
« Reply #13 on: February 24, 2012, 09:05:39 PM »
Nice name

Offline Unreal

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Re: First Robot!
« Reply #14 on: February 25, 2012, 03:07:20 AM »
Thanks for the advice people, keep it coming. When it comes to making bots I normally get an initial idea, I wonder if I could do such and such..., then I see if I can build it. Thats the buzz for me in this game. I'll be interested to see what happens if I try to build the most effective battle robot I can, can't see that happening for a while as trying to build mad cap ideas is more fun.


Offline Unreal

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Re: Unreal's Red Wing Bots
« Reply #15 on: February 25, 2012, 05:50:45 AM »
This is my abortive attempt to make a hexapod:







This is as far as I got before I realised that the servo couldn't take the weight of the bot, and after a couple of steps the legs would splay out and the bot would collapse  :laughing

I was wondering if anyone has made a successful walker bot before (legs only no wheels)?

Offline ty4er

Re: Unreal's Red Wing Bots
« Reply #16 on: February 25, 2012, 05:53:21 AM »
well scrap daddy's goliath beetle comes close.

nice idea though
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is this bot don't lost all razors in a fight before do a damage thought

Offline NFX

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Re: Unreal's Red Wing Bots
« Reply #17 on: February 25, 2012, 05:56:56 AM »
There's a couple up on YouTube, but the mechanics of a walker simply don't work in the game. RA2 locks physics in a room and then farts in it, basically. In our circles, a walker is classed as a robot that moves without using wheels or weapons, so you could have drum components, hexplates, 40cm skirts and so forth. If you use weapons as a means of propulsion, such as sawblades or maces on a disc, that's called a Crawler.

As for this one, I think you could do with some extra batter power in there. Try swapping the lone battlepack for 16 ants. A BSG needs two and a half ants for maximum power, but a servo needs none, strangely.
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Offline ty4er

Re: Unreal's Red Wing Bots
« Reply #18 on: February 25, 2012, 05:58:47 AM »
iirc a servo only uses power if there are batteries
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is this bot don't lost all razors in a fight before do a damage thought

Offline MassimoV

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Re: Unreal's Red Wing Bots
« Reply #19 on: February 25, 2012, 06:25:20 PM »
Interesting. I tried doing something like that. It didnt really work, and its impossible to ai. Good concept though.