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Messages - WhamettNuht

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21
I forgot to mention it (and I can't check if it's made the final build) but I also added a new material to armours which will 'Remove' a panel.

So now if you have a robot with a cut out section / space for weaponry, ect., you can now 'remove' that armour panel on the chassis. This hugely saves on weight and looks a lot more realistic.

I also wanna hear from y'all - I'm working on a bunch of new 'Extra' components; mainly the kind of tat you'd use to decorate a robot. (Bulbous eyeballs, googly eyes, plastic skulls & spiders, foil windmills, rainbow feather dusters, ect).

I have a large number of items already done, but is there anything you would like to see added? Taking suggestions! (And before anyone suggests 'Text/Lettering' or 'Decals', I already have some ideas in work for this ;) ).

22
Yeah I'm aware.... I'm still trying to find a good base line for all stats on the parts (low level and high level) then ratio them across all parts. But there's been some other things being developed that have taken my attention away from that for the time being. It will be done though! :)

23
You should be able to make something very similar (or even better and smaller!) with the Wheel Builder components. Granted they're not perfect currently and probably as weak as the current 3 inch wheel, but that is what they are there for :)

24
I'm thinking that the right way to do this might be something like the following:

1. A user picks and places their motors.
2. A little table appears in the upper left corner containing all of the electronics that need to be placed.  If it has been placed already it should be grayed out.

For example, a robot like Tombstone with 2 drive motors and 1 weapon motor would have the following:

1. The user places the two drive motors (2 x A40-300) and the weapon motor (1 x ME0708).
2. The table in the upper left would include the following components:

Battery Pack (24 volts minimum)
1 x power switch
1 x radio receiver
3 x high power Electronic Speed Controllers

Once all of the necessary electronic components are place, the "TEST" button would light up.

EDIT - PS, for those of you how know Tombstone, it doesn't actually use a speed controller for the weapon motor.  It uses a high current relay instead.  Every time they tried to run the motor with a speed controller it fried the speed controller right away.  I think Ray Billings might have mentioned something like 1800 Amps of current were drawn when the motor started.

Agreed! Love this idea!

25
I was actually thinking of the Speed Controller. Afterall, that is the main central hub where all of the robot is connected to. If that goes, then all motors, batteries, and receivers have nothing to feed off of.

26
I haven't gotten there yet, but I'm thinking axe damage might have to be based on impulse.  Axes have maybe 1% of the KE of a spinner.
Yeah well considering that axes mostly do internal damage and mostly dent armor in, maybe that could be taken into consideration?

I was going to email about this, but might aswell mention it here haha!

I was thinking robot health should now be determined by the health of the control board. Obviously once armour panels have been knocked off, any direct hits would cause massive damage and immobilize a robot instantly (therefore giving crushers/axes/spikes/drills a fighting chance) but I thought this could then be worked around by players just hoarding a bunch of armour shapes around their control boards (which I know isn't unusual for real life robots, but even so). So on top of damage health, what about 'Impact' health? The more velocity & KJ's a control board is put under from impacts according to the parts around it, the more damage it takes? Therefore flippers, hammers, rammers, ect. also have a fighting chance.

And of course heat damage from any flamethrowers/CO2 vents ;)

If we still want to get rid of the health bars aswell, we could always do a variation of the LED component which changes colour/flashes according to the control boards health? (So Green=Good health, Amber=Sustained Damage, Red=Low Health, Flashing Red=Health Warning, Off=Robot immobilized). It wouldn't be too dissimilar to how robots IRL require power LED's.

27
OK so...

Using a 3 inch brushless



You mean that's not right? :P

Lol, I'll take a look later on.

28
The puncture damage system needs to be updated.  It should be a relatively easy fix.

Does this mean you want me to come up with some spikes + crusher components aswell? ;)

I think so.  I don’t like the fact that any old shape can cause puncture damage.  I think it leads to the situation that Cyar has been pointing out where the robots fall apart but there is no clear reason why. 

Just like spinner hits very clearly cause spinner damage, hardened tips should be the only things causing puncture damage.

Lets start a new email chain on this. I've had some ideas already haha!

29
The puncture damage system needs to be updated.  It should be a relatively easy fix.

Does this mean you want me to come up with some spikes + crusher components aswell? ;)

30
I just uploaded an update to the game which fixes the brushless motor's attachment points being too small. They'll now be easier to attach to.
I also fixed an issue with the A40-300 motor's axle having a slight wobble due to the AP being slightly off.
Should be up in the next build :)

31
Still some fine-tuning issues for the coding guys to sort out but the A40-300 motor should be back to working as intended for the next build.
Will the brushless motor be fixed for the next build?

What's wrong with it?

32
Still some fine-tuning issues for the coding guys to sort out but the A40-300 motor should be back to working as intended for the next build.

33
Ta muchly,

It looks like it should just be a hinge joint issue. Hopefully it will be easy for me to fix haha!

34
Also, the new A40-300 have broken axle points. Instead of spinning in z direction its spinning in x direction

Could you send me some screenshots of what you're currently seeing? I'll take a look at this tonight.

And regarding anything wheel builder - please note I am currently balancing a lot of values, ect. I have a feeling a lot of bouncing, driving, ect. issues might be down to incorrect weights. I'm currently trying to find a low-level and high-level stat range I am happy with then I'll apply these across all parts as balanced values.

35
Guys - I’m not being funny but please don’t forget this is a work in progress game.

Everything and anything within it is subject to change.

I did mention that the changing of motor directions, ect would most likely cause some frustration among the current community but ultimately it’s something we wanted fixed for all upcoming builds.

At this point the best bit of advise I can give you all is just don’t get too attached to anything in the game as it could all change very easily! But ultimately we hope that such sacrifices will be for the better good in the long run :)

36
Quick question: will we be getting more shapes like quarter cylinders/spheres, letters, and square side wedges in the near future?

I can certainly do more shapes but I'd prefer to wait until I've finished the new UI so that there is more organisation for handling more components.

37
How do the rims and tires work?

They're something new I'm working on. So for now just please watch this space :)

Introducing:

 
WheelBuilder.JPG


THE WHEEL BUILDER

Comprised of 10 hubs and 15 tires, the wheel builder allows you to make any sort of wheel you may want for your robot!

-All rims can have a material and tint set to them.
-All tires are recolourable. Whether you want Sewer Snake's reds or Carbide's yellows - now you can have whatever you want!
-All parts are fully scaleable, with the attachment points balanced to ensure pure '0' every time.
-Once myself or the team have gotten round to stat balancing, every combination of hub and tire will bring it's own pros and cons to allow for true competitive gameplay.

Release of the Wheel Builder is subject to establishing of stats, but they are at least in development! :)

38
Having said all that, I don’t have any personal experience with brushless motors in robot combat.  I’m just guessing, and am really hoping to get a data dump from someone who has actually tried them in the larger weight classes.

I may have a contact..... Watch this space.

39
How do the rims and tires work?

They're something new I'm working on. So for now just please watch this space :)

40
Some new components also coming:

An updated Motenergy ME0708

 
Render 1.png


Pancake E-Tek Motor

 
Render 1.png


Heavy Duty Brushless

 
Render 1.png


Also - in regards to my previous message about a change over period - the current AmpFlows will be changed to the new ones. This won't cause a serious error to your robots, however you will need to edit your robots to accomodate the new changes.

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