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Messages - DarkMatterGaming

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1
Existing Games / Re: Yugioh/"Yugimonz"
« on: March 17, 2017, 11:14:03 PM »
That banlist was a work of art. Still find it insanely funny that they've gone through 3 formats in the time that it's taken the TCG to get one banlist.

2
Existing Games / Re: Yugioh/"Yugimonz"
« on: March 17, 2017, 11:06:24 PM »
I have dabbled in the Yug-Ye-Yos

all i ask is if can we just come to one consensus: **** zoodiacs

3
So.


Aggressive Tissue Box is still the main focus (I should get around to building that flipper I've been wanting to do) since it's the first bot in a really long time that I want to see work this damn badly.

In the process of trying to make this thing at least somewhat workable, I made a realization:


I had too much power in my drive.


That's why it kept flipping over while turning! So after a quick retooling, I now have this:





Sideway Skis absorb most of the momentum that makes the bot just flop over; conversely, it's now much hard to self right myself.



Back shot, mostly just showing that we're back down to regular motorcycle wheels. Reverted the results from the experiments last night too.




Since we're down to only 3 motors, decided to scrap the big ole black battery in favor of two battlepacks. I might be overcompensating a bit but right now I'm aiming for functionality. Later down the line I can worry about how efficient the internals are.


I didn't take screencaps but other things I experimented with:

  • Two more NPCs directly above the two already on there in an attempt to test invertability
  • Making a small 'roll cage' on the top (same place as where the NPCs were)


Both.. worked but neither felt right. The role cage did provide a lot of stability when it was upside down, though, so maybe I will end up keeping that change.


Anyway, somewhat shorter update tonight; tomorrow I'll rough draft my flipper and we'll see if I'm any better at flippers than weird Not-Nightmares.


That reminds me, rename to Day Stallion

4
THAT MAKES IT SO MUCH EASIER TO FIT THE NEW WEAPON MOTOR IN

THANK YOU


Edit:


Okay, before I go off to sleep, going to update with what I tried to make this thing... stable.


The Dual Ztek, in fact, did not work. In fact I think it made things worse.


I also ditched the NPCs thinking that my bot was pirouetting because it was turning into the weapon's spin too fast. ...also didn't work.


I'm running out of ideas aside from revert to a standard chassis build and make it like half an H

5
GOOD NEWS ON AGGRESSIVE TISSUE BOX (Pending name: Day Stallion, shout out to Shield)


In my ride home from school, I came up with a way to stop the flipping while moving forward while simultaneously keeping the chassis relatively small. Unfortunately it comes at the price of vulnerable wheels and the bot having a tendency to flip while driving with the weapon active (it's seriously fine otherwise).


So here's what I did:




why is that battery sticking out

I placed Anchors on 4 corners diagonal of each other and set up the drive train there. Gravity has it fall forward, boom I've got a stable robot (when it's not using it's weapon).



Here's a clean shot of the internals from the top; the chassis is just tall enough to fit the ZTek motor. Speaking of that, I think I've figured out why the bot keeps spinning out while driving to one side: the weight is imbalanced. So I'm probably going to replace that standard Ztek with a doublesided and see if that driving issues iron out.




This is how the bot is supposed to look. As of right now Size 2 Motorcycle wheels are the only wheels big enough to simultaneously let me drive without spinning out and have the larger Typhoon teeth that I had originally. Downside: they are very easily picked off. Might want to build a small frame around them and armor them up... Maybe that'll help prevent the self flipping alongside the new weapon motor?





To wrap things up, here's an annotation of what I did to set up the drive train (hopefully symmetrical on both sides, the ZTek was kind of a hassle to build around since hitbox romance). Maybe I should change these to 45 degrees but then I think the bot would sit too low and I'd scrape.


Side note, I do have another bot sitting in the works; combination Flipper + Flail spinner. Spoilers: only one of these weapons is actually worth a damn.


Anyway, feedback appreciated; I think this design is actually starting to get somewhere.

6
Game Development / Re: Robot Combat prototype in progress
« on: March 15, 2017, 09:41:00 PM »
I want to see this to completion.

Make up for what RA3 should have been. I have faith!!

7
DSL TC Showcases / Re: TheRoboteer Tries and Fails at DSL
« on: March 15, 2017, 09:38:01 PM »
It's only after looking at that last robot that it occurs to me how to properly use NPCs. ...I'm slow.


Anyway, just out of curiosity, is the unused space just for the outside's aesthetics? thinking on it probably but you never know

8
Going to update with my current build of things before I head off to bed; probably need to stretch the chassis out a little bit upwards because the wheels feel way too tight. But it looks safe enough and has taken a hell of a beating against the AI Bots (like the one with all the spinning maces that slips my mind! whoops).


Anyway, I hope I'm not breaking any rules with all the pictures and stuff. I try to be as comprehensive as possible with these whoops



Featuring 1 inch Titanium armor. Also yeah, we're keeping the "Die! D:<"




Back shot; those wedges, for supposedly being part of a shell for spinners, make really spiffy armor pieces.



Here's where one of my issues with this redesign lays: I made the wheels too close together and it still functions as well as a slip'n'slide. Which, comically, has allowed it to get on top of AI bots and just roll all over them with those giant screw off blades.



Next redesign is also going to have me lowering the roof to where that battery's top is (if I can measure it correctly). Or maybe just the Z-Tek, since battery power isn't the biggest concern for this thing.


Edit: It has just occurred to me that they're the same height. I'M SMART GUYS




Here's a side shot of the drive set-up without all the armor covering it (Med skis for the sides and the aforementioned shells for the front). Planning on replacing the wheels with Vlad wheels once I figure out the correct spacing.


Sidenote: because of how low it sits to the ground, I had to replace the Large Typhoon teeth with the small variants. Is there that much of a difference between them?


And another sidenote: thank you for all of the help. ;u;

9
PIGLETS FOR DRIVE REEEEEE

Yeah, you already know that piglets aren't the best for drive, so you'll want to be rid of them. The drive legs look cool but aren't super efficient, so if you're more concerned with efficiency then looks, you might want to move the legs further apart, both horizontally or vertically. If not, you'll want to armour the legs more, at least. Typhoon teeth are pretty OP so your weapon choice looks solid. It's certainly an interesting bot.


I'm gonna assume replace the Piglets with NPCs? They might be far enough apart for the bot not to turn into a hurtling ball of "why am I doing please stop."


I'm also assume that I need to lower the machine more.

10
Whew boy, it has been awhile.


And no, my bot building skills have not gotten any better! In fact, I think they got worse. Hooray!

So without further ado (and to what the Discord has already seen): a mistake Aggressive Tissue Box.

...No, my naming conventions haven't improved either.





It's a Heavyweight vertical spinner (because I don't know how to build light) using 2 Large2 DSL Discs for the flywheels, large Typhoon teeth for weapons and a ZTek motor for the weaponry. And yes, I've already heard about the Piglets for drive...




Here's a top view of the bot - optimization is needed desperately but I'm so rusty at this that I've forgotten most of the finer details about building. So that's why stuff like this happens all the time!



Why yes, that is the test drive area.

In summary of Aggressive Tissue Box:

Pros:
  • The weaponry actually does do decent damage to AI bots. ...If I can hit them.
  • The weapon also doubles as a surprisingly effective srimech if it can find the grip.

Cons:
  • FLIPS LIKE NO ONE'S BUSINESS
  • If I go onto the ground, I lose all control of a fight.


So that's it; I know the bot's a piece of hot garbage but I love the idea of it, so I'd really like to know what to do to make it less of an incoherent mess.

Thank you in advance.

11
Off-Topic Discussion / Re: New Member? Introduce Yourself!
« on: March 14, 2017, 10:14:53 AM »
Where you from in jersey?

Sicklerville. Help.


Also thanks for the warm welcome (back?) guys. I appreciate it!

12
BBEAMS Entry
(Image removed from quote.)



It's like a Manhack and a scrapyard had an aggressive baby...

13
Off-Topic Discussion / Re: New Member? Introduce Yourself!
« on: March 13, 2017, 08:00:39 PM »
Does it count if I haven't touched this account in forever and no one really remembers me


Assuming yes, my name's Matt. I browsed here a couple of years ago, fell off the face of the earth and now I'm back and equally as confused as I was back then!

14
Existing Games / Re: Fallout 4
« on: June 28, 2015, 03:28:03 PM »
It's five dollars. My family isn't in a fantastic spot either but it's five dollars.

15
Existing Games / Re: Fallout 4
« on: June 28, 2015, 08:38:30 AM »
Ahem. The Deathclaw Gauntlets are kinda sorta better than the Power Fist. Fite me.

for all the effort needed?

the blueprints needed to gather it so that it doesn't start out with pathetic CND?

the ravenous monsters needed to be slain?

yea no.

Power fist can be found anywhere, heck there's a full CND one found in the slaver camp. A quick steal.

it is a cooler weapon, but the effort needed is a little too troublesome imo

Or you purchase The Pitt and you do the main questline, getting a pair for absolutely free.

16
Existing Games / Re: Fallout 4
« on: June 26, 2015, 08:07:44 PM »
Ahem. The Deathclaw Gauntlets are kinda sorta better than the Power Fist. Fite me.

17
What I'm taking out of this is that - somehow - my first build was generally better weapon wise. I don't even...

Anyway, I am kind flip-floppy between IRL and things that actually work, so I'll give the motors a try; honestly, at the moment, I'm half tempted to just rip the thing apart and try a different approach chassis wise.

18
I did end up altering the chassis, actually, and... Well, to call him "Big" Red isn't accurate anymore.

Gentlemen, this is Moderate Red.

...and yes, he's still underperforming!



I did try to use NPC-Fasts at first, but... Simply put, they made it waaaaay too hard to control, and I ended up using regular NPCs.

The guts are mostly untouched, though; the biggest change is that it's using one Red and the drive.





Right now my biggest issue with the design - and something I don't know how to get around - is that the weapon isn't exactly... dependable. Any bot I put him against almost destroyed him instantly, and for some reason I didn't get DSA so I had to make it 1 mm Aluminum. I also tried a design with Iron Spikes, but... that didn't get very far either...

19
Okay, thanks for the information, Nar.

Meanwhile...



Why? Why does RA2 hate me?

20
Started playing around with what you said, and I've come to the conclusion that - as a result - I need to cut down the chassis size, which will theoretically cut down at least a few hundred pounds. It's already come down by a lot with your advice, though!

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