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Messages - F1Krazy

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181
Discussion / Re: 2019... I am... forgotten...
« on: August 04, 2019, 04:25:20 AM »
What went wrong?
As the guy who (possibly) played RA3 the most here... grab some popcorn, this is gonna take a while. :popcorn

  • The parts list was barely larger than stock RA2. At the time it came out, DSL, Ironforge, RWRA2, and Retooled were all somewhat popular, and all had parts lists that put RA3 to shame. Literally the only parts RA3 had that I wish RA2 had were the bi-directional burst motor and the chain drive.
  • An update broke chassis wedges by increasing friction to the point that if part of your robot's chassis was touching the ground, it just wouldn't move at all. IIRC, they fixed it, and then broke it again in the very next patch.
  • The physics and damage systems were terrible. The only highlight was that you could get torque-reaction thwackbots working.
  • The AI bots in the lower weight classes were pathetic, and a lot of the HW ones were overpowered (Gluttony, OctoDie, Emergency, Savage...) There was also no indication of each AI bot's weight class on the selection screen, so you had to just make an educated guess.
  • The AI itself was terrible. Robots would just blindly drive into your weapons, some would tip themselves over if they stopped too hard, and invertible robots didn't invert their controls when they were upside-down, so they just drove backwards into the wall and got stuck there.
  • The game was horribly unbalanced. Ram plates were the most damaging part, there was no torque/RPM trade-off for motors, the larger batteries were pointless because the smaller ones were more efficient and easier to work into a design, the 80kg grinder wasn't nearly as durable as it looked like it should have been (though admittedly, it would have been completely broken if it did), wheel casters weighed 180kg instead of 18kg, I could line the front of my robot with 5kg forklift brackets and destroy everything I drove into...
  • The lack of component intersection, lack of a hard weight limit, and limited support for IRL designs meant there was no challenge to building stupidly-broken robots, and no incentive not to do so. Everything became either a ramplate-covered battering ram, or a spinner even more unrealistic and broken than the 36HSes you get in stock RA2.
  • The paint system just didn't work.
  • The glitch where your robot would just ****ing explode in the botlab and become unusable
  • The glitch where you could enter an overweight robot into a tournament, but it wouldn't let you fight with it, and you couldn't withdraw so it was just stuck there forever
  • The fact that every tournament could only be entered once, whereas RA2's campaign goes on and on forever until you get bored
  • The fact that the devs could have solved every single one of these problems during early access or even before, but instead chose to release the game as it was, add miniscule amounts of content, and then just vanish into the aether, because they clearly did not give a **** about the game, its players, or anything other than fat stacks of cash.

better question, what went right?

The chassis builder (it's still, IMO, even better than RR2's), the ability to freely move components after you've placed them, the ability to delete an entire chain of components in one go rather than having to go through and delete them one at a time... the music wasn't too bad... and that's basically it, I think.

182
My 2 wheel drive bots are still just straight up unable to turn. It's been like this since IIRC the bugglebots patch came out. I've tried replacing the drive motors and everything and nothing seems to work. It's as though the chassis has crazy high friction with the floor or something
Can they spin on the spot? Spitfire can't turn while driving forward/backward, but it can spin on the spot okay. Can't remember whether it was like that before the Bugglebots patch though.

183
Showcases / Re: F1Krazy's RR2 Showcase
« on: August 03, 2019, 06:01:09 PM »
With the new update adding Etek motors, weapon belts, and a green-screen feature, I'm gonna go through and gradually update my bots one at a time. First up is Spitfire.

 
Spitfire Mk2.png


Same 37kg disc, now Etek-powered. Takes a few seconds to spin up, and it can't drive forward and turn at the same time, but from what I'm seeing and hearing from other players, 81kJ is a serious amount of power. It's actually geared down slightly just so it spins up at a reasonable rate.

I love how the dimensions are listed on the new Overview screen, it's a neat touch.

184
DSL TC Showcases / Re: Kelimpel's horrifying bots
« on: August 03, 2019, 12:18:00 PM »
For the flamethrower bot, you should be able to mount the flamethrowers directly onto the baseplate, which will save weight and prevent them from getting knocked off. Three is excessive for a MW: you only need one, possibly two, otherwise you'll burn through your gas supply within seconds. You can use the leftover weight for some wheelguards.

Surge looks cool, if a little simplistic. I don't know how effective the weapon will be, but that much drive should give it some serious power. In terms of improvements, I can't tell whether it's invertible or not, so if it isn't, you've got weight for a srimech panel on the top. If it is invertible, just give it some more armour.

Finally, don't be so negative! We all have to start somewhere, and these bots are no worse than what 90% of first-time RA2 builders come up with. Just keep plugging away at it, and practising your building techniques, and you'll find yourself improving with each new build.

185
Off-Topic Discussion / Re: GameTechMods Tier Ranking V1
« on: August 02, 2019, 01:13:10 AM »
I'm just happy to be included.
  [ Quoting of attachment images from other messages is not allowed ]  

I apologize in advance.

Edit:  Oh shoot, the Doom demon thing is Wen.
Other guy is Virus Bomb IIRC

186
Tbh its easier for us to figure and find out bugs
Agreed.
I think so, too. Better release the build sooner and let us find the bugs
As a fellow game dev, I couldn't agree more. All four of my Ludum Dare entries have had game-breaking bugs that you would have expected me to notice, but I just didn't. Then I wake up the next morning and find five reviews all pointing out the same issue and have to scramble out a patch, just like cjbruce has been having to do.

This is why I'm giving him so much slack, even when each new release ends up being broken: because it's still early-access, and I know how hard it is to make sure your game is relatively bug-free and fully-playable. Especially when your game is a hell of a lot more complex than the tiny 16kB-of-source-code projects I develop for Ludum Dare! As long as the final release is stable and playable, I don't care how many time the alpha versions break.

187
Gamedev is basically just making cool new features that randomly break the other ones :beer:
Hear hear! :beer:

188
Looking at Kix's vid, I love the new lighting effects in the arena, but are the turntables in the menu screens supposed to spin that fast? I'm sure they were a lot slower in the previous builds.

189
Tournament Archives / Re: Deathmatch 4 - SBV
« on: July 18, 2019, 07:57:18 AM »
Finally got round to watching Heat A. I'm not sure Franken is IRL, tbh. Its Perm is sticking way too far out the back for my liking. Good concept, but the execution needs work.


190
 [ Quoting of attachment images from other messages is not allowed ]  

Hot off the griddle!

This one is going to have some serious power.

Oh, that's a thing of beauty. Cant wait to bolt it into Spitfire and get those huge hits :evilsmile:

191
DSL TC Showcases / Re: F1Krazy's DSL Showcase
« on: July 08, 2019, 04:29:06 PM »
While Paralyzer is an effective "brick", I felt like it was a little boring to look at, so I made this. Hopefully it has a bit more flavour and character to it.

 
LadyKiller.png


I feel like I'm getting better at thinking up designs that translate well into RA2. This, the new Octane, and Midnight Wish all came out looking pretty much exactly as I envisioned them.

192
DSL TC Showcases / Re: Stigma's futile attempts at DSL
« on: July 06, 2019, 02:15:14 PM »
My main concern are the big, exposed sides. The IRL LW meta is crammed with overhead spinners, and while a full-force ram from something like this would definitely de-stabilise them, if you miss then you're gonna get an almighty whack right on your chassis. So I'd say shrink the chassis down, swap the ant batteries for a single red or black battery, and use the spare weight to increase your chassis armour.

193

Just a nice variety of shapes, sizes, and power levels, rather than the two (plus BW motor) that we have currently. Etek and pancake motors would be nice, maybe also an R-shaped one like the TWM3R in DSL. NPCs, too, maybe?

Also, just a small thing, but would it be possible to put the motors' performance stats (like horsepower and torque) in their descriptions? Or are you going to wait until their stats have been finalised before doing something like that?


Will do.

You are correct about the reason for not putting specs in the description.  Up until now I have been fudging numbers all over the place to get everything to work.  Now that the spinner blur is functional, it is possible to simulate real-life speeds.  A motor spins a bar at 3000 RPM?  No problem.  The question now becomes which specs to include.  Do we got full on simulation, with Kv values, or do we just do something simple like power at rated voltage?  What about torque?  Weapon tip speed at full spin-up?  Kinetic energy?

Maybe there is a kinetic energy, RPM, and tip speed meter in the test cage that allows you to see the numbers as you spin up, just like you would have when bench-testing a real robot?
Oooh, that'd be handy. We'd potentially then be able to set tip speed limits for tournaments, like Extreme Robots and (IIRC) Battlebots have. Might help balance out the meta a bit. How would you differentiate between weapon motors and drive motors for those meters, though?

194
DSL TC Showcases / Re: Stigma's futile attempts at DSL
« on: July 06, 2019, 01:45:34 PM »
That sure is a penis

Which meta are you aiming for? DSL-S or DSL-IRL? It doesn't really look powerful enough for either atm, but knowing what you're after will help us shape our advice.

195
Anyone have any preference for weapon motors?  I am looking at something Etek-compatible currently.  At a minimum I should be able to come up with a mock-up of the right dimensions, weight, and motor characteristics.
Just a nice variety of shapes, sizes, and power levels, rather than the two (plus BW motor) that we have currently. Etek and pancake motors would be nice, maybe also an R-shaped one like the TWM3R in DSL. NPCs, too, maybe?

Also, just a small thing, but would it be possible to put the motors' performance stats (like horsepower and torque) in their descriptions? Or are you going to wait until their stats have been finalised before doing something like that?

Arent LEM motors thin and wide? Idk if they are drive motors tho
IIRC, they're about the same diameter as an Etek, but slightly thinner. Storm 2 used LEMs as drive motors at one point, but they're heavy enough that you'd need WhammetNuht's system of "one motor powering two/three wheels" for them to be practical in an RR2 rammer.

196
DSL TC Showcases / Re: F1Krazy's DSL Showcase
« on: July 06, 2019, 11:27:21 AM »
New Octane is spicy
Thanks fam  heck

I need to stop building 4WD box-wedges and try out some more interesting designs, but in the meantime, here's a 4WD box-wedge.

 
Midnight Wish.png


It's not the strongest or wedgiest flipper ever made, but it gets the job done. Probably my new favourite out of all my flippers. Oh, and it has a fake piston:

 
midnight wish_piston.png

197
Contests / Re: Vote BOTM July 2019 (IRL Chassisbots)
« on: July 06, 2019, 10:16:46 AM »
So what happens in the case of a draw? Do they both go on the frontpage?

Octane: How does someone do all of that and still have almost 10 kilos left?

I have no idea myself xD I'm still genuinely astonished at how much weight I was able to trim off the first version.

198
Tournament Archives / Re: Fresh Metal SBV! (Heat A uploaded!)
« on: July 06, 2019, 06:45:08 AM »
Finally got round to watching the first heat. For a first tourney, this has some really high production values. Looking forward to the rest!

199
Nice! A new build incoming! That belt drive should make it a lot easier to build spinners than it currently is. Any other changes we can look forward to?

200
DSL TC Showcases / Re: F1Krazy's DSL Showcase
« on: July 05, 2019, 09:37:37 AM »
All rise for His Royal Crab-jesty. Returning for OW4 with hinge-mounted claws, more durable wheels, and a slightly more compact chassis.

 
King Crab II.png


(Technically it's "King Crab II", but it's pronounced "King Crab the Second", like an actual monarch. I hope that's not confusing.)

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