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Messages - TDS
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21
« on: May 13, 2016, 09:30:19 PM »
Ruin2.5 have been started cadding, skipping completely over ruin2 After a few talks with jasha (the judge fame) and some research, ive decided on a largely unreglated hpa system, with a flexible, barely there frame to absorb impacts and not detonate like ruin 1.5, shock isolating the drive pods, bumpers, ect. all from eachother should help distribute forces, and then shock mounting a titanium (probably) shell overtop of those shock mounts, to give me a nice jelly frame ready for full combat... hopefully
22
« on: May 13, 2016, 11:13:28 AM »
Wouldn't explain how everything can freely intersect the chassis with it still being solid though. Perhaps self-collision is turned off for objects attached directly to the chassis and that setting for chassis collision trickles down to anything attached to the original component (Not tested this). Maybe something else.
My guess is that the chasis belong to a class which specifically doesn't collide with anything else in that tree of bot parts. However I'm fairly certain that self collision is out, since I'm pretty sure that a few of those observed robots had armor plates which the weapon passes through. (unless maybe moving objects can only pass through your own static objects)
23
« on: May 08, 2016, 01:04:32 PM »
To get a competitive heavyweight nowadays you'll be looking above your top estimate. BattleBots give competitors $8000 towards their bots. Series 3 was a loooong time ago :D
Yeah I know, it was just an example that even back then those were very expensive. Think the only series when they were somewhat "cheap" were 1 and 2(and some of the weaker Series 3 bots)
They are supprisingly cheaper now than back then, as back then you needed to drop thousands into speed controllers Its just that the bar is now set so high you should probably spend a lot in fancy materials and motors and such, but it isn't /required/ persay, I think charles's sadbot cost around $1k
24
« on: May 08, 2016, 01:01:31 PM »
You really gotta resize these things before uploading them dude
25
« on: May 05, 2016, 07:07:13 PM »
Unless what they wanna do can't be done in the games engine already no reason they could just push updates through Steam. And really if one wanted to they could probably replace the entire game through Steam if they wanted to, so they would never have to make a sequel. Now that's not saying they shouldn't or wouldn't, just saying technically things could get updated until the end of time.
$ure there i$
26
« on: May 05, 2016, 07:06:39 PM »
You could also do a shaft with flats and a S shaped opening or a hex if you want to spend a loooong time getting to know your dremel
Little stuff like that is the kind of things I want to do once my cnc service is running (see that thread)
27
« on: May 05, 2016, 04:43:04 PM »
A simpler approach would be to just swap models of a component to make it bent or look damaged at low health, and then have it break off after it loses all of its health. It would be easier to run the game that way too. Maybe the attachment points would bend with the model somewhat to really give the effect. That just seems more feasible to me. Either way, I don't think the way damage is taken will effect how fun the game is by too much.
I'm not sure dynamically swapping models would be easier than just attaching a group of components invisibly, you'd need to come up with some sort of event system, effects to hide the model swaps, all the alternate models, ect.
28
« on: May 05, 2016, 01:50:22 PM »
oh I didnt see that part. set screws are notoriously finicky unless you grind a flat and match everything up very well, you might have better luck going to a roundbelt like we did on richard so that it slips, more than (what looks to be a timing belt) on yours.
brushless hobby motors are a pain in the butt, too much power for their size :)
29
« on: May 05, 2016, 11:26:42 AM »
I think it would also be cool, in the bot lab, if you could detach a component and everything attached to it by removing said component. Say you have a chain that goes anchor-burst-extender-extender-razor, you could remove everything beyond the first extender as a single piece and set it to the side to swap to a different burst and then reattach the entire assembly instead of having to remove and rebuild one piece at a time.
While that would also be neat, I was talking about having each individual part being made of its own parts (like a wheel would be 12 jagged pie slices of wheel, then a few chunks of the hub) so when you take damage, these smaller parts that make up the whole break off when they are hit rather than everything being perfectly fine until the whole assembly falls off. its only feasable if you can put on all the parts in one go as one "component", not have to construct the jigsaw pizzle to make, say, a wheel :)
30
« on: May 05, 2016, 11:24:10 AM »
tl;dr you want complicated components to be made up of multiple individual components? That would be rad.
Yeah, pretty much the only way I can think of to get something remotely resembling realistic damage with what we're about to be handed
31
« on: May 05, 2016, 08:20:44 AM »
So kinda like a chainsaw where the teeth on it can come off after taking damage?
sure! but depending on how far you want to take it (wheels in chunks and then a hub in chunks, ect) you could get quite a lot of "sort of realistic" damage. Like in your example, you could have a chainsaw where the teeth take damage, the outer sections break off in a few chunks revealing the chain and inner supports, then finally if those inner supports were broken (where all these parts are "attached" to behind the scenes) the whole thing falls off. If you got unlucky you could lose a teeth then get hit directly in that main support, but it wouldnt be the norm. That is if its possible, It probably isn't, but It might be with some modding since motors have "child objects" in their motors shafts, ect.
32
« on: May 05, 2016, 08:05:01 AM »
my bet is the devs just blow at actually building robots
No, they want the standard point of entry very, low, so that people that are bad can win some matches. I wonder if is it possible to have a single component, that in game is actually multiple components behind the scenes? The intended use would be "I add a weapon bar" but the weapon bar is actually five or six chunks of weapon bar (in odd, broken like shapes) attached to eachother, each with its own hp, as it takes damage, those pieces fall off and you get something vaguely like battle damage without this everything popping off in full chunks thing.
33
« on: May 05, 2016, 07:56:24 AM »
In the whopping one spinning weapon ive done, and ruin, I sleeve the weapon and pulley together, so that the load is shared by the sleeve and both of them, unless you're using a 3d printed pulley you shouldn't need a transtorque (imo) Overall I'm always trying to get the shaft supports as close to the weapon as possible to reduce mechanical advantage against them rather than dissipate the impact with wizardtry :)
On that note my 3lber design has come to a bit of a halt because I haven't found a overhanging weapon shaft solution that I like yet.
34
« on: May 04, 2016, 02:39:25 PM »
- That bot that flies after touching the scorpion does have two flipping forks, but I don't understand what happened to make it launch into a forward roll
the only thing I could think of was the crab arms's impact box or whatever you call it isn't the same shape as it looks and it ramped off of them
35
« on: May 04, 2016, 12:56:49 PM »
Which is something I'm hoping for, with RA3; having more viable weapons, instead of Razors sitting at the top with everything else being vastly inferior.
That was kind of my point of having a big all encompassing multiplayer mod, that can be updated in "seasons" or something, you can try out some ideas like tweaking battery usage or increasing plow damage,, then as designs start to stagnate/become as effective as they can get, boom, next season and everything is shaken up because there's different changes.
36
« on: May 04, 2016, 12:30:34 PM »
I have no idea at all why that one robot charging the scorpion looking thing goes flying.....
If you look closely, you can see that not-Forkie fires it's flippers after it passes by Scorpionbot, which causes it to go flying.
I saw the flippers, they just looked so tiny I didnt think that was possible, lol. Maybe burst motors can be buffed into orbit, and that those flippers didn't beeble bobble around or explode is indicative to less funky physics!
37
« on: May 04, 2016, 12:00:54 PM »
Also there's possibly good news, in that it appears that there's wheel slippage from the brief trailer, so traction might be modeled somewhat instead of the weird applying vectors, rocketship up walls stuff Ra2 did.
38
« on: May 04, 2016, 11:58:44 AM »
more components in the game with less work.
I think you mean less effort, but I feel like that isn't necessarily true. Correct me if I'm wrong, but wouldn't it have been easier to remake components instead of modifying current ones to put in the new version?
Import model -> convert to new file format (if applicable) -> save new file, seems pretty painless to me.  , even opening Ra2, taking a screenshot of each part and sending it to offshore saying "make each of these but higher resolution" saves a lot of time/effort in concept art and communication. TBH: it isn't all bad, I just wish that the parts weren't so big and stupid, like why would you have a battleaxe that pops off in one piece when you could do the same thing with an extender and two axeheads, or maybe leave them as bigger models but when they take damage they fall apart a chunk at a time, something like that. We still dont really know what damage looks like, but  this is 2016, Crysis let you cut down trees by the branch 9 years ago, components falling off as one invincible part is amateur hour :)
39
« on: May 04, 2016, 11:42:59 AM »
Looks like nothing more than a port with a new physics engine. All the same sh**ty components are still there and a severe lack of new ones. Eh, it's better than nothing, I guess.
Hopefully we can improve it just the same as we did RA2.
The chainsaw looking thing is new, though its probably just a single component with animated fake teeth and not something you can build to your spec (like the old saws) The old components are likely all going to be in to get more components in the game with less work.
40
« on: May 04, 2016, 11:40:00 AM »
This thread is not giving a good impression to new users and our new developery overlords.
is the point of this forum to have independent chat about the game or to provide free advertising? Trailer looks okayish, Ra2 style low speed stuff to keep physics in control... I have no idea at all why that one robot charging the scorpion looking thing goes flying.....
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