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Messages - Reier
1961
« on: December 20, 2015, 10:40:16 PM »
41st try's the charm i guess? I got lucky finally  basically if I change ANYTHING the wedges immediately become crap. but as-is they're great. it consistently outwedges everything in IF/ReiAI/Reforged except a couple SHWs and still ASpull sometimes  . now I just gotta fix the invertibility problem the longer wedges and shark fin gave me and I think this thing is pretty much as good as I can make it. (off the wedge note: the shark fin I added in the middle there is really nice (and it looks badass  ). it just pins things and keeps them from sailing over the weapons which happened on the old setup. I also added twinbirds with large ant wheels and this thing just pins opponents like nobody's business. also got rid of the razors on the spinner because they oddly enough didn't do much. might kill things faster without them actually.) anyway I'm glad it worked out more or less but I still don't feel like I understand why this setup works great and all the other ones I tried suck hard. I don't feel like I learned much and I still think it's incredibly luck based. One thing I did learn is it dramatically increases your chances if you turn a bit before hitting the other guy but I have no idea why the flip that's a thing. I actually purposefully made the thing veer when going forward and it actually gets under ASpull more often than straight. ughhhhhhhhhhhhh ra2 EDIT MORE TEXT WOO: one thing I think I did figure out is that there doesnt seem to be much of a difference between the straight and angled skirts when they hit dead on. what it seems like to me though is the 45 skirt gets "less wedgy" as you get further away from the center of the hinge:  so basically the one with wider wedges hits the other one in a "weaker spot" and will thus win more often. I'm sure some people already knew this but its news to me. so basically against ASpull NL got slaughtered because the popup kept using the strong part of its wedge against the edge of NL's which sucks.
1962
« on: December 20, 2015, 10:12:59 PM »
seriously, is there a py that does something like this? I'm tired of my aied bots just doodlin around when they're gutripping the opponent, the thing needs to drive forward but it just sits still under the guy its killing when controlled by omni.py. I know eternalflame does something like this where it keeps going forwards upon contact but I need it to work with spinners and hammers and stuff. Anybody know?
1963
« on: December 20, 2015, 07:30:48 PM »
Here's a thought that just occurred to me. Maybe the pressure being placed on the wedges has something to do with when the wedges are put on the bot, similar to how weight distribution when attaching wheels affects straight line driveability.
Probably 100% not true, but worth a shot.
but then wouldn't it be better if you put them on last with ballasts in place and sutff? I usually do and I don't think it changes anything.
1964
« on: December 20, 2015, 07:02:54 PM »
I think it's the weapon system. IIRC Angled spinner = your wedges are going to suffer.
May also be certain weapons... i know vertically spinning maces disagree with wedges in stock. Maybe it's the blunt teeth ?
i've tried removing the weapon system (and adding ballasts to keep the same weight) for testing and its basically the same from what I can tell. i seriously cannot find a way to make this thing good. like I mean its okay, but I want the wedges to be amazing. it's really the only major thing holding this robot back. I've tried a few different chassis builds too but the robot then has problems other than the wedge. I want to keep this chassis. i've just uploaded the bot if anyone wants to take a crack at it. I've done pretty much everything I can think of at this point (probably 40+ variations) and I can't do it.
1965
« on: December 20, 2015, 03:55:58 PM »
I'm going to try another tournament in February which should be just as fun.
please be ironforge baby
1966
« on: December 20, 2015, 03:54:50 PM »
it is but its a bit wider than it is tall
1967
« on: December 20, 2015, 03:42:38 PM »
the part without the notch thing on it is technically thinner than the part with them, yeah just dont try the pointed part facing down with shinies
1968
« on: December 20, 2015, 03:39:10 PM »
that was one of the dumbest fights ive ever seen
it was great
1969
« on: December 20, 2015, 03:25:45 PM »
you probably want to turn the zteks so the flat part is facing the ground, it helps traction
their legality usually depends on the tournament
1970
« on: December 20, 2015, 03:17:38 PM »
clash vs meth was hilarious
also l8r redace i love the immediate amputation vs enterbotname too
great videos man, really fun tournament
1971
« on: December 20, 2015, 02:16:35 PM »
i believe
1972
« on: December 20, 2015, 12:56:40 PM »
Making them bigger and further apart generally makes then better, within reason, of course. I have literally no idea why, but it's just how it seems to work. I'd try going up a size or two with your skirts, and making the angle just a tad steeper. Any way you could get them wider would also help. For some reason any boy whose wedges go wider than yours a la Krampus, will be able to get under you. The exception being if you get inside their wedges and hit the chassis before their wedges reach you, so you could always try one long skirt in the center instead. Won't help you against bots with full wedge coverage, but might be worth testing.
ive already tried all of those
1973
« on: December 20, 2015, 12:47:45 PM »
theres no way NSA could hit that thing, its too shallow
1974
« on: December 19, 2015, 09:20:41 PM »
That chassis shape generally causes your wedges to be closer together, which is bad.
Any of the bottom two are fine, but the one on the bottom left causes your chassis weight to go way up IIRC.
why would closer wedges be bad? I have tried them further apart on this design but I have to move them back a la this robot here which didn't help things at all.  I've even tried angling them in and out and its still crap I'm also very hesitant to change the chassis and I don't even know if I could fit in the items as well (if at all) with a much different setup without sacrificing something major. what about the ballast placement? I have those 2 in the back for stability which really helps. I have moved them forwards before in front of the firebirds but it seems to make no difference. I've even tested it with an extra like 6 ballasts in front to see if it changes anything and it still gets wrecked. I have no idea how weight distribution affects wedges.
1975
« on: December 19, 2015, 09:01:27 PM »
But why would it not be good for wedges? I'm not doubting you but it has no effective differences from just a box does it? Is it just not as heavy in the front or something? and which of these were you talking about?
1976
« on: December 19, 2015, 08:42:47 PM »
EDIT: if anyone wants to take a shot with the robot, be my guestok so I have this robot Nuclear Load  and its wedges suck hard. I've tried everything I can think of. I've shifted the ballasts, I've changed the drive between single and twinbirds, I've messed around with the skirt positions and angles more times than I can count. I've moved them back and forth and further apart and together again. they still suck. I honestly hate wedges. I basically always have, and it feels very limiting having to devote resources to a wedge you will basically ALWAYS need for an RA2 bot to be decent. it seems very random to me if you get effective wedginess or not. most of my testing is against the HW popup I made for ReiAI which has pretty good wedges overall. the thing outwedges NL almost every time. Nuclear load is an amazing robot- if it can get under the opponent. AIed, it wins against almost all of the non-wedged robots in IF/ReiAI. I honestly think it's one of the best designs I've ever made, but its incredibly handicapped to its true potential by the low roll I got for my wedge chances. from what I understand about wedges, the more pressure you can muster with ballasts and stuff the better for the wedge (do only ballasts count to the balance, or do batts too, etc?). You want a vague magical angle for the skirt, not to shallow or too steep. Also bounciness of the robot tends to kill wedges (NL is not bouncy in the slightest even at max spinner speed, smooth as butter baby). Also from what I understand in actual practice though is all the planning in the world can't compare to the luck of the draw if your wedge is good or not. How can I make these better? This applies to all robots, but in particular NL here. this is just the penultimate example of mine of a killer robot ruined by a crappy wedge. I really could use a hand here guys.
1977
« on: December 19, 2015, 07:37:28 PM »
Bot That Really Should Have Done Better But Didn't Due To Bad Luck (BTRSHDBBDDTBL): blacksmith Coolest Robot: dremel Deadliest Robot: i guess clash century? Most Surprising Robot: pothead, not sure how that thing survived 3 seconds let along several rounds (runner up: geice, not sure how a flipper lasted several rounds) Favourite moment: chicken getting humiliated (runner up: meth vs lopez first hit)
1978
« on: December 19, 2015, 07:18:44 PM »
story time was pretty fun until sotg came and permanently ruined it with weeaboo OCs
1979
« on: December 19, 2015, 05:52:57 PM »
found the issue. this is a weird one. apparently you cannot use the esc key in other programs if photoshop is running. it didn't work in tf2 either and then i quit PS and it starts all of a sudden. that's so bizarre.
alternatively: shift+esc works just like escape if you can't close PS for whatever reason.
1980
« on: December 19, 2015, 05:41:35 PM »
i was right
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