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Messages - TheRoboteer

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261
Off-Topic Discussion / Re: Seagulls, the villains.
« on: August 20, 2019, 07:16:31 PM »
I will actually nick your chips and sh** on your head so I'm the true alpha seagull

262
Existing Games / Re: Robot Champions
« on: August 20, 2019, 01:09:21 PM »
Their Kickstarter went up today, and for 24 hours only you can grab the £75 tier for 60% off.
Think it's important the entire robot combat community supports all ventures like this and RR2 - after all, a runaway success could mean certain UK shows being revived... who knows :)
https://www.kickstarter.com/projects/prospectgames/robot-champions
36 grand in a bit over a month seems a pretty ambitious target to me.

263
Tournament Archives / Re: Deathmatch 4 - SBV
« on: August 19, 2019, 08:17:56 AM »
Heat F of Deathmatch 4 is now up!




264
DSL TC Showcases / Re: Nicks Showcase Featuring Boxes with a Hammer
« on: August 12, 2019, 06:30:01 AM »
Or just keep it dsl-s as is
It's not DSL-S because it uses CF

265
DSL TC Showcases / Re: TheRoboteer's Hit or Miss DSL Showcase
« on: August 11, 2019, 02:31:12 PM »
Did some work to make it less boring. Put a rear wing on it because why not, and then F1 suggested giving it a racier colour scheme to go with it so I did that too and it does look better. Also ditched the wedgelets in favour of hinged panels with wedge edges which I think look a lot better

 
Substrate Ext 2.png


EDIT: Made a few other changes to clean it up and make it look nicer, rechristened it and knocked up a splash with a logo shamelessly stolen from a defunct F1 team

 
Buzzin' Hornet Ext.png

266
DSL TC Showcases / Re: TheRoboteer's Hit or Miss DSL Showcase
« on: August 11, 2019, 05:40:20 AM »
Here's a standard flipper. Been stuck in a bit of a rut building-wise lately so I figured I'd go back to basics and just do some panelwork . Design is nothing special at all but I'm happy with how clean it came out. 2 Vsmall VDMAs for the flipper so it's hardly gonna be roofing sh** but the panels are fairly light so it should still be able to toss other HWs decently.

 
Substrate Ext.png

267
Tournament Archives / Re: [DSL IRL MW Team Tag] Double2Man - Signups
« on: August 09, 2019, 02:44:42 AM »
I received 3 Teams

Hoppin & Sevalent - Robot wars - team kevbot/dino
KILLER & Plerco - Team Dragon
8bean & NeonCalypso - (No Name)

While I recognized 4 of them, I can't seem to find Sevalent and KILLER's gtm account. Seem like I had to pm them for their gtm's username.

EDIT:
I almost puked when checking some of the bots, jesus christ
Gonna say it again. None of them breaks a single rule, and rejecting them is just bad hosting
  • No Weapon Spamming/Stacking
Great reading Kix

268
Showcases / Re: Post Your RR2 Bots
« on: August 07, 2019, 09:02:36 AM »
A robot that is 65% weapon should be completely uncontrollable when the weapon is moving.  Let me think about this for a bit...
A robot that is 65% weapon will also have armour made out of cardboard. I don't think much nerfing is necessary; once we start doing tournaments, people will work out for themselves how hopelessly impractical those kinds of weapons are and the "who can make the biggest Deep Six clone" contest should cease.
I'm not so sure in the current version of the game. Speed Demon has a 50kg weapon which is pretty unrealistic for a vert of its style, and it has pretty strong armour, a srimech and pretty beefy anti-spinner weapon supports.

269
Showcases / Re: Post Your RR2 Bots
« on: August 07, 2019, 04:38:35 AM »
I am having to upload all my pictures from phone and I'm using the attachments and other options at the bottom. If there is a better way please enlighten me as it annoys me as well.
You need to hit the "insert attachement" button next to the place where you select the file

270
Showcases / Re: Post Your RR2 Bots
« on: August 06, 2019, 06:11:07 PM »
My focus here was on bite and launching the opponent more than it is on pure KE, and it seems to work well. Tip speed is only ~120mph which is nothing compared to what some other people have been doing, but the spinup speed is decent, the weapon has a fair bit of weight behind it, and the amount of bite it gets is fantastic. Really launches stuff on impact. Also added the martini stripes that were missing in the previous version too.


I really like where you are going with this.  I tried to keep bite, impulse, and energy numbers as grounded in reality as possible.  I had no idea how this would actually play out when people started building spinners for things other than just direct damage.

How many millimeters of bite are you seeing when you race across the test cage at full speed?
I'm getting around 21mm of bite at full speed which from speaking to other folks seems to be on the higher end (Hop was getting around 13ish on one of his bots I believe, but he had higher KE). I think deciding whether to prioritise KE or bite is gonna make for some really interesting spinner vs spinner fights in future so I'm all for it!
I think Absolute Zero and Spitfire both have zero bite when stationary, it goes up when they're moving though. I'm hesitant to make the teeth larger because right now they look very elegant IMO - don't take this the wrong way, Robo, but those giant square teeth on Speed Demon aren't the most pleasing things to look at, effective though they might be.
Yeah IK. I've been struggling to do anything more elaborate with teeth though since you can't actually seem to place stuff directly opposite each other on the cylinder component. I'll probably have a toy around with using wedge components for the teeth rather than just straight blocks at some point

271
Showcases / Re: Post Your RR2 Bots
« on: August 06, 2019, 10:15:59 AM »
My focus here was on bite and launching the opponent more than it is on pure KE, and it seems to work well. Tip speed is only ~120mph which is nothing compared to what some other people have been doing, but the spinup speed is decent, the weapon has a fair bit of weight behind it, and the amount of bite it gets is fantastic. Really launches stuff on impact. Also added the martini stripes that were missing in the previous version too.


I really like where you are going with this.  I tried to keep bite, impulse, and energy numbers as grounded in reality as possible.  I had no idea how this would actually play out when people started building spinners for things other than just direct damage.

How many millimeters of bite are you seeing when you race across the test cage at full speed?
I'm getting around 21mm of bite at full speed which from speaking to other folks seems to be on the higher end (Hop was getting around 13ish on one of his bots I believe, but he had higher KE). I think deciding whether to prioritise KE or bite is gonna make for some really interesting spinner vs spinner fights in future so I'm all for it!

272
Showcases / Re: Post Your RR2 Bots
« on: August 06, 2019, 08:37:33 AM »
Some work on Speed Demon for the new update. Still dipping my toe so not really done anything too crazy or new, mostly still just replicating my RA2 bots, but I'm pretty happy with this one now. My focus here was on bite and launching the opponent more than it is on pure KE, and it seems to work well. Tip speed is only ~120mph which is nothing compared to what some other people have been doing, but the spinup speed is decent, the weapon has a fair bit of weight behind it, and the amount of bite it gets is fantastic. Really launches stuff on impact. Also added the martini stripes that were missing in the previous version too.

 
Speed Demon RR2.png

273
After some some tinkering and help from Gulden (cheers boss) I've been able to get my bots working in this update. Only real issue I've noticed is the ice skate-y physics for some bots when inverted, but if that's the price of having my bots work then I'm more than willing to pay it. Really enjoying the combat dynamics too. The spinner physics and the tradeoffs between raw KE vs bite depth are proving really interesting to me.

Cheers for keeping up the work and listening to all our issues guys, this game is really starting to feel like the future  :thumbup

274
Tournament Archives / Re: [DSL IRL MW Team Tag] Double2Man
« on: August 03, 2019, 02:07:16 PM »
MWs make me physically ill but I'll enter anyway because I'm a masochist

275
My 2 wheel drive bots are still just straight up unable to turn. It's been like this since IIRC the bugglebots patch came out. I've tried replacing the drive motors and everything and nothing seems to work. It's as though the chassis has crazy high friction with the floor or something

Maybe try some UHMW skids?  I’ve been experimenting with small spheres...
The UHMW skid seemed to help in the test arena, but when I took it into an actual fight I still couldn't turn at all. It's really got me stumped as to what's causing this

276
My 2 wheel drive bots are still just straight up unable to turn. It's been like this since IIRC the bugglebots patch came out. I've tried replacing the drive motors and everything and nothing seems to work. It's as though the chassis has crazy high friction with the floor or something

277
DSL TC Showcases / Re: Nicks Showcase Featuring Boxes with a Hammer
« on: July 29, 2019, 08:19:59 AM »
Breaking point needs tribar supports. Those arms are way too spindly

278
Discussion / Re: looong wedge
« on: July 26, 2019, 05:49:23 PM »
how do those bots make the armor panels so long they span the whole chassis
Not really sure what you're meaning. Can you provide an example pic?

279
Existing Games / Re: Robot Champions
« on: July 25, 2019, 07:38:17 AM »
Lack of botlab and the arcadey feel + aesthetic doesn't really appeal to me, but it's great we've got two robot combat games in development with devs who actually seem to care about their product rather than just look to make a quick buck.

280
DSL TC Showcases / Re: Hoppin's Robots that are DSL
« on: July 21, 2019, 12:13:07 PM »
More like queermint  :dance:

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