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Topics - Maka

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Discussion / A standard, realistic ruleset
« on: February 13, 2015, 03:57:37 AM »
So earlier I was reading the DSL-S rules and took it upon myself to rewrite them not only to look better, but to be better organized (more concise with less repetitions).

As I got into writing it though, I came across a few issues I had with it.  I started adding rules and making assumptions based on what I thought ought to be in a standardized set of rules for realistic robot building (not just for DSL either - it's not like we only build realistic robots in DSL).

So I figured I'd post my interpretation here.  I'd like to see what everyone thinks about it, and if anyone thinks any of the current rules should be looked at based on my suggestions.



Realistic standard robots are intended to emulate robots that are capable of physically being built (regardless of the time or resources required to do so).  Realistic standard robots must adhere to the following guidelines or any unstated restrictions that creating a physically constructible robot implies.

A realistic standard robot...
  • must have a control board and at least one battery.
  • cannot be built to exploit Havok glitches (excluding chicken drills) or any other kind of game-breaking glitches.  These include, but are not limited to:
    • trinity
    • nasty pickle
    • rupting
    • Trovaner chassis
  • must be built entirely in the botlab under legitimate conditions.  Prohibited building methods include, but are not limited to:
    • bot-file editing (BFE)
    • advanced attachment method (AAM)
    • hax mode
  • must be built from the chassis up.  All components must be physically connect to the chassis by way of extenders and end in some chassis mount (motor, baseplate mount, or otherwise).
  • must be entirely destructible.  Use of indestructible parts (such as casters or skirt mounts) as armor is prohibited.
  • must use realistic armor.  A robot cannot be armored with double-strength aluminum (DSA).

A component may intersect...
  • some of the chassis.
  • other components that do not move relative to it.

A component may NOT intersect...
  • any kind of mechanical component (any component capable of allowing movement relative to the chassis), power source, control board, or baseplate mount.
  • an unrealistic portion of the chassis (ie: a disc that divides the chassis into two completely separate, physically unconnectable pieces).
  • any component that can move relative to it (ie: a component mounted on another motor or baseplate anchor).
  • components that are perfectly or near perfectly stacked inside of it.



If anyone wants me to elaborate on any of these rules or why I chose them, I'll gladly do so.

2
Stock Showcases / Maka's Makinations
« on: January 23, 2015, 12:05:41 AM »
So this is my showcase where I'll post robutts.

I've been lurking for a while so I know some stuff already.  Here's something I've thrown together recently:

This one was just sort of a proof of concept model.  I just wanted to mount everything to see how it would look with all the stuff on it.

In the time I spend waiting for the account to be approved, I made it more efficient:

Figures that it would come up heavy.  Thank you based Gabriel Interactive for your arbitrary weight limits.
I can probably get it below the MW threshold if I trim the chassis a bit, but I'm saving that for later because chassis work is a pain.

Yeah so constructive criticism is good mkay.

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