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Messages - Clickbeetle
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1601
« on: October 17, 2010, 03:07:48 PM »
how do I make it happen on command? (because I think it looks really cool)
Replace generic_refmap2.bmp in the shinywheel folder with any .bmp (doesn't matter what's on it) of random dimensions. Example: 47x89, or 111x61. That should work. Though I've never heard of anyone TRYING to get this glitch... usually it is unwanted and unintentional.
1602
« on: October 17, 2010, 02:47:30 PM »
Not to totally shoot down the idea or anything, but how about you focus on getting RIWS1 voted into signups on the next poll first, and THEN focus on getting the main tournament done, and THEN, if you still have time/interest, think about doing a bonus match.  I can guarantee you everyone who enters the tournament cares more about the main event than special bonus matches.
1603
« on: October 17, 2010, 02:41:43 PM »
The problem with balancing cannons is you can't edit their damage or power. Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it. So you only have airmaxinoutrate, mass, and HP to work with.
So the material = metal doesn't do anything here?
It only applies to the cannon part, not the ball.
1604
« on: October 17, 2010, 02:26:49 PM »
I finished the arena!  Everything is to spec according to that pdf you sent me, as near as I could get it. The tesla coil rises from the floor after 50 seconds. It takes 7 seconds to charge up, at which point it shocks any bot that drives on that metal plate in the middle, dealing 20 damage to all of the bot's components (so the more components you have, the more total damage you take). It also continues to charge up another power level every 2 seconds after that. There are 5 power levels, and each one adds 20 damage, so if you get hit by the fully charged tesla coil, it will be dealing 100 damage to all your components. That doesn't sound like much, but if you have weak extenders anywhere, or weak chassis armor, it can hurt a lot. The electric shocks also fling bots away towards the edge of the arena (but not enough to throw them OOTA, don't worry). There's just one problem. Bots with hinged wedges putting pressure on the floor interfere with all plus.force() applications, which includes the tesla coil rising from the floor and the coil flinging bots. For some reason plus.force() doesn't do anything unless the wedges get lifted off the ground a bit, either from driving or flipping. However, this problem appears to be unavoidable as it also happens in the Combat Arena. You'll just have to deal with it--in any case, the tesla coil can usually still rise up as long as the bots keep moving. Download link: http://beetlebros.gametechmods.com/files/elbite.zipNow you have no excuse not to get your videos posted.
1605
« on: October 13, 2010, 11:59:34 PM »
Do gut-ripping pokers even work IRL ?
Nope, the spike would just push the other bot up, rather than puncture the armor. Basically would be an inefficient way of building a flipper. Now if you had some kind of a clamp that came down over the top of the other bot, then the spike might do some damage. But that would be hard to do, even for a veteran builder. Also, if you don't want to build a boring pushbot, just add spike(s). Presto, instant rammer. If it's fast enough, it can even cause some damage.
1606
« on: October 13, 2010, 11:40:19 PM »
Oh well. Still looks cool from the front I guess. You got the front spike arrangement pretty accurate.
1607
« on: October 13, 2010, 11:37:48 PM »
Wow. Nice use of... let's see... the Hworf side armor, Thermidor claw motor, Thermidor extenders, TDD arm, TDD servo, and Hworf spike thing. A whole bunch of parts I've never seen used outside of their intended replica, but they look awesome here.
Hmm... those Thermidor forks actually might be worth making stock parts for DSL3. Possibly in varying lengths as well.
1608
« on: October 13, 2010, 11:32:47 PM »
The DSL Spikefan better still have the... er... spike fan, for lack of a better term, in the back. Because that was what made the bot IMO. Decorative spikes like that aren't used enough (probably because they're so heavy).
1609
« on: October 13, 2010, 11:23:51 PM »
Wraith looks better than Breakfast. But if it goes in Micro Mayhem, those poly sheets could get hit a lot more. Also, I'm guessing it's called Wraith because 90% of the bot is semitransparent. If so, name win.
1610
« on: October 13, 2010, 09:59:35 PM »
Still makes no sense.
I consider all of the usual "wedge rules" (weight distribution, pressure, etc.) as kind of like the Pirate's Code: more like guidelines than actual rules.
1611
« on: October 13, 2010, 09:47:38 PM »
In theory yes... BUT:
-the closer the counterweight is to the axle, the heavier it needs to be. -most lifters have little room between the axle and the floor. -with very heavy counterweight (and it needs to be VERY heavy), the bot would become overweight, which would require more powerful drive, which would give it an unfair pushing power advantage, and make it harder to flip with a same-weight-class bot.
1612
« on: October 13, 2010, 09:36:36 PM »
The problem with balancing cannons is you can't edit their damage or power. Lighter projectiles will always travel faster and therefore deal more damage, nothing you can do about it. So you only have airmaxinoutrate, mass, and HP to work with. Is there a way to decide where the fire is shot out, and how to edit it?
I was thinking making a longer flame, or a fire extinguisher shoot the.....stuff.
The position and direction of the fire is un-editable. In order to get it where you want, you need to move the component model around, until the flame origin point lines up. This might take some trial and error to get right.
1613
« on: October 13, 2010, 09:27:59 PM »
Servos can't lift bots no matter how powerful they are. Only burst motors can do that. The torque on a servo only applies to how much weight attached to your own bot it can lift. Also, for some reason motors are harder to lift than static components.
Of course, you CAN use tons of counterweight, but that's basically just using gravity to lift bots, not the servo.
1614
« on: October 13, 2010, 09:21:05 PM »
or maybe a game that has a whole pile of components with modified collision meshes to allow overlapping... but who has something like that
*looks away*
*also looks away* *wonders how JoeBlo found out* Must've been Sweet Poppin' Corns that gave it away...
1615
« on: October 13, 2010, 09:14:55 PM »
The only thing you ALWAYS need to fine-tune on AI is turn and turnspeed.
To get the optimum values, set 'turn' to 100 and 'turnspeed' to something like 2.5. Then do a test battle. Use a human-controlled bot and drive in circles around the bot you're trying to AI. It will do one of three things:
1. Turn in a slow, jerky way, like turn-stop, turn-stop, turn-stop.
2. Turn smoothly and quickly to face you.
3. Swing back and forth as it tries to face you but overshoots its turns.
If the AI bot does #2, congratulations, turnspeed is optimized. If it does #1, then turnspeed needs to be higher. And if it does #3, then turnspeed should be a little lower. Most of the time, bots will turn too fast and do #3.
If you get down to a turnspeed of 1 and the AI still overshoots its turns, then you need to decrease turn (which is how much throttle the AI applies to turning). Start at 50 and then repeat the same process you did for turnspeed. If you set turn low enough, you can increase turnspeed to compensate, which may let the AI make faster turns overall, especially for superfast rammers. Superfast rammers almost always need 'turn':50 or less (but not necessarily 'turnspeed':1).
There are other things to optimize depending on what .py you're using, but I won't go into those. Turnspeed is the only one that applies to every bot. Well, except SnS's I suppose.
1616
« on: October 13, 2010, 08:30:04 PM »
Any idea what the arena will be yet? Because that will definitely influence my building.
Edit: Oh I see the CCIV arena. Any clues about it then? (Like how easy is it to go OOTA?)
1617
« on: October 13, 2010, 08:19:37 PM »
I made a bot.
Tested it against UHW-Ultra High Temperature.
All I can say is, I'm glad I'm not the one running this tournament.
(Yes I know UHT has flamethrowers and is extra laggy... but even fighting SHW's with an UHW the lag is bad enough. And that's not even running Fraps.)
1618
« on: October 08, 2010, 12:13:51 AM »
Seeing as I'm posting this from my house instead of the hospital, today wasn't all bad.
[imgsnip]
The side of the chassis with the Thor 883 was sent flying ~75', clearing the roof of my truck, which I was standing behind.
Suffice to say, I won't be at Franklin.
Well that's a bummer. Bad enough when your bot self destructs in the arena, but this... Guess you shouldn't have tested it before the tournament, so it would have self destructed on camera in the arena. Would've been the most memorable event of the day.  But hindsight is 20/20... j/k. That would undoubtedly be stupid.
1619
« on: October 07, 2010, 11:53:38 PM »
Here ya go. Still 1 Battery, Still 1 ant, but still awesome.
[Flying Battery 4]
Don't the weapons touch the ground and deal no damage? I can't picture those little extenders supporting the whole weight of that weapon. Also, needs more batteries. You can't even spin and drive at the same time with 1 ant. The obvious way to get weight for batteries is to use Copal drive... but then you risk making a Die-Cast clone.
1620
« on: October 07, 2010, 11:46:32 PM »
*raises hand* Erm...Mr. Beetle? I think the weapon on Iron Curtain 2 cuts through the flipper segment that's supposed to keep it off the ground...unless it's the same thing as Die-Cast.
Indeed. I tried putting a bunch of stuff on the bottom of the DSL bar but it was either too tall or too short. The flipper segment is the only way that works. Although Ferrous Wheel looks fantastic. I found a Ferrous Wheel shirt not too long ago.
Lolwut. I suppose it's not surprising that someone else would have come up with that pun. As usual, creative designs.
Though i will gladly destroy them all with wedges AND shell spinners
Actually not hard to do, with the right design... as I said they are only moderately dangerous on average. Although the only way Ferrous Wheel or Irony can lose to a wedge is to be flipped and then get the chassis hit, which might be difficult.
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