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Messages - RedSawn

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Tournament Archives / Re: GTM Robot Wars - Signups
« on: October 04, 2016, 02:30:53 AM »
Jesus. I didn't even make a new robot and I'm already late

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I'm working on something, just tinkering with Retooled gave me the sh**s for a while

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Tournament Archives / Re: Waifu/Husbando Deathmatch 2 - Splash & Brackets.
« on: September 15, 2016, 12:26:16 PM »
So when is it waifu fightin' time?

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Tournament Archives / Re: Waifu/Husbando Deathmatch 2 - Splash & Brackets.
« on: September 09, 2016, 06:26:28 AM »
Redline objectively has the best waifu here.


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Tournament Archives / Re: Waifu/Husbando Deathmatch 2 - Splash
« on: September 08, 2016, 03:50:11 PM »
> Dio's Iron Fist piston starts between his legs

Ya'll need jesus

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Quote
Cool Album 2016
Cool Song 2016

You have the naming conventions of a 9 year old me.

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Or make two bottom bitches as byebots

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Discussion / Re: Status Report
« on: August 21, 2016, 11:45:10 PM »
Zoss has been the only person to say anything since the full release update in June. That's 2 full months of people throwing Gabriel Interactive under the bus with the only response being from an external PR agent every few weeks or so. I can't fault him but frankly at this point I'll believe it when I see it.

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Real Robotics Discussion / Re: Robot Wars 2016 Discussion Thread
« on: August 21, 2016, 04:07:07 PM »

Not as spectacular as episode 4, but it did the job.

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Real Robotics Discussion / Re: Robot Wars 2016 Discussion Thread
« on: August 15, 2016, 06:19:39 AM »


I didn't mention Johnny Depp bot yet. It had this driving system razer has/had. Good thing I guess.
It weights 45kg..  about 1/3 of the max weight. Matildas flywheel is 35 kg... there is a difference of about 3 newborns in weight between that.
Canon fodder bots..  yay...

Yeah, that's really weird come to think of it. No need for this to be like the original series. There's surely other rookie choices that have bots weighing at least 80kg. At least they'd have the excuse of being built to the early season specs.

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Real Robotics Discussion / Re: Robot Wars 2016 Discussion Thread
« on: August 14, 2016, 04:11:39 PM »
Still don't understand why Storm 2 have this bad rep. Brute force is something to be admired, especially the way they walloped Steel Avenger out of the arena completely.

I didn't think they did? Unless they talked about it on the show.. I was watching while doing something on Teamspeak, might have missed a few lines.

Great episode though. I expected a classic just from seeing Storm and PP3D (as the successor to Typhoon) as well as seeing Eruption for the first time, but there was plenty to get excited about all round.


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Game Development / Re: Robot combat test (Unity engine)
« on: August 13, 2016, 02:23:37 AM »
Yeah - whatever info I got on Unity physics says to some effect joints where the weight difference is a multiple of 10 or 100 aren't going to function particularly well. Which is great for robot combat simulation when an AW foam wheel makes up 2 grams of a 150g UK ant.

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Discussion / Re: Robot Arena 3
« on: August 06, 2016, 04:52:44 PM »
Could you show a picture of that bot? I don't own RA3 and it seems like you can barely find info about anything from the game if you don't have it.

Something to do while NBA 2k16 downloads...



Forgot to set up my folder for uncompressed screenshots after Steam broke and I had to reset it. Really can't be arsed to retake the picture. Isn't worth it.

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Discussion / Re: Status Report
« on: August 06, 2016, 04:04:35 PM »
I don't care that much anymore. I had that information handy from before, might as well make use of it if someone wants the answers.

Yeah, the snap option for components works. I guess I didn't make that clear before

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Discussion / Re: Robot Arena 3
« on: August 06, 2016, 04:03:17 PM »
Yep, it's really an AI opponent. Congratulations.

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Game Development / Re: Robot combat test (Unity engine)
« on: August 04, 2016, 04:28:20 PM »
Well it's certainly more convincing physics-wise then RA3. Can really sense the weight of the spinner impacts. It's like watching Warhead.

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Discussion / Re: Status Report
« on: August 04, 2016, 04:46:13 AM »
From Update3(the last one before official launch):
Quote
Tournaments now have weight limits. However the game currently does not check to see if the selected bot meets the limit until it is locked. To prevent this, do not use an unrestricted weight class bot in a tournament.
Ramps have been removed from the testing facility for now.
Important Note: On a small selection of some older video cards, the Bot Lab may not function properly or the game may not be able to load matches. We are current looking into the issue.
Were those ever fixed?

Haven't really tried tournaments again since it became clear they do not refresh.

The addition of wedge bots was also a bit odd:
Quote
Update 2:
You can now build Wedge Bots and other classic bot shapes! Arbitrary collision volumes have been implemented.

Update 3:
Previous "chassis dragging" bot designs (like wedges) will now encounter proper friction on the ground and may be hard to drive. To compensate, add ball casters, casters, small wedges or forklift arms, which have much lower friction and will allow you to slide the chassis close to the ground.
This is a good example on why today's "we can update and change everything anytime we want" model doesn't work on games like this, stuff like that would completely screw over bots built with the old system. Were the old wedges just sliding along the ground as if they had ice under them? Why not adjust the chassis underside friction or give a option for that?

And the fact that this has been a thing before the update:
Quote
Losing batteries now disables a bot.
Bot components that drag on the ground will now cause proper friction, slowing the bot. Get your components up off the ground to avoid this.
Heavy objects attached to motors will cause them to spin up more slowly than motors with light objects attached. Note, however, that some motors are very powerful and can spin quickly even with heavy weights attached.

Snap to Grid being always enabled, with no option to turn it off. again was that ever fixed?
Pause menu not being finished at all and later scrapped.

Can't remember the old wedges much (when they started working), I think they were functional, but I do remember de-wheeled robots sliding across the arena like it was on ice. But at the moment it's virtually impossible to have a skid chassis wedge because the friction value on the chassis is so high.

At that point in time I don't remember the motor changes making much of a difference.

Problem was at the time snap to grid was always on for chassis points, and always off for components. They did fix that toggle.

The pause menu still exists, just there was a useless Options button on it. That was removed.

Quote
Added mini control board for micro bots.
Added mini battery for micro bots.
Added mini CO2 tank for micro bots.
Added super-heavy battery for big bots.
I have no idea how big and useful those components are, but guess they have some use. Showing support for other weightclasses is always good.

Mini control board is like the mini DSL board. Tiny, but in RA3 it's lighter (2kg versus 4kg) so really it's superior to the standard board in every measurable aspect.

The mini battery weighs 1kg and is joint second with the Supervolt for power efficiency (2000 power/kg), first being the Nifty (2500 power/kg). Looks like a single AA battery separated from the small battery pack. The Megavolt gives the power of two Supervolts, but weighs 70kg, making it less power efficient (1714 power/kg). It's also bigger by like 25% on all axis. Two supervolts are still wider, so situational use, really.

The mini CO2 tank has the same 250 air/weight ratio as the other two tanks - technically it's the best based on portability, but the two or three required to match a medium/large tank probably takes up more total space. I haven't really looked into it.

Quote
Motors have Torque and RPM controls to tune them.
Reduce Torque on a motor to prevent bots from flipping.
Reduce RPMs on a motor to limit its top speed.
This should've been a thing before, you don't know how annoying that can be while driving.

This update made motors a whole lot better - but the torque is still far too high, and nothing's stopping people from having full torque and full RPM. Almost every realistic application requires 1% torque for non-instantaneous spinup. A Ztek HP can spin 800kg of weapons just fine until around the 20~25% torque mark, only then is it a bit slow spinning up for competition (but it still does).

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Discussion / Re: Status Report
« on: August 03, 2016, 10:42:39 AM »
It was a sh** early access release, and the double dip was cheeky, but I was happy as long as they kept updating regularly and kept us informed. It'd get somewhere eventually if they kept plugging at it. And they were doing that, right up to the full release update. Now it's been a full month since their supposed 4th July break, Zoss has to poke them to get any sort of information, and the only people left on the Steam community are angry buyers discussing the death of the game on the forums to no response from devs. It does seem like it's over. Personally I'm not angry or anything. Just disappointed.

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Discussion / Re: Robot Arena 3
« on: August 02, 2016, 06:27:21 PM »
Well, the story right now is that despite Zoss bugging Gabriel they're not ready yet and are supposedly doing some other sort of projects at the same time.

Suppose that fits in with the 'regular jobs' idea but they honestly can't of expected to smash it out of the park like FNaF or something and seemingly give up because they didn't. Especially with what they've got now, let alone what they had before.

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