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Messages - kix

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141
Showcases / Re: Kix has made Robot Rumble 2.0 bots
« on: June 07, 2020, 03:48:38 AM »
The Original:

the one with actual functioning srimech:

142
I thought that eteks were prone to overheating too easy. But then i was running them at 48v (although iirc they can easily take 48v)
But shouldn't your headbanging verts survive less time?
I am using brushless motors for verts, and unlike brushed they can take higher voltages easily afaik

143
I thought that eteks were prone to overheating too easy. But then i was running them at 48v (although iirc they can easily take 48v)

144
We just heard back from the community college.  They won’t be ready for in person tournaments until October.  That means we have some time.  We will put out this as a stable release tomorrow morning, then take our time getting damage, pneumatics, and crushers working properly.
That gives you more time to prepare as people say.

145
kix, I forgot to ask, but does the new botlab shader keep your GPU cooler?  The new shader should be slightly more efficient.
Tbh, kupa limited the game to 60fps, so my gpu already got cooler back 2 builds ago

Also an idea in controls section. God editing incoming:
Yeah ok this forum is ass and because i cant insert attachment at all i have to upload it to youtube

146
Now i wonder if we could keep the collision but just make the parts have a hole. Ik roblox has that feature iirc

147
We do!

How many people do you think might be interested?  Due to family constraints I can only commit to three hours.  Maybe 8 robots total?  That would give us time to talk about stuff as we are going.
Yeah 8 robots is pretty great. If youre thinking of it as a proper tournament. I remember doing 32 bot tournament in few hours, single bracket wise so 16 shouldnt be a gamble, 2 bots per person. Due to timezone differences, i most likely wouldnt be able to do more than 3 hours so thats a thing. You say that youll be ready in two weeks. Any possible date? Tbh date isnt really a problem, im really more interested in time

148
We do.  We just started using Discord last week and it has been great so far.
Nice, so how would we go arrangement wise? Im free this week

This week we are finding and fixing bugs.  Next week I'm building real-life robots.  What about two weeks from now?  That will give me time to figure out child care too.
I might be available in 2 weeks. Yall have a server ill be able to join for the tournament?

149
We do.  We just started using Discord last week and it has been great so far.
Nice, so how would we go arrangement wise? Im free this week

150
Thank you!  I get it about burnout.  How would you guys feel about a parsec tournament with the developers?  We could come up with a list of improvements while we are at it.
It would be nice. You guys have discord? We prefer to host it there as voice chat is a godsend

151
This build is intended to be the summer tournament build.  CodeSilver, kix, would you mind taking a look at it with an eye for how it will play on Parsec/online?

After this build we are going back into development and adding new features and breaking things. :)
Ill see what i can do
Work, mental state overall and not caring about this forum meant that RR2 has taken a backseat, by a lot actually. I still havent tested the build of the game, but ill download it in a few hours most likely
Also wouldnt it be better for the tournament to have damage on?

152
Eureka!  The instability occurred because Physics Tick Rate was set at 100 ticks/second.

So:

100 ticks/sec = spinners break at 3000 RPM
200 ticks/sec = spinners break at 6000 RPM
300 ticks/sec = spinners break at 9000 RPM
400 ticks/sec = spinners break at 12,000 RPM
500 ticks/sec = spinners break at 15,000 RPM

Edit:  I suppose we need to design the game so it runs well at 300 ticks/second.  The right answer is probably still to limit the actual RPM to 2500 or so, then fake it above that value.  Things that would need to be faked:

RPM
kinetic energy
angular momentum
motor back EMF / back torque
air drag

It is ironic to me that in order to run the game so that it will handle the cheapest spinner robots (beetleweight spinners at 15,000 RPM), you have to have a more expensive CPU.

Tbh, its 2020, and from what i have heared, either people can run it at 400+tick no problem, or they cant run it at all.
So there should not be a problem to run it at 9000 tip rpm without faking. The question is, how high can we go tickwise? 1000?

IMO faking is a good possibility, but im not a fan of it very much

153
kix,
I have been fighting with stability for Green Banana’s 7000 RPM spinner.  I can’t get it to remain stable.  I’m at my wits end, and suspect that I might need to make some drastic changes to spinner physics to make it work.

Ugh.

Edit: min's Poison Arrow is mostly stable.  It has a lot of gyro lift, but it doesn't self-destruct like Green Banana.  As far as I can tell, the biggest difference is that Green Banana has a very small spinner.  Poison Arrow has a wide drum.  Two thoughts:

1. It takes less radial force to apply a stabilizing torque to a wider drum.

...or...

2. Things are wonky because 3000 RPM coincides with 50 revolutions per second.  At a 100 fps physics tick rate that means that the spinner rotates 180 degrees, computes physics collisions and restoring forces, rotates 180 degrees, computes physics collisions and restoring forces, etc...  At 3000 RPM, the physics forces are always one direction, then 180 degrees opposite, then back to the original direction.  This is the perfect recipe for resonance and exploding spinners.  It is even worse at 6000 RPM.  At this speed the weapon is always in exactly the same position, but with a massive speed.  This means it is always going to experience a huge force in one direction.

To permanently fix the problem I suspect that I will have to somehow keep the real speed of the spinner below 2500 RPM or so, while having a "virtual speed" that goes higher.  It is a mess conceptually.  It breaks physics.  I don't like it.  Agh.
I dont think i really have that issue, i will have to check it again, could be a build problem possibly?

154
Showcases / Re: Kix has made Robot Rumble 2.0 bots
« on: June 01, 2020, 06:07:43 PM »
this looks so cool. absolutely love the arrows pointing in and all the intricate detailing on the weapon support
Thank
I really love the design of the bot. The weapon and weapon supports are especially nice. I feel like a different color scheme might work better with it tho.
As much as i also think that other colors would fit better, i just like myself some green stuff in life

155
Showcases / Re: Kix has made Robot Rumble 2.0 bots
« on: June 01, 2020, 01:39:19 PM »
Finally kicked myself into finishing the bot. Skinning is really not my specialty, and idk how to improve it better, so yeah

Also if you zoomers wondered how i do internals, its kinda neat and crammed so its hell for me.

Also no, the bot is not overweight, i have noticed that it was over 110 kilos so i made the top armor thinner

156
How does one change votes? Misclicked and i pressed no instead of yes

157
I just tried Aftershock.  The 10S you are using is pretty high for drive.  According to the Robot Wars wiki Aftershock uses 6S for drive.  I wouldn't be surprised if you had overheating problems.

I swapped out the 10S for 6S, and it drives okay.  I tried messing with the gear ratio a bit, and I'm mostly happy with it.

I'm also really curious to see how it drives using analog sticks on a game controller rather than a keyboard.
I should try using a controller for the bots tbh, i could give you feedback i suppose

158
Modifications / Re: beltless perms
« on: May 30, 2020, 07:05:17 AM »
Oh so a Usable E-tek
except you can't hubmotor a perm with a drum like you can an etek (although the perm 80 does fit nicely)


Who says that you cant

159
Modifications / Re: belted twms
« on: May 29, 2020, 04:50:30 PM »
these are awesome. i just wish there was a couple of longer variants
Also more angles would be nice.
do it yourself. you guys need to learn eventually cause once kix and bild kick the bucket y'all are screwed
Why you including me? I aint makin sh** for ra2, deffo aint teaching too

160
[Added] Added Ultimate Tensile Strength (UTS) to ArmourMaterial. This is a material property that can be found online for any given material. It will be used together with the spinner's current KE to determine the amount of bite required for a "good hit".  The idea is that harder armors require less bite.  You would have to bite really deeply into UHMW in order to get a good hit.
I did notice a difference when a bot used UHMW to protect its front compared to Steel, so it works

[Changed] Revised the motor thermal model to make overheating less likely. All motors in the game are now assumed to use NEMA Class F silicone insulation in their windings, rated to 155 degrees.  This is based on testing with my Tombclone and the ME0708. The electrical system now includes both temperature-dependent and temperature-independent resistance. This paves the way for a more complete electrical model of the battery, ESC, and connecting wiring.
It is noticeable, the motors can be geared a bit higher now, which is good

[Bug Fix] Angular momentum and moment of inertia were incorrectly reported after the MOI adjustment implemented in the most recent build. This drastically reduced the amount of impulse applied to the two objects when a spinner hit.  Min and kix, I believe this was the cause of the "weakened hits".  They should be restored to more than their previous amount of oomph.  I will be adjusting them again now that there is a plan for spinner bite.
Again, fairly noticeable as vertical spinners are now able to self Right

[Bug Fix] Resolution being downscaled on scene transition
This is still not working sadly, only place it works is in the multiplayer battle bot selection scene.

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