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Messages - F1Krazy

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221
Should we have a BOTM for rr2?

Up to you guys.  Do you feel like the game is mature enough?
I think the one thing missing - and I keep forgetting to bring this up - is some sort of "green-screen" function, so we can take screenshots of our robots in front of a blank background, like we can do in RA2. Once we have that, we can start making proper splashes for our RR2 builds.

Doesn't have to be anything fancy, could be just a "Greenscreen" toggle in the Bot Lab that replaces the workshop background with a solid colour.

222
For Control, I'd say something like:

a) You gain Control points for pushing your opponent across the arena, especially if you push them into hazards.
b) You lose Control points for every X milliseconds that your wheels aren't touching the ground. So things like getting flipped, recoiling backwards from a big spinner hit, Mauler-dancing, or getting lifted by a Complete Control-style clampbot would lose you points.
c) You lose Control points for driving into hazards. That's obviously bad driving.

223
Robot Rumble 2.0 / Re: RR2 AI Tournament
« on: May 28, 2019, 08:39:35 AM »
The very first RR2 AI tournament... this ought to be interesting. Will we have to do the AI ourselves?

224
Showcases / Re: Guldenflame's RR2 Showcase
« on: May 25, 2019, 09:45:56 AM »
I think that might just be the way damage mechanics have been implemented in this build. I've found a lot of the time I get knocked out just by driving normally, because my bot is grinding against the floor somehow.

225
Off-Topic Discussion / Re: pooh pathology test
« on: May 24, 2019, 03:35:34 PM »


welp

226
I'll try your suggested weights, and also see what happens if I put a counterweight on the other end.

Glad you've got the driving issue sorted out, though!

Thanks!

I also have a sneaking suspicion that when I tell the physics system to give me a certain number of Newton-meters of torque, the system isn't giving me that much torque.  I'll have to set up a test rig in Unity to see for sure.  I feel like the motor you are using should be able to swing that axe head around in real life.

FWIW I have a 6" diameter motor in the works for weapons, similar to the old E-teks.  I'm not sure how it would work for an axebot, but it should be killer for spinners.
I lowered the weight of the axe and it still didn't swing in the test area... then I switched the motor's activation button to Button 2 and then back to Button 1, and it worked perfectly. I think what might actually be happening is, where I've ported my bots over from the previous version, there's some sort of compatibility issue and it doesn't know what key should activate the robot's weapon until I go into the bot lab and tell it.

It now also doesn't self-right anymore, which might be because of the lowered weight, or it might be a torque issue. It was just about able to self-right in the previous build.

227
Did my PM get through to you?

I just tried out Fait Accompli and fixed the concussion damage issue when the robot is driving around.  It turns out that I had set the minimum impulse limit ridiculously low such that pretty much every heavyweight would damage itself just by driving.

I also noticed that the axe didn't move when triggered.  I tried dropping the thickness of the steel used.  That did the trick.  Here are my settings:

Axe head (pyramid) - 6 mm steel - 0.481 kg
Axe shaft (cube) - 3 mm steel - 0.637 kg

Now to see what it does to other robots...
Oh, so the weapon actually did work, it was just too heavy for the motor? Well gee, now I feel stupid  :facepalm: I did actually run another test with Defcon and its weapon worked just fine (it even gyros now!), so I guess that was all that was wrong. I'll try your suggested weights, and also see what happens if I put a counterweight on the other end.

Glad you've got the driving issue sorted out, though!

228
Did my PM get through to you? The first time I tried, I got a "there's already a file with this name" error, and the second time I tried, I got a "you've already sent this PM" error. And GTM annoyingly doesn't save messages to your outbox by default, so I don't know whether either of them actually got sent.

229
Showcases / Re: Redalert's rare RR2 showcase
« on: May 24, 2019, 09:48:39 AM »
Wow, when you said this game made your PC lag, you really weren't kidding. I suffer from intermittent lag spikes that make building tricky, but they're nowhere near that severe. What quality and resolution are you running it at? Try 1280x720 windowed mode in low quality, that worked for me.

It's a pretty simple build, but for a lightweight, it looks decent enough.

230
1. Re: Manta - Oof.  I struggled with Manta for about three hours on Tuesday night.  In the game, pneumatics use a plunger system that pushes on the lifting arm to cause it to raise.  In Manta's case, the plunger is really far back, which means that the physics engine can do wonky things as the plunger penetrates the flipper arm and the physics engine computes the impulse required to resolve the collision.  I thought I had it working well, but you aren't the first one to report that it is broken.

Back to the drawing (tweaking) board...
I think Manta's flipper has been broken for a while tbh, I managed to make it glitch out at least once in the previous build.

2. Re: Unworking weapons - There is still a bug that I haven't found that sometimes prevents button inputs from being read.  This is an intermittent problem.  My workaround has been to go back to the Robot Selection screen and start over.  For me starting over fixes it about 70% of the time.  I definitely need to track this down, but each time I think I have solved it, it pops up again.
I'll try that. I assume Button1 is Space, then?

3. Re: Driving damage - You are absolutely right.  Driving normally shouldn't damage a robot.  Somehow or another something is registering a collision with a ton of impulse.  Would you mind sending me Fait Accompli?  I would like to do some testing.  I have a few things I have in mind to improve driving dynamics that might solve this problem as well.
Yep, I'll send it over right away.

231
Okay so I just tried this out and just from the first few minutes I have this feedback:

  • Manta's flipper is really havok-y. It manages one or two flips that yeet me right into the ceiling, and then it spends the rest of the fight propelling itself around the arena at warp-speed while its flipper panel glitches into another dimension. I've had the same issue with Goodbye Kiss's axe in the past, dunno if that helps at all. Earthquake's flipper doesn't close properly, preventing it from firing more than once or twice. TR3's flipper seems to work fine.
  • None of my robots' weapons work anymore. I get that you can now choose which button fires them, but the dropdown just says "Button1", "Button2" etc, with no clue as to what those buttons actually are. Is it possible that you added controller compatibility for Bugglebots, but broke keyboard compatibility in the process?
  • Bots still seem too fragile. I thought this might have been just Fait Accompli and its 3mm steel, which is the bare minimum for a real-life HW, but then I noticed that sometimes, I'll start taking massive damage while just driving normally, without my opponent anywhere near me. I can only imagine that my robot is somehow rubbing against the floor, and the game is interpreting that as damage. Ignoring the fact that a 6WD robot like Fait Accompli shouldn't be touching the floor with anything but its wheels in the first place, this should not be enough to kill you in two seconds.

232
Tournament Archives / Re: Fresh Metal
« on: May 23, 2019, 03:59:07 PM »
Sounds like fun. Gonna have to have a bit of a think about what to build for this.

233
Showcases / F1Krazy's RR2 Showcase
« on: May 23, 2019, 07:15:45 AM »
Since this is a thing now...

I'll start with Fait Accompli. I finally got round to giving it the proper toothed scoop that the original RA2 build had, and it's still just barely within the unofficial 110kg weight limit (it weighs 109.96kg). Armour is now 3mm steel all round, save the weapon bulkheads, which are 5mm aluminium. It also only has one battery, so it's screwed as soon as battery life is implemented. Looks good, though!

 
Fait Accompli V2.png

234
DSL TC Showcases / Re: Redalert's rare DSL builds and WS
« on: May 22, 2019, 11:56:37 AM »
I think what Pokebro's trying to get at is: could we get a picture of Killer Flower where we can actually see the body, without the disc in the way?

That BW clamp actually doesn't look that bad, tbh. A little messy in places, but it looks compact enough, and in a weight class dominated by overhead bar spinners, it definitely stands out. It might just be my favourite DSL build of yours so far.

Your DSL builds are definitely at their best when you stop trying so hard to be unique and trend-setting and just... build normally. I still think, with the kind of effort you put into your WS builds, you could actually become a pretty good IRL builder if you just put your mind to it.

235
Showcases / Re: Redalert's rare RR2 showcase
« on: May 22, 2019, 11:55:33 AM »
I can't tell what EPIX is actually supposed to do. Are those front wedges lifting forks, or just static? Either way, I reckon you should make them longer and pointier, and make it easier to get underneath opponents. I admire your attempt to use the painting system even though it's currently terrible.

IronTail's bar spinner is going to be too high up to hit most opponents. There's nothing wrong with re-positioning it to be lower (say, halfway down the chassis). You may also be able to get away with using smaller wheels, for reduced ground clearance.

236
Showcases / Re: Post Your RR2 Bots
« on: May 21, 2019, 10:41:20 AM »
It seems like mounting multiple wheels coaxially is pretty common.  Are you guys seeing a friction advantage to doing this?

I'll have to test, but I can't say I've noticed any real difference. I think it's equally likely to be an aesthetic thing, given how narrow the AmpFlow wheels are - people do the same thing with Colsons in RA2, where (IIRC) it gives you no grip advantage whatsoever. Two wheels are also more durable than one, but that's a factor that's only just come into play.

237
Tournament Archives / Re: Apex: Elite Series
« on: May 21, 2019, 07:03:16 AM »

238
DSL TC Showcases / Re: Orc's DSL Showcase
« on: May 19, 2019, 03:07:03 PM »
Is Nogoodnik played by Jim Carrey?
"The Doctor thinks your designs are basic."

239
DSL TC Showcases / Re: F1Krazy's DSL Showcase
« on: May 19, 2019, 03:02:51 PM »
Made a LW for Billy's tourney and then forgot to showcase it, whoops. Here's Disquiet, a total rebuild of a bot from about 2 1/2 years ago.

 
Disquiet.png

240
DSL TC Showcases / Re: Joelcool51 Showcase
« on: May 19, 2019, 07:05:38 AM »
Small looks weird with all those boxes sticking out of the chassis. I get that they're to cover up components that are otherwise sticking out of the chassis, but couldn't you make a larger chassis? Or at the very least, try to make the boxes blend in more with the rest of the robot.

Abomination II, to be perfectly blunt, just looks ugly and messy. It looks like something cobbled together from bits of LEGO, rather than an actual robot. You should use a Perm to power the bar: it'd be much simpler and easier, and would make your bot more powerful and better-looking, since it wouldn't have that giant box sticking out of the front.

It seems like you're trying to make your chassis as small as possible, which is admirable, but you're making them too small and running out of space, hence all the ugly boxes sticking out all over the place. It's better to start with a chassis that's too large, and gradually shrink it down, than to start with a chassis that's too small and haphazardly try to cram as much as possible into it.

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