Author Topic: Unreal's Ultraforce!  (Read 11156 times)

Offline Naryar

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Re: Unreal's Ultraforce!
« Reply #60 on: March 01, 2012, 07:52:20 AM »
why do you have a poker aiming in 2 opposite directions and SO MUCH PISTONS is above me.

seriously the airtanks aren't going to last more than 1min with all these pistons.

Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #61 on: March 01, 2012, 02:16:55 PM »
Thats the point of the design, most of the time only either the front or the back will fire at a time, the controls are L Shift front fire, L Ctrl Rear fire and space all fire. Plus they don't have to fire all the time. And in all of the matches I have played with this bot (over 50) the CO2 has never run out which is nice :)

Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #62 on: March 01, 2012, 03:21:28 PM »
P.S. an unintended but interesting side effect of all those pistons is that they give a speed boots. So if I max the speed and then hit fire just before hitting the opponent I get a BIG hit :) which is nice.

Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #63 on: March 02, 2012, 06:47:19 PM »
I am retiring the VCR Vengeance, I was going to put it through an epic gauntlet, playing every bot in almost every arena and see what happens, but I have started to get annoyed with the combat (mostly armour/impact damage) mechanics so I have decided to stop and make a new bot. Here are the final results:

Victories:

Bridge of Doom:

Scout, Red Alert, T-Minus, Biohazard, Roly Poly, Grog, the Vengeful (tie), Robot X, Matilda, Behemoth, Hammerhead Shark, Blood Runner, Wheely Big Cheese, Ninja Assassin, Samurai, Bob, Firestorm, Cleprechaun, Shredator, El Diablo, Broke!, The Boxer Returns, Ziggo, Overkill, Raving M.A.D., insanity, Hypno Disc, Panic Attack, Tip of the Iceberg, Iceberg, Snow Job, S3, Beta, Flip Jack, Lightning, Storm II, Sir Killalot, Grim Chopper, Lock Nut, Mechavore, Techno Destructo, Insande Berserker, Razorback, Complete Control, Tazbot, Razer, Mangy Mutt, Top Dog, Bad Dog, Growler, Bulldog Breed, Velociraptor, Whack!, Chaos 2, Poison Stinger, Tempest, UndeadBeat, WhirlWep, Supernova, Typhoon, Ripblade II, The Suff of Champions, Wrecktangle 2, Backlash, 259, Minion, That Damn Dustpan, Vladiator, Vlad the IMpaler, Wedge of Doom, Dominator 2, YU812, Gammaraze III, Topknot II, Scoot or Die, Triclops V2.0, AQ-Nanowhirl, AW-Terminous, BW-Microwhirl, BW-Truelove, BW-Peer Pressure, BW-Robo Killase, Apollyon, Ruiner, Buster Blade, Vertigo.

Bridge of Doom:

Scout, Second Sentinel, Biohazard, Roly Poly, Grog the Vengeful, Robot X, Matilda, Behemoth, Hammerhead Shark, Grisley Bear, Billy Bot, Wheely Big Cheese, Ninja Assassin, Bob, Firestorm, Bot 205, Cleprechaun, Shrederator, BROKE!, Ziggo, Overkill, Raving M.A.D. insanity, Tip of the Iceberg, Snow Job, Vladiator Poker, Flip Jack.



It got a few good wins, some bots got immobalised in BOD, overall the middleweights and the lightweights were the most fun to fight as most of them were strong but not rediculously invincible like the HWs. Also the damage of the weaponry on some of the heavyweights was a bit much, and I can now see why bots with actual chassis with things inside them might be actually a disadvantage, but overall I liked the AI bots, each is original and a bit different which is no mean feat, especially pon2n. Well done team DSL  :claping :claping :claping .

Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #64 on: March 02, 2012, 07:27:58 PM »
I'm trying to decide for tomorrow what type of bot I should make, but I really can't make my mind up. Anyone got any ideas?

Offline russian roulette

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Re: Unreal's Ultraforce!
« Reply #65 on: March 02, 2012, 07:58:49 PM »
Try a Nightmare style vertical spinner.

Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #66 on: March 03, 2012, 11:44:36 AM »
New Bot: 'Murder One'











10T
756HW
2x Perm 132 EL's.

My take on a vertical spinner. Made it a heavyweight which was probably a mistake though I can easily scale it down if I want to use it.


Drives like a complete loooonatic.

Offline MassimoV

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Re: Unreal's Ultraforce!
« Reply #67 on: March 03, 2012, 01:09:33 PM »
I'm gonna call it Bot Out Of Hell 2.

Offline Naryar

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Re: Unreal's Ultraforce!
« Reply #68 on: March 03, 2012, 02:17:33 PM »
DSL bars are only preventing the bot from self-righting.

Too much batteries as well, and it can be made shorter in height.

Also pretty sure you can make this into a MW. That has MW-level weaponry, at least.

Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #69 on: March 03, 2012, 02:32:57 PM »
Actually the final version with the fatboy tyres doesn't need a scremech as it is so lively it can easily write itself, also the DSL bars are there to stop the weapon from touching the ground if it gets inverted, which is also why the wheels are at the corner. You may be right about making it shorter. I may come back to this in the future.

Offline NFX

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Re: Unreal's Ultraforce!
« Reply #70 on: March 03, 2012, 02:34:00 PM »
I think that'll be quite unstable with wedges like that. VS and wedges tend not to mix particularly well, especially when they become unbalanced. You don't have to worry about that much with Clep Blades, but they do have a square collision mesh (press F12 to view), so it'll be dealing less damage than you'd like to. I also think it has normals, so the one facing backwards won't be dealing much to any damage at all.
Co-creator of The RA2 Randomiser



Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #71 on: March 03, 2012, 02:43:18 PM »
Thanks, I've just tried to calculate the armour values, so I can better predict what a bot would weigh with the components I had in mind for it, but when I did an experiment I found the results were a bit mad:

1 square at minimum pixel height of 10mm plastic is 10.6 kg. 2 squares is 17.3 and 3 squares is 23.9. So that's me stumped. Has anyone ever found a way of calculating armour weight to some degree of accuracy?

Offline HurricaneAndrew

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Re: Unreal's Ultraforce!
« Reply #72 on: March 03, 2012, 02:47:59 PM »
Thanks, I've just tried to calculate the armour values, so I can better predict what a bot would weigh with the components I had in mind for it, but when I did an experiment I found the results were a bit mad:

1 square at minimum pixel height of 10mm plastic is 10.6 kg. 2 squares is 17.3 and 3 squares is 23.9. So that's me stumped. Has anyone ever found a way of calculating armour weight to some degree of accuracy?

I don't think there is much way to calculate it. Though, Clickbeetle did an experiment with chassis size and found that a large chassis is actually more resistant to damage that a small chassis. This brings up the "weightwaste vs. hitpoints" issue.

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Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #73 on: March 03, 2012, 02:53:16 PM »
Yeah I read that, is there really no way to have a gestimate at least of the weight of armour?

Offline NFX

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Re: Unreal's Ultraforce!
« Reply #74 on: March 03, 2012, 03:10:03 PM »
I go about it the other way, I start out by calculating the weight of the components, then that gives me how much weight I'd have left over for the chassis and armour. If I don't think it'll be enough, then I can recalculate which components I'd have to change and such. But if you know which "weight" the armour is, 1mm Plastic = 3, for instance, then you'd be able to divide/multiply the chassis weight you have to begin with (DSA would be 12) with the armour you want, to see if you've got enough weight left over for the components you want.
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Offline Badnik96

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Re: Unreal's Ultraforce!
« Reply #75 on: March 03, 2012, 03:13:05 PM »
Is it meant to be IRL?

If so I would swap the 2 clep blades for one 100cm black disc with cutting teeth.

Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #76 on: March 03, 2012, 04:36:24 PM »
I have a thing where I don't like the bot to look unsymmetrical. That's why I put 2 perms in instead of one. If you notice almost all, if not all of my bots are exactly symmetrical.  :rage

Offline That Robot is a Spy!

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Re: Unreal's Ultraforce!
« Reply #77 on: March 03, 2012, 04:43:54 PM »
100 cm Discs?
Or even drums and some weapon plates.

Offline Unreal

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Re: Unreal's Ultraforce!
« Reply #78 on: March 04, 2012, 12:20:25 PM »
New robot: 'Eavy Metal









Couldn't decide what to build so I decided I would go through every weapon in the DSL and make a middleweight robot for it. First up is Ant Blades.


Armour: 5mm steel
Weight: 397 kg


In testing vs Behemoth it took off the bucket, ripped out its front right wheel and destroyed its control unit  :beer:




Offline NFX

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Re: Unreal's Ultraforce!
« Reply #79 on: March 04, 2012, 12:26:00 PM »
Why the srimech? You could simply add some larger wheels (Micro wheels SUCK, do avoid them as much as you can. I'd go for Minis if you need weight), and put some Robot X casters on the top or something to make the bot invertible. I did try a setup like this with a Middeweight version of The Highlander, it was surprisingly damaging, but quite laggy. Must be all the transparent bits on the sawblades.
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