Author Topic: SERIOUS Burst Motor Problem!  (Read 3851 times)

Offline RFS

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SERIOUS Burst Motor Problem!
« on: November 17, 2004, 08:38:13 PM »
Help! When I upgraded to V 1.2 all of the burst motors act like they have no power! They fire only once, and it is very VERY slow, and they do not retract. Multiplayer is way off now, because Dino Venger has V1.2 and this does not happen to him, so does anyone know what is wrong?

Should I reinstall the components for DSL?
The rumors of my death have been greatly exaggerated.

Offline ACAMS

SERIOUS Burst Motor Problem!
« Reply #1 on: November 17, 2004, 09:09:51 PM »
I don't know what to say, mine works fine
 BUT the JX burst needs some txt work

description = a vety powerful burst motor but uses alot of power to run
I fixed mine
description = a very powerful burst motor but uses alot of power to run

Offline Firebeetle

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SERIOUS Burst Motor Problem!
« Reply #2 on: November 17, 2004, 09:17:30 PM »
Have you tried reinstalling V1.2? It works fine for me too.

The JX Burst Motor is very powerful, but it requires a large amount of electrical current to function with its maximum strength.
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Offline RFS

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SERIOUS Burst Motor Problem!
« Reply #3 on: November 17, 2004, 10:44:28 PM »
I reinstalled and have the same thing. However I did a little testing. ALL of my robots for my AI pack are really weight concious, and theyre built like my old AI bots too, couple of batteries, hardly ever more than 2 or 3 in some of them.

Well I decided to get one of my robots I am having problems with and LOAD it with batteries. Now it works. I find this very very unnecessary to have a crap load of batteries with wonderful descriptions by AW that even Einstein probably wouldnt comprehend. Batteries and motors should be straight foreward. None of this amp hours crap.

Sorry if I am sounding like I am ranting but my whole AI pack has kinda crapped out now that I discovered they are ALL underpowered. I did lots of testing with them while making them (I puposely made the batteries inifnate for testing purposes). I assumed the same robot construction as RA2 before DSL. Bigger batteries can power a few motors without slowing down.

The batteries however, in their V1.2 form are fine.. for driving. I am able to keep one of my MW hammer bots on his toes for 3 mins straight using only 2 20KG Long Batteries. The battery bar is full, but when I fire the hammer it doesnt do crap. It slowly falls and doesnt come back.

Anyways, just thought I would raise this matter in DSL,
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Offline duh102

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SERIOUS Burst Motor Problem!
« Reply #4 on: November 18, 2004, 08:22:11 PM »
Yes, the elecmaxinoutrate is probably very high, accounting for that problem. Perhaps the DSL dudes need to fix the power instead of the inoutrate.
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Offline DarkRat

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SERIOUS Burst Motor Problem!
« Reply #5 on: November 19, 2004, 12:57:17 AM »
how heavy is the weapon on your burst ? i noticed with real heavy weapons it can run out very fast.
i played the AI pack and i did not see the weak burst problem.

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Offline RFS

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SERIOUS Burst Motor Problem!
« Reply #6 on: November 19, 2004, 04:30:56 PM »
Well on my beetleweight, I have a JX Burst with a 15 KG Titanitum Half Sheet as a flipper.

And on my MW Dead Lift I have a Titanium extender (I think 100cm) with a Ram Plate on a Beta Burst.

THe other MW Gaddang has a MagBurst with 2 IcePicks and a 100cm Titanium extender.
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Offline DarkRat

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SERIOUS Burst Motor Problem!
« Reply #7 on: November 20, 2004, 06:08:13 PM »
thats not heavy at all i am thinking of items up around 100 Kg's

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Offline toAst

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SERIOUS Burst Motor Problem!
« Reply #8 on: November 23, 2004, 11:33:48 AM »
Beta bursts don't flip well at all, everything else shlould work though.
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