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Messages - kix
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261
« on: March 05, 2020, 08:26:15 AM »
In order to solve the phasing problem I'm pretty sure I'm going to have to reenable collisions on the spinner part colliders. One day I hope to make a proper single compound collider out of all of them. The tradeoff is that it will increase the physics load having all of those spinning colliders.
We never had any issues with old colliders
262
« on: March 05, 2020, 03:16:25 AM »
Ok so now that ive finally booted up the game:
- Old A30 motors are moved, however that is an easy fix we can do by moving them manually, so no big issues - New A40 motors are fixed, thank you - The game still launches at 100 tickrate which can cause problems in test lab. One bot has crashed due to high rpm before i went into a battle. - Bots are extremely violent. At 11000 rpm, the spinner wil hit 200000kj, sometimes in test lab it will clip thru the floor, but only sometimes - Ive noticed that the jump from 5 mil alu to 5 mil steel is really large. Lets take Sloped shell spinner, Alu 5 and it weighs 38 kilos, Steel 5 and it weighs 110 kilos, i cant change the thickness so yeah. something is off. - Pressing Del to delete a part is a godsend - After some testing, lightweights do tend to have higher kj than usual, a 10 kilo weapon can hit 400mph with a 3 inch brushless and can achieve more kj then a hw bot, around 600kj, might limit the tip speed for my tournament for a tempfix - If a part is thin, it will clip thru the ground. Few fatal flaws: - The disc wobble is a great idea: In theory, in practice, when a bot tries to self right using that bar (something like gigabyte, but its not a shell), the bar will damage itself even at low speeds. Self damage is again too high, abd the shake personally might be too high, id lower it slightly(Maybe not for now as we dont know if the violent sudden shaking is because when a weapon clips thru opponent, it possibly could deal a lot of damage to iself and the opponent) - The biggest issue is that the bots have no impact, the spinners on the bots pretty much go inside other bots and melt the parts they clipped in off.
This is what i have gathered from testing.
263
« on: March 05, 2020, 02:29:07 AM »
Adding on to what Min and Code were saying, most spinners have drastically increased in power. [ Quoting of attachment images from other messages is not allowed ] My lightweight breaks the scales with how much energy it holds [ Quoting of attachment images from other messages is not allowed ]
I mean, you are using a HW brushless motor on a lw Will give the new build a go now that im awake
264
« on: March 04, 2020, 05:08:18 PM »
Maybe
265
« on: March 04, 2020, 04:49:52 PM »
I reduced damage by quite a bit. Spinners take a lot longer to come off, and they start working annoyingly before they do. I still want to do another round of testing before I put the build out though.
Need a tester?
266
« on: March 04, 2020, 03:54:07 PM »
Spinner wobble is working now. As the spinner gets more and more damaged, it wobbles more and more. This makes driving more difficult.
Also, @tashic found and fixed the bug with the A40-300 (New) motor. Go tashic!
New build coming soon...
Love to hear that, might use this latest version for robogames if the damage isnt busted :) A question for future release? Are we gonna get more compact batteries? Atm most batts are oversized
267
« on: March 04, 2020, 11:38:59 AM »
Ok off this topic: I have a possible idea: Burst pistons that you have could be resizable. Smaller the piston is, less co2/hydraulics/nitrogen can enter the piston, thus less pressure and less powerful flippers. Maybe split between vertical scaling and horizontal scaling? So we can make short but wide bursts, or tall and slim ones
268
« on: March 04, 2020, 11:00:22 AM »
Ooo... How about spinners get wobbly once they lose half their health? It would throw off the driving of the robot, and it might be worth it to just spin up if you really needed to.
How do you mean? Like they vibrate on the axle rather than detach??
I assume like in ra2 when a bot loses its tooth
269
« on: March 04, 2020, 10:25:39 AM »
Honestly for an axe, the stronget the armour the longer the bot lasts. I think a perfect example where a bot was axed to death was between THZ and Spawn Again where the bot just slowly died.
how does the visual deformation look like rn btw?
Wouldn't this be from that Mesh Deform script we currently have in the back log of the game?? Albeit I haven't played around with this feature yet for new arena props but I'm still sceptical on how they would work for them hahaha
Ah yes, mesh deform, dark ages we live in XD
270
« on: March 04, 2020, 10:23:03 AM »
 ITS HERE AND NOW IN RR2! And ofc this wont be Robogames without the Robogames arena. (No, make the arena yourself im not giving mine even if you pay) Ill keep it brief. Weightclasses, LW, MW, HW, SHW Extra replica rampage division, where you send a replica of real life bot This is a Parsec event, that means that: You can send the bot, you DONT need to drive at all, we will find a person that will drive for you. I will only accept bots via Discord, if you send via the forums, ill most likely not check the message. For more info on rules join the Official RR2 Discord: https://discord.gg/tXwYay9Entrants list: https://docs.google.com/spreadsheets/d/1RsOXN7jFdh9bnjluNLM5Fti6LypTTdZ_Y9bhYvx8a4k/edit#gid=0See you all in the arena! P.S. Ill try my best to record, someone else might edit and release the footage
271
« on: March 04, 2020, 10:03:12 AM »
Visual deformation looks terrible right now. It would take a lot of work to make it subtle and probably only mediocre looking. Not worth the time, IMO.
An LED system could work. Maybe that is enough? I%u2019m not so keen on a %u201Cself healing%u201D mechanic. It just seems like this is so gamey and not at all representative of the real world. I think I would be a lot more okay with hits putting a robot off balance though.
Honestly for an axe, the stronget the armour the longer the bot lasts. I think a perfect example where a bot was axed to death was between THZ and Spawn Again where the bot just slowly died. how does the visual deformation look like rn btw?
272
« on: March 04, 2020, 09:54:47 AM »
Would it be possible to have parts warp visually based off of damage received? And maybe more total damage taken = slower spin up time and maybe motors shutting off entirely?
Visual warp is gonna be kinda awful to make with rigidbodies, ra2 is having one for chassis and you can see how well that works. I could see a uhh component deteriation system with scratches, dents (with bumpmapping) and uhh fractures, I like the slower spin up. Now for the wires breaking off, maybe if you could have a visible wire once the advanced wiring system exists, we could cut the wires off with the weapon in a battle? This way you wont lose to wire falling off, you would lose to wire getting cut instead
273
« on: March 04, 2020, 09:13:11 AM »
Totally agree.
The game makes a distinction between hitting an opponent and hitting an immovable object. It would be straightforward to increase self damage for large diameter spinners.
Current form of self damage is the weapon falling off which happens unrealistically often and its very sensitive, id recommend more of an internal shock
274
« on: March 04, 2020, 06:11:22 AM »
This past weekend I had the opportunity to watch about 30 different spinners fight each other, then walk through the pits to see what damage had occurred. The spinner robots were all around 85 pounds, and they mostly had small-ish vertical spinners. They were only a handful of horizontal spinners in the mix. A few observations:
1. Most of the horizontal spinners broke. The broken ones I looked at tended to have weapon axles that were more than 8 inches apart. 2. When a spinner broke it was because the entire axle came out. This occurred due to a combination of axle bending (long, thin axle = bad) and frame bending (warped frame = axle pops out). A 1500 Joule spinner with an 8" long x 3/4" diameter steel axle bent and popped out every time it hit anything solid. They lost two consecutive axles that way. 3. The spinners were driven mostly by Ampflow A28-150s or A28-400s at 24 volts. 4. Most of the horizontal spinners were larger than 12" in diameter. 5. None of the vertical spinners broke. 6. Most of the vertical spinners were less than 12" in diamater.
Some inferences:
1. Larger diameter spinners break more often. 2. Spinners with bearings farther apart break more easily.
I'm thinking of maybe trying to incorporate the "larger spinner = more dangerous to itself" idea into the game. My Tombclone has a long bar. Maybe it is more prone to self damage by accidentally hitting the wall or the floor? It also tends to send itself flying.
That idea is good, however when you look at it, in HW divisions, bigger horizontal bars tend do be more dangerous to other bots if driven well.
275
« on: March 04, 2020, 04:17:50 AM »
I'm experiencing a lot of trouble working around rims. For an example, I'm working on a bot inspired by HUGE and am trying to attach a rod to each rim to prevent immobilization by tipping the whole bot onto its side. However, I accidentally attached a cylinder shape to the center of the rim, and cannot remove said cylinder shape. Every time I try to select the cylinder, the workshop selects the rim instead and tells me that I can't delete the rim with components attached to it. It seems like an issue with bounding boxes and it doesn't matter how big the rim is (I have this issue mounting tires to the rim too).
Unfortunately it is a collision aspect which means all the rims are essentially one solid cylinder. Unity doesn't allow for things such as hollow collisions unless you incorporate a lot of individual collision meshes into one, which cjbruce wants to avoid as it would push the number of active collisions up too high. The best way to do it is to scale parts that get in the way, or if you zoom in close enough to a part you can bypass it's collision and select parts that are inside. Unfortunately this is the only way the game can handle these parts.
When cmt comes out, ill see if i can do some juju magig for hollow stuff
276
« on: March 03, 2020, 03:20:51 PM »
Liked the black one more tbh. Still good
277
« on: March 03, 2020, 01:40:59 PM »
For this next build I have combined spinners into a single damageable object. This means that the whole spinner will break off together.
My Tombclone will break off Circumvolution's spinner in a single hit every single time. It makes for really short fights.
Ah i really love this thing you said, maybe you should enable an option to disable breaking stuff off if on an axle
Just out of curiosity. Does the multi part spinner get combined HP as a single component, or does it have the HP of the base part?
It adds up the total health of the spinner components and consolidates them into a single number. Right now health = mass * (health per mass of the material). More mass = more health.
Circumvolution Spinner = 250 health Tombclone Spinner = 500 health
Tombclone can do thousands of Joules of damage on a single hit, so Circumvolution's spinner is destroyed every single time.
Tbh irl Hori would beat a vert easily. If you are uncomfortable with it you can always add a small HP multiplier
278
« on: March 03, 2020, 12:13:34 PM »
For this next build I have combined spinners into a single damageable object. This means that the whole spinner will break off together.
My Tombclone will break off Circumvolution's spinner in a single hit every single time. It makes for really short fights.
Ah i really love this thing you said, maybe you should enable an option to disable breaking stuff off if on an axle Just out of curiosity. Does the multi part spinner get combined HP as a single component, or does it have the HP of the base part?
279
« on: March 03, 2020, 07:09:30 AM »
I haven’t seen it. Is it for the old motor or the (new) one?
New one, try attaching a wheel to the motor that isnt in 0/0/0 position and then go to the test bot section
I see it now. I have no idea what is causing it. Definitely will look into it!
When you first added the new motors back in uhh Feb 15 build iirc, they worked with no issues. Also idk size wise, but is NPC really that large compared to Amp A40?
280
« on: March 02, 2020, 03:41:15 PM »
I haven’t seen it. Is it for the old motor or the (new) one?
New one, try attaching a wheel to the motor that isnt in 0/0/0 position and then go to the test bot section
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