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Messages - cjbruce
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221
« on: February 08, 2020, 10:34:31 AM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.
I agree. This should already be true as of the 05February bulls:
[Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor.
[Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.
With this fix the motors slow down gradually, but the robots still havok around for 3-4 seconds.
Roger. Power is off, but more needs to be done to get the speed down.
Could you send me the project file as a .rar? EDIT: I want to look at the code for motors so I can see if there's a value that can be changed to make the motors stop immediately.
Unfortunately, no. This is a commercial project. The code is not open source.
222
« on: February 08, 2020, 09:12:27 AM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.
I agree. This should already be true as of the 05February bulls:
[Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor.
[Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.
With this fix the motors slow down gradually, but the robots still havok around for 3-4 seconds.
Roger. Power is off, but more needs to be done to get the speed down.
223
« on: February 08, 2020, 07:24:03 AM »
Is it just me, or are the video settings in the 05 February build totally broken? The game defaults to 1024x800 with medium graphics, and reverts back to that no matter what you set it to. It also opens in fullscreen even when fullscreen isn't ticked.
Typical, I can finally play the game in decent quality and it's forcing me to play in potato quality again 😂
Try setting them in the combat arena. I believe that is the only place where settings will stick.
224
« on: February 08, 2020, 07:19:51 AM »
I think a fix would be to have motors without anything attached to them immediately stop spinning.
I agree. This should already be true as of the 05February bulls: [Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor. [Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.
225
« on: February 07, 2020, 07:02:45 PM »
I think I learned a little something about brushless motors. I didn't realize that they weighed less compared to brushed motors.
They do. No brushes or commutator, plus the extra length of shaft. Robert Cowan has a nice comparison in his beetleweight drive tutorial video. The brushless motors are about 30% less mass, and quite a bit shorter.
226
« on: February 07, 2020, 07:00:42 PM »
This looks like a center of mass issue. I need to track this down.
Is it possible that there is a part that is broken off and stuck inside the robot?
227
« on: February 07, 2020, 09:45:54 AM »
Would someone mind posting their absolutely worst case robot showing the following problem:
1. A wheel breaks off. 2. The robot tilts unnaturally.
None of the robots I have built seem to have the problem. I have tried to replicate the issue without success, but have a few changes I would like to try.
My clusterbot has developed this bug sometime since the last time I tested it. The wheels are pretty exposed, so I suggest putting one of them in the arena under AI control and using Circumvolution (reach, side-wedges and good bite for getting at the sides) to pull the wheels off while it tries to fight back, to test the bug under combat conditions, where the target bot is moving pretty much all the time.
[ Quoting of attachment images from other messages is not allowed ] [ Quoting of attachment images from other messages is not allowed ]
I'm not seeing anything too weird here. The COMs are in the correct location when the wheels break off and the rigidbody masses are set to 0.00001 kg like they are supposed to be. Is it possible that the behavior that you are seeing is actually the correct result of the angular momentum of the big, fast vertical spinner?
228
« on: February 06, 2020, 07:33:17 PM »
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.
229
« on: February 06, 2020, 07:01:59 PM »
There isn’t that much data on heavyweight brushless motors in comparison to brushed motors.
Loads in a diesel engine are about as different from robot combat as you can get. I used to work on diesel and other powerplant and propulsion systems. We had absolutely massive motors and generators. The systems were designed to operate over decades of use. Robot combat motors have to last for a few hundred seconds. They are much smaller are must be able to handle crazy accelerations.
Most heavyweights use brushed motors. There are reasons for that. I want to be very careful to not make brushless motors “godlike” and so clearly better that there is no reason to ever use a brushed motor in your design.
230
« on: February 06, 2020, 05:01:19 PM »
BRUSHLESS BABY
Still need to figure out the game mechanics for brushless motors! I’m thinking: 1. They need more gear reduction. 2. They have very poor starting torque. I just got some numbers on this versus AmpFlow, so we should be set on this. 3. They tend to break more easily (lower health).
231
« on: February 05, 2020, 04:14:43 PM »
Just wanna say I really like the most recent version with the hollow shapes. I figured I could finally make a ring spinner now, so instead I had the brilliant idea of putting the E-Tek big motor inside a drum as hub motor, creating this gyro-mad monster called Chaos Assembly 0.3 I've even attached the botfile for those who wanna try control this thing.
Ooo! Fun to drive! Nicely done!
232
« on: February 05, 2020, 03:45:47 PM »
05February2020 Alpha build is out. I think it fixes every bug mentioned since the 03February build: https://robot-rumble.itch.io/builds[Added] Added display of the number of colliders in the robot to the top of the Robot Workshop screen. If the collider count > 50, then it displays red. This is to discourage lots of colliders. The collider count can be reduced by setting a shape to "Decorative". This will disable the collider for the shape, and it will break off with whatever it is attached to. [Added] WheelRim and WheelTyre component types made, when you make the components, they should show up in the wheels section of the botlab, under Tyres and Rims. [Changed] COMTrackers are now only added in Robot_Reconstruction.cs and Comp_In_Robot_Tree.cs if in the Unity Editor. They should no longer be added for the built game. [Bug Fix] Blur Cylinders and Spinner Mass Reducers are no longer added to Hinge Joints if the motor that the joint is driven by has a Control_Motor_Left or Control_Motor_Right script attached. This should solve the problem when people make homemade wheels out of rubber cylinders. [Bug Fix] Fixed preblem with some hotkeys being activated when editing input fields. Was mainly a problem when trying to move left and right in the inputfield text but ended up moving to different sections. [Bug Fix] Fixed bug where if multiple things were attached to the first component on a hinge joint, they wouldn't all break off together. [Bug Fix] Set mass of remaining axles to 0.00001f if all attachments break off a motor. [Bug Fix] Set Motor_Script.maxrpm to zero if all attachments break off. Previously this was only true for spinners, but now it is true for wheels as well.
233
« on: February 05, 2020, 03:34:48 PM »
Thank you for sending the video.
To be honest, I'm not quite sure what to look at, but here's what I see:
0.00 - P1 starts off inverted, and is missing a wheel. 0.01 - P1 is hit by P2 and flips over so it is right side up. 0.03 - P1 is hit again and flips over. 0.04 - The camera is switched. 0.05 - P1 slowly crawls backward along the floor as its spinner repeatedly catches the ground. 0.06 - P1 hits the side hard with its spinner, jumping up into the air. 0.07 - P2 hits P1, launching it upward with its spinner. 0.08-0.10 - P1 floats weirdly forward.
Is this weird floating from 8 - 10 seconds what you were referring to?
You mentioned that you don't have a robot now, but you did before. Does it appear that the problem you were seeing before has been mitigated somewhat?
234
« on: February 05, 2020, 02:27:18 PM »
Oh, I forgot to mention that the robot has to be driving when the wheel is taken off.
Gotcha. I think I might have a robot with the problem. I tried setting the chassis mass to almost nothing and put a really powerful motor on. I drove forward. The robot went nuts. Do you have another robot I could try with just to make sure?
235
« on: February 05, 2020, 01:14:39 PM »
Would someone mind posting their absolutely worst case robot showing the following problem:
1. A wheel breaks off. 2. The robot tilts unnaturally.
None of the robots I have built seem to have the problem. I have tried to replicate the issue without success, but have a few changes I would like to try.
236
« on: February 05, 2020, 10:53:31 AM »
I've been having another go at getting my thwackbot to work, and I feel like part of the problem is a lack of traction with the arena floor.
It uses the stock 12.5 inch wheels, and in the workshop test area it thwacks so hard it bounces the wheels up off the ground, but out in the arena it needs a several metre run-up to turn over at all, and when it does do so it's too sluggish to have any real impact even if it did hit.
The Wheel Mass Ratio slider only affected the battle arena. This means that wheel behavior is different between the Robot Workshop test cage and the battle arena. I overlooked this fact in my zeal to remove the sliders. Both the test cage and the battle arena should behave the same in the upcoming build.
237
« on: February 05, 2020, 10:37:55 AM »
I’ll call it the spazzing glitch.
Can you send me an .RR2Bot file? COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.
Could you point me to one in particular that is frustrating? The faster I can pinpoint the problem, the faster I can get the build out.
Its basically the thing when the wheel falls off and the motor spins at full power and it causes the bot to lift on that side
That’s pretty much what I was thinking it was. I recall recommending a fix for this glitch, but I need to find it. EDIT: kix’s fix was the one I was thinking about.
Gotcha! I thought I disabled the motor anytime everything was broken off in a previous build. I'll take a look at it again today.
So weird...
I think I might have found a possible fix, but I can't tell if my fix is doing anything because I can't reliably reproduce the bug. kix, does Mental Breakdown show the bug? In which arena are you guys seeing the problem? Does it occur in the Robot Workshop test cage?
238
« on: February 05, 2020, 09:03:59 AM »
Does this game's damage system support crushers? My friend who's a big fan of Razer really wants to play a game where crushers are viable
Nah this game uses the rigidbody system like ra2 has. However if a bot has a hole somwhere, there is a chance that you could grab it I have a possible solution but however its more complicated to explain
What did you have in mind? I wasn't thinking along the lines of ripping off small parts, but I think I like where you are going with the idea. It might be computationally expensive though.
239
« on: February 05, 2020, 07:32:12 AM »
Does this game's damage system support crushers? My friend who's a big fan of Razer really wants to play a game where crushers are viable
Not yet. There are a few stubbed-in things for crusher mechanics, but no damage occurs with them. They are on my to-do list. I hope to get to them soon.
240
« on: February 05, 2020, 06:45:58 AM »
I’ll call it the spazzing glitch.
Can you send me an .RR2Bot file? COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.
Could you point me to one in particular that is frustrating? The faster I can pinpoint the problem, the faster I can get the build out.
Its basically the thing when the wheel falls off and the motor spins at full power and it causes the bot to lift on that side
That’s pretty much what I was thinking it was. I recall recommending a fix for this glitch, but I need to find it. EDIT: kix’s fix was the one I was thinking about.
Gotcha! I thought I disabled the motor anytime everything was broken off in a previous build. I'll take a look at it again today. So weird...
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