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Messages - F1Krazy
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241
« on: May 18, 2019, 11:12:45 AM »
Finally back building stuff in RA2 again. Here's a possible Deathmatch 4 entry. EDIT: I significantly refined this after feedback from the Robotics Tournament Server (i.e. the old OW Discord). If you want to see the original "long boi" version, click the spoiler tag below.
242
« on: May 16, 2019, 11:25:28 AM »
I dunno about kix, but I'd prefer if you used my personal team logo: Looks a bit more professional than an underage anime girl :P
243
« on: May 12, 2019, 12:10:20 PM »
-Smaler batts, maybe like Pulsar/Magnetar had?
I would imagine that smaller batteries are planned, as the current ones are basically SLA car batteries, and modern combat robots all use LiPos. Geared and non-geared seems like a sensible compromise regarding motor speeds.
244
« on: May 11, 2019, 05:13:36 PM »
Personally, one of the more important things I would like to see added (besides pneumatics, custom decals, and destructible parts) is adjustable motor speeds. It would definitely help with making decent lifters among other things. I've been making a Complete Control style robot, and when it lifts, it'll just flip the opponent instead of picking it up. So far, I've been able to work around it a little bit, but it isn't as good as it could be.
Unless you have separate drive motors and weapon motors like in DSL, then I think this will also be needed once the motor buff comes into effect. You want your weapon motor to be going at (say) 3000 RPM, but if your drive motors are going that fast, your robot will be doing 60mph and be completely uncontrollable. It'd be handy (and realistic) if lowering the RPM also increased the torque. You could make shovebots that drive slowly but have a tonne of pushing power, or electric lifters/crushers with some serious force behind them. RA3 had something similar for spin motors, but you could increase speed and torque separately and there was no incentive to not just crank them both up to 100, so the sliders may as well have not been there at all.
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« on: May 10, 2019, 12:31:41 PM »
Lol, sorry. I felt like I forgot a few, which is why I added the "other" option.
...which I'm the only guy who's voted for so far, due to my inexplicable axe/hammer fetish
246
« on: May 10, 2019, 02:42:45 AM »
Some AI's were broken though like [...] Fait Accompli's axe didnt worked
I'm guessing you fixed (or tried to fix) the broken ones? Because Fait Accompli's axe looks like it's working fine. You made a mistake on the Challonge. It says Deathwind beated Ocean Cleaner and is facing Krude Oil 2 but in the video, it lost.
I'm pretty sure Deathwind won...
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« on: May 08, 2019, 01:40:46 PM »
Woo! Fait Accompli did something and it only Havoked twice! Shoulda remembered to send Bild the custom fire axe skin but too late now, I guess :P
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« on: May 06, 2019, 05:09:30 PM »
Hi!
For those who dont know i will be hosting the SHW segment of RG2! so yeah, get hyped or something, ok? xD
New challonge tournament since i dont have permission to the old one. I edited it in that way so its identical to the old one :P https://challonge.com/q9rhgdnp
I apologise in advance for the 9001 havoks that Fait Accompli will cause
249
« on: May 06, 2019, 04:08:36 AM »
Mistake looks pretty good. I've noticed something similar when building rear-hinged flippers - typically they end up powerful enough to throw themselves onto their backs, but not powerful enough to self-right once they've done so. For a srimech, you'll want to use a Slow Mag Snapper.
250
« on: May 05, 2019, 11:59:01 AM »
It's a bit messy, but I like it. You have some very creative and original bots here, which is always good to see.
251
« on: May 02, 2019, 09:00:55 AM »
Looks like 8bean and Mystic's spinners got... paralyzed 
252
« on: May 01, 2019, 03:08:29 PM »
Defcon: a fusion of Pulsar/Magnetar and an old CAD build of mine. Compact, invertible, well-armoured, and armed with a 24kg 'drisc' that's guaranteed to ruin your day. I reckon I'm getting the hang of building in RR2 now. Though I'm building for what the meta will be in a couple of updates' time, and not what it is right now... also 666th post ye
253
« on: April 30, 2019, 03:52:07 PM »
After doing some more building recently, I've got a bit more feedback regarding the bot builder. My biggest bugbear at the moment is chassis editing, which at the moment works something like this: - Step 1: Draw a ballpark chassis for your robot.
- Step 2: Start placing the internal components, weapons etc.
- Step 3: Realise your chassis is too big, go back and resize it/draw a new one.
- Step 4: The chassis has now moved, and all your components are 15cm out of alignment.
Needless to say, this is quite annoying. I'd love to try making a "shrink-wrapped" chassis design like I used to in RA3, but this (and the fact you can't see your internal components while chassis-editing) makes it a bit tedious and difficult. I've also found that sometimes, a component that's small or mostly-hidden isn't selectable when it should be. I can click on it, and I absolutely am clicking on it, but it selects whatever's next to it instead. Pain in the arse when trying to move or colour the more finicky parts of your robot.
254
« on: April 28, 2019, 05:53:11 AM »
I'm not sure if I'm dumb and don't know all the controls, but an undue button would be a huge help in the bot builder (I'm guessing that's planned).
Oh my god, yes please. I had a similar issue while building Goodbye Kiss, but I quit the game, reloaded, and that specific change hadn't been saved somehow. I've also had issues where I've moved something and released the mouse button, but it doesn't release the controls, so I end up accidentally dragging the object halfway across the screen and have to manually put it back where it was instead of just hitting Ctrl+Z. Shame about the Nightmare rep, because it's utterly gorgeous. You even put the weapon belt on it!
255
« on: April 28, 2019, 02:23:38 AM »
Tbh, looks a bit like what a bot could be on the early days of robot combat imo
Though weapon spam by teeth won't be effective by the full version basically
I’m considering adding a script to lower the height of the center of mass to make all robots more tip-resistant. It should help for almost every design except for something that is specifically designed to tip over. Off the top of my head, I can’t think of any real-world examples of such a design though. What do you guys think?
Overhead thwackbots like Stinger? I haven't tried building one in RR2 yet so I don't know whether they work currently. But for all the sh** RA3 deserves, that was one of the few things it got right: torque reaction worked. Anyone who had to fight Torquish Delight will testify that it worked very well.
256
« on: April 26, 2019, 01:29:44 PM »
257
« on: April 25, 2019, 02:19:27 PM »
I mean, tbh, an AI pack to replace the existing bots with actual IRL ones would be pretty sweet. It's hard to gauge my bots' performance when all I have to fight against is Shogun, Cranky Spanky, and Panic Attack. We could also take advantage of stuff like OBJRA2, component freedom, and the DSC colour packs, which obviously weren't around when the DSL AI bots were constructed.
258
« on: April 24, 2019, 04:04:43 PM »
Here's Goodbye Kiss. The hammer isn't particularly heavy but it swings rapidly and has a counterweight for extra balance. Most of the body is 3mm steel, the front wedge is 6mm steel.
259
« on: April 23, 2019, 04:33:29 PM »
I put a speed limiter on motors to minimize crazy physics explosions. In a few weeks we will be switching over to a new version of PhysX that supposedly improves performance for high-speed spinners. Once we have switched over, I am hoping to put spinners up to more or less full speed.
260
« on: April 22, 2019, 02:57:45 PM »
Sometimes I'd like to see the insides too to get an idea of how you guys make this things. I'm not good with them large components. Like one thing I wonder is do you guys also let things clip through each other inside the bots?
I treat clipping the same as I do in DSL-IRL: it's okay for custom shapes to clip through things, since you could cut a hole for them IRL, but it's not okay for, say, motors to clip inside the battery. Fait Accompli's drive motors clip slightly, because each motor has two axles, but I let that slide because again, IRL, you'd just cut the unused axles off.
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