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Messages - F1Krazy
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261
« on: April 22, 2019, 02:48:33 PM »
In the little time I've been in this I found the lack of component descriptions to be a thing. Dunno of this is already planned to be done or if it's actually in there and I'm blind, but yeah.
IIRC, you can right-click on a component in the list and it'll give you a little pop-up with the description.
262
« on: April 22, 2019, 11:05:33 AM »
Funny, because flippers don't glitch in my game... Could you make the weapons spin faster, please?
I believe "more powerful weapon motors" is already on the to-do list, along with a lot of balancing tweaks to improve the physics etc.
263
« on: April 22, 2019, 07:08:37 AM »
I cant really add what people have said, except one thing. A timer, even a simple 180 second timer
This might require some sort of judging system to determine who wins if multiple robots are still running. "Who has the most health" isn't reliable, what with the walls causing damage - I could be the most aggressive and dominant robot and still lose because I took more damage from the walls. And of course, with indestructible components, it's possible for neither robot to sustain any damage at all. Then what?
264
« on: April 21, 2019, 04:49:45 PM »
What went well?
- While the physics still need tweaking, you're off to a good start - already we're getting the kinds of big spinner hits that you don't normally see in RA2.
- I find it amazing how, even with the limited parts we have currently, we're already seeing such a great diversity of bot types, and they're effective. Bull and Bocuma are great flippers, and RT 2.0 actually pulled off a perfect grab-and-lift on at least one occasion, something you just can't do in RA2.
- While there were the occasional havoks, and at least one crash, the game seems a lot more stable than DSL. Even Obama Gaming's flails didn't cause any problems.
What was terrible?
I wouldn't say anything was terrible, but... - Component destructibility (or at least, loss of health when components are hit) needs to be a thing. It's trivial to surround your chassis with armour (or in Drone's case, weaponry) and make yourself invincible.
- Tone down the damage taken from hitting the wall in the Test Arena. Right now it's more damaging than 99% of weapons.
- Additionally, certain bots (Bocuma, Fait Accompli) seem to have an issue where they take damage from the wall even if they hit it with a component wedge instead of their chassis. Would be nice if that could get looked at.
There's probably more but it's 11pm and that's all my tired brain can think of.
265
« on: April 21, 2019, 06:14:21 AM »
These are some good bots, and some of them are super-inventive, like the 360-degree drum spinner and Pipe Dream. You've massively improved as a builder, which is great to see.
266
« on: April 18, 2019, 02:11:18 PM »
I think this is the first RR2 ring spinner: a recreation of my DSL-IRL ring spinner Sour Note. The chassis is a tiny box hidden inside the cylindrical main body, so it's illegal right now, but hopefully component destruction (and some flatter weapon motors!) will be added in the future.
267
« on: April 15, 2019, 03:46:38 PM »
That is mental. I love it.
268
« on: April 14, 2019, 04:35:43 PM »
2. All of the masses, damage resistance, motor power, etc. are going to change. We haven't taken even a preliminary game balancing pass yet. Numbers are purely "notional" as they say in politics. Heck, our house robots aren't even the correct size. D.B. is supposed to be about 20 kg. Ballerina should be about 35 kg. Please understand that numbers are going to get tweaked, optimized, and changed over the next six months.
And I look forward to it! In the meantime, here's an HS based on an unfinished CAD of mine. Any chance that later versions will have hollow tube shapes, for creating discs with weight-saving holes, or will we have to wait for the modding tool for that?
269
« on: April 14, 2019, 04:25:37 PM »
Is it just me, or does the settings menu not actually work? I tried turning down the graphics settings, to try and make the bot lab run faster than 5FPS, and it didn't do anything. I closed the game and re-opened and it was back to the default settings.
Okay, so the settings menu works if you access it from the pause menu during/after a fight, but it doesn't work if you access it from the main menu. Dialling down the graphics worked for me and I can play the game properly now.
Phew! What resolution brought things into an acceptable fps for you? My Macbook Pro runs okay at 1/2 the max resolution. My Macbook Air is only 1366x768, so it does fine at that.
I'm using 1280x800 in windowed mode, but I don't think that's the resolution it's actually displaying at. My laptop screen is 1600x900 and the game window is definitely not 800 pixels tall. But whatever. It runs, and that's the important thing.
270
« on: April 14, 2019, 12:08:35 PM »
Is it just me, or does the settings menu not actually work? I tried turning down the graphics settings, to try and make the bot lab run faster than 5FPS, and it didn't do anything. I closed the game and re-opened and it was back to the default settings.
Okay, so the settings menu works if you access it from the pause menu during/after a fight, but it doesn't work if you access it from the main menu. Dialling down the graphics worked for me and I can play the game properly now.
271
« on: April 14, 2019, 09:27:08 AM »
Spent way too long on this but here is my first RR2 build: a version of my DSL SHW Fait Accompli. It's 109.87kg, the chassis and weapon bulkheads are 5mm aluminium, the wedge and side armour are 3mm steel, the weapon shaft is 5mm steel. I'll probably have to bulk it up to SHW so I can give it the toothed scoop/wedge of the original, and armour that doesn't crumple like tin foil if it rams headlong into a wall  It's got excellent speed and pushing power, though.
272
« on: April 13, 2019, 02:25:00 PM »
Is it just me, or does the settings menu not actually work? I tried turning down the graphics settings, to try and make the bot lab run faster than 5FPS, and it didn't do anything. I closed the game and re-opened and it was back to the default settings.
The bot lab looks great so far, don't get me wrong, I just wish I had a better computer than my sh**ty six-year-old laptop so I could use it without immense lag.
273
« on: April 11, 2019, 06:41:44 AM »
[Churchill mascot voice] OHHHH YES
274
« on: April 09, 2019, 02:40:38 PM »
Oh, that's a good point, actually, I hadn't considered that larger teeth might clip through the wheels. I've had to use small Typhoons before because of that. Hopefully you can figure something out.
Most IRL tournaments accept BFE'd robots these days. It's especially allowed with ring spinners because, as you've discovered, it's the only way you can build them without the disc being out-of-centre or the chassis being impractically tall. BFE is only acceptable in IRL, though - in any other meta you'll be kicked straight out for it.
275
« on: April 09, 2019, 07:02:58 AM »
Bogo is a great idea, although eight small Typhoons is verging on weapon spam. Try switching to two large Typhoons per disc, it should be just as damaging and durable and will give you slightly more reach. For Boop & Scoot V2, try switching to only a single hammer head (you only really need one). That ought to save you plenty of weight for more armour. I'm gonna be "that guy" here: if you learn how to do BFE (bot file editing), you can move components around after they've been placed, which can help with making robots more compact and optimising their extender setups (as you don't need as many attachment points for bolting things onto). BFE works wonders for ring spinners: instead of making the bodywork taller so that the ring is exactly in the middle, you can just make the bodywork as flat as possible and then BFE the ring into the middle. I don't think I've seen a pixel-chassis ring spinner before, though, so kudos for attempting that, even if it didn't quite work.
276
« on: April 08, 2019, 01:24:23 PM »
This one goes out to all of the AI programmers in the crowd. I need your help! Please let me know if I am missing anything!
The following is a list of all of the inputs I think an AI would need to make decisions on which tactic to choose:
1. position and rotation of self (in 3D world space) 2. position and rotation of nearest enemy (in 3D world space) 3. position of nearest waypoint from navmesh (in 3D world space) [Example: Distance to nearest enemy is computed using #1 and #2.] 4. list of our own motors 5. list of our own smart zones [Example: If all of our weapon motors are gone, then switch to shoving.] 6. location of nearest edge [Used for pushing battles.] 7. location of scoring zone [Used for "king of the hill" arenas.] 8. time of my last good hit on enemy [To decide if my attacks are working.] 9. self immobile time 10. self isImmobile 11. nearest enemy immobile time
If we do this right, everything that an AI needs could be derived from the above inputs.
Am I missing anything?
Maybe, for robots with CO2, how much they have left? So if they start running out, maybe they prioritise self-righting over mindlessly swinging at anything in the vicinity, and when they run out, they know to stop firing the weapon. Robots in RA2 will keep firing their pistons long after their CO2 has run out. Also maybe a list of arena hazards (for avoidance and/or shoving opponents towards them)? Or does that come under "edges"?
277
« on: April 08, 2019, 11:43:22 AM »
My dream of plastering league all over GTM has been accomplished
And my dream of plastering Nanoha all over GTM will sadly have to wait another day... Congrats, though!
278
« on: April 07, 2019, 02:49:28 PM »
Good to see you finally giving DSL a crack! Let's see what advice I can give you: - You have way too many teeth on that weapon. That's, what... twelve Typhoon teeth? I can't tell if they're Large or Small, but either way, that's very spammy.
- The disc has zero support, it's just floating in mid-air. That automatically makes it un-IRL. Take another look at 259 and you'll notice the triangular supports holding the weapon in place.
- Four Slimbody motors doesn't seem like fast enough drive for a HW, especially with those tiny wheels. Once you've reduced the number of Typhoon teeth you can easily bump it up to TWM3Rs.
- Bizarrely, I think you've gone the opposite route to most rookies and added too few batteries. Two reds will (IIRC) power 4 motors for 3 minutes, and you have 5 motors, not counting the burst for (what I assume is supposed to be) the srimech.
- You're going to need some armour panels to protect the chassis, because any horizontal spinner is going to chew it to death in a matter of seconds.
A couple of questions, too: - Do the teeth bang against the floor when the weapon spins? It looks like they do from the internals shot, but you seem to be driving it okay in the test area.
- What's the weapon motor? I assume it's a Perm of some description, but I can't see it.
279
« on: April 03, 2019, 03:07:46 PM »
Another build that took way too long, but finally, here is the upgraded Absolute Zero: a tanky vert with a heart of ice. I'm sure I could've spent the final 60kg on something other than covering the sides in steel wedgelets, but hey, it looks cool, right?
280
« on: April 03, 2019, 07:00:09 AM »
Plonker 3: Still a generic bot concept, but it looks much better than the first version. Angle Grinder: I really like it. Don't be afraid to do strange chassis shapes like that, they look better than plain boxes. My main concerns are the reach of the disc, and whether it might get outwedged by opponents. Chicken Biscuit Jr: Not bad. It's gonna have a lot of ground clearance at the back and sides with those big wheels, but with the way the AI works, I don't think that's going to be too much of a concern. Baby's First Die Chair: It's not IRL, with the unsupported weapon and exposed drive motors, but as a for-fun build, I love it.
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