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Messages - F1Krazy
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161
« on: August 10, 2019, 02:55:46 PM »
Yeah, you could beef up that frame with some cross supports (see Tombstone's supports). You've also got more than enough weight left over for some wheelguards, and maybe some small pieces on its back to stop it getting stuck there.
162
« on: August 10, 2019, 02:22:15 PM »
Mystic I definently agree my big spinners were crashing game before occasionally but they do do it a little more now
It sounds like physics stability needs to be my next priority. Every time I push into a new direction and add a new feature, stability suffers. Grrr.
Yep, that's game development for ya. I've been watching the Automation devs do this for like four years, don't worry about it. More motivation to get flatter motors. Eep!
Another option might be to have some kind of dedicated component for translating rotation in that way. Hypno-Disc used a gear setup like that IIRC (though Hypno-Disc was not exactly a shining beacon of mechanical reliability).
163
« on: August 10, 2019, 01:57:33 PM »
(Image removed from quote.) was messing around with the file
Oh, now that's interesting. Mount a spinner on that and see what happens. I'd be very interested to see if the rotation translates, because this could open a pathway to flatter horizontal spinners.
164
« on: August 07, 2019, 03:19:35 PM »
There are plenty of webcomics that do just rip off other people's characters, mostly from video games (I'm personally quite fond of Nerf NOW!), and none of them get sued into oblivion. "Fair use" should cover you - your work is intended as an affectionate parody and it's not like you're trying to make money off the RW/BattleBots brands. If you were trying to make money off the Robot Wars brand, it'd be more than the BBC ever did, but that's besides the point.
I see no issues here. Go for it! I'd read it.
165
« on: August 07, 2019, 08:19:21 AM »
A robot that is 65% weapon should be completely uncontrollable when the weapon is moving. Let me think about this for a bit...
A robot that is 65% weapon will also have armour made out of cardboard. I don't think much nerfing is necessary; once we start doing tournaments, people will work out for themselves how hopelessly impractical those kinds of weapons are and the "who can make the biggest Deep Six clone" contest should cease.
166
« on: August 07, 2019, 07:26:16 AM »
617 mph?! That's approximately 80% of the speed of sound.
I'm sure there will be plenty of exploits like that, but they will almost invariably be un-IRL - and I can foresee tournaments having tip speed limits anyway for balancing purposes, just like BattleBots and Extreme Robots have.
167
« on: August 06, 2019, 04:36:21 PM »
In other news, is there a way I can add a chain drive to a motor without having to delete everything attached to it and rebuild it? Because I was about to make Goodbye Kiss' hammer chain-driven, and then realised I'd have to delete the whole thing one piece at a time and rebuild it, and sod that tbqh
Copy paste is probably your best bet
I totally forgot that that was a thing (and that it worked on whole component chains). Thanks for the tip!
168
« on: August 06, 2019, 03:27:14 PM »
In other news, is there a way I can add a chain drive to a motor without having to delete everything attached to it and rebuild it? Because I was about to make Goodbye Kiss' hammer chain-driven, and then realised I'd have to delete the whole thing one piece at a time and rebuild it, and sod that tbqh
169
« on: August 06, 2019, 03:14:15 PM »
My focus here was on bite and launching the opponent more than it is on pure KE, and it seems to work well. Tip speed is only ~120mph which is nothing compared to what some other people have been doing, but the spinup speed is decent, the weapon has a fair bit of weight behind it, and the amount of bite it gets is fantastic. Really launches stuff on impact. Also added the martini stripes that were missing in the previous version too.
I really like where you are going with this. I tried to keep bite, impulse, and energy numbers as grounded in reality as possible. I had no idea how this would actually play out when people started building spinners for things other than just direct damage.
How many millimeters of bite are you seeing when you race across the test cage at full speed?
I'm getting around 21mm of bite at full speed which from speaking to other folks seems to be on the higher end (Hop was getting around 13ish on one of his bots I believe, but he had higher KE). I think deciding whether to prioritise KE or bite is gonna make for some really interesting spinner vs spinner fights in future so I'm all for it!
I think Absolute Zero and Spitfire both have zero bite when stationary, it goes up when they're moving though. I'm hesitant to make the teeth larger because right now they look very elegant IMO - don't take this the wrong way, Robo, but those giant square teeth on Speed Demon aren't the most pleasing things to look at, effective though they might be.
170
« on: August 06, 2019, 02:56:05 PM »
Let me know if there is something else you are looking for, and we can put it on the list of motors to model.
When I was prototyping my own robot combat game, I used this site to fetch the dimensions and rough specs of a pancake motor. I was planning for mine to be unlicensed and generic, idk how you'd go about licensing the actual motor. I have links for a couple of different model aircraft engines too, if you ever wanna implement petrol-powered motors in the game...
171
« on: August 06, 2019, 07:58:00 AM »
I'd also love to see flatter motors for horizontals and shell spinners.
Pancake motors have been requested repeatedly (including by my good self) so I'm sure they're on the devs' to-do list already. I think they're still at the point where they're getting the physics, mechanics, and general gameplay nailed down; once that's taken care of, then they can start focusing on adding more content.
172
« on: August 04, 2019, 04:08:00 PM »
This is my repro of Magnetar, which seems to cause the game to crash after fights, possibly due to the high part count. [ Quoting of attachment images from other messages is not allowed ] [ Quoting of attachment images from other messages is not allowed ]
Niiiiice. Keep up the good work!
173
« on: August 04, 2019, 02:39:09 PM »
Ok so I think having themed campaign mode could be cool. So you could chose different campaigns with different themes or bots in them. Also rewards for how well you do in each like maybe a new workshop look or new special components. I think customising the workshop is just something that should be added as it would be a nice way to display success in tournaments as well as add something that could be a neat customizable thing
Like how RA2 has trophies? You could maybe have a trophy cabinet in the workshop, and then every time you win a trophy in a tournament, it gets displayed there. Maybe you have to beat a robot in Campaign Mode before you can unlock it for free-play use? Sort of like how winning tournaments in the RW games unlocked real-life competitors?
174
« on: August 04, 2019, 02:31:53 PM »
That went a lot better than I expected, especially after I lost that opening fight to Distributor. After that I was just tearing everything up. ngl I feel a little bad about breaking my streak of "red bots with weird weapons" and then doing so well, it feels like I'm sacrificing originality for performance. Something to think about for DM5.
175
« on: August 04, 2019, 01:58:59 PM »
Those wheelguards on the flamethrower bot look a little flimsy, but I'm not sure what to suggest in terms of an alternate design. Maybe use an armour panel sticking out at an angle? Protip: use 10cm aluminium extenders instead of the anchors, they're smaller and they weigh less. As for Surge, I think the srimech would look better if you used an armour panel rather than a tall stack of extenders. Incidentally, do you have the Complete Edition? It includes a bunch of coloured extenders and panels you can use to give your robots some extra visual flair.
176
« on: August 04, 2019, 11:54:10 AM »
What weapon motor are you using? Because if it's not an Etek, you're not going to get much power.
just changed it to an e-tek. its RPM increased by 500, and the energy is now at 18.9 kg.
Sweet. As Mystic suggested, messing around with the gearing might let you squeeze more power into it. Alternately, since you're nowhere near your theoretical maximum, you could try redesigning the weapon for reduced drag.
177
« on: August 04, 2019, 11:34:49 AM »
What weapon motor are you using? Because if it's not an Etek, you're not going to get much power.
178
« on: August 04, 2019, 11:32:49 AM »
Two questions:
1. What do you like about the way RA2’s system works? What would you chnage?
2. What other games are great examples of ideas we could use?
This may just be me, but I think being able to adjust your build in between fights could lead to some fun match-ups. IE: Adding an anti-spinner configuration.
I like that idea too. Maybe coming in with a bunch of ready-to go parts? Maybe based on a weight limit?
Having a limited number of alternate configs could be fun, and would tie in with how modern robot combat works, but I don't know how you'd integrate that into the current build system. Perhaps something like Automation, where your cars have a base model and then one or more trims; you could have a base robot (chassis, drive system, batteries), and then everything else you put on it is a config. That'd be a total revamp of the build system, though. Something like RA2 and the Robot Wars games, where you have a limited amount of time to make repairs (and/or change configs) between matches, would also be great, and add a little extra challenge to things, as you try to prioritise which parts to repair/replace. One thing I'd like to note is that, if you're gonna have a tournament mode, you're gonna need a much bigger roster of opponents than at present. Especially if the tournaments are gonna cover the whole spectrum from antweights up to heavyweights, and especially if you don't want tournaments to get stale because you're fighting the same machines over and over, like in RA2. It should be fine to pad out the roster with botlab creations like (again) RA2 and the Robot Wars games, but you gotta make sure they collectively showcase as many of the botlab's capabilities as possible.
179
« on: August 04, 2019, 10:16:25 AM »
This isn't Facebook If you don't like someone can't you just push them off the board? (I know it didn't work for me but that's beside the point)
>implying anyone ever actually leaves this place is like the ****ing Hotel California
180
« on: August 04, 2019, 10:14:33 AM »
After looking through all the impressive builds/replicas I figured i'd throw a Quantum into the mix. After several do overs, I think I managed it. [ Quoting of attachment images from other messages is not allowed ]
That's amazing for your very first post here. I hope we can look forward to many more builds from you!
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