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Messages - Classicus
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281
« on: April 10, 2012, 02:57:30 AM »
Hi guys, I have a component in mind that I would like to make but I'm not sure it's possible. Here's the idea: Basically in real life it would be a big ball, with a horizontal housing containing ball bearings, giroscopes and motors. The idea is the ball is central in the bots construction and provides both propulsion and turning.I'd like to know if you guys think it is even possible, or some version to make it work.If it is not possible, is it possible to create a component like this where the ball rolls or has the appearance of movement, fwd, back and turning left/right?It's a bit crazy I know but I've been working on a bot for the last 6 days that's kicking my butt at the moment and I think this is the only way I can make it work.Any help would be really useful.
282
« on: April 01, 2012, 01:04:20 PM »
I grew up in the 90s and I can say from experience most 90's music was awful ( I wish i grew up in the 80s for music).
However there are a few little gems:
This'll put hairs on your chest.
And testes on the hairs on your chest.
283
« on: March 29, 2012, 06:01:49 PM »
The ramps are crap at flipping. Thats why I suggest just a dummy bot similar to SS that can just flip your bot over. Instead of wasting time with the flippers in the test area, you could get an answer in under 10 seconds which is more efficient. Also with flippers like SS's you would land in different ways so you could test properly.
284
« on: March 29, 2012, 03:35:07 PM »
Idea for a srmech tester:
Second Sentinel or similar with no mobility, you just drive up to it, it flips your bot and you then see if it can right itself. Something for DSL 3 maybe?
285
« on: March 27, 2012, 01:59:00 PM »
I understand what you say but the criteria I'd say is just which bot you like the most, not necessarily the best robot. So for example if it was like that this month I would probably have voted for Robosharks IRL flipper, just because of the look. I don't think the same few would win, as there are a lot of great robots out there.
286
« on: March 27, 2012, 01:41:39 PM »
Yes but my way allows you to do it one attempt. Perhaps I didn't make that point clearly, my method allows you to make extremely accurate chassis very quickly. I am quite confident that I could build a fairly simple robot, for example Killdozer in less than an hour from start to finish. Just thought it might help some people. I only recently developed it, and I haven't tried it on anything complex yet, but I am building something later in the week so I will see how it goes.
287
« on: March 27, 2012, 09:33:56 AM »
This is my solution to the baseplate grid issue. The solution is based around my building procedure:1. Create a 'map' of what I want to do in a 10x10 or 5x10 chassis, 2. F11 screenshot top, note height increments for raised components and turn increments for angled components.3. Print - I have a laser printer so it is economical, but you could always adjust your printer if the ink cost is an issue.4. I sketch the outline of the chassis5. Try to make the outline as accurately as I can in a new bot.Thanks to having the printed out map with the grid, I simply use my blueprint.bmp to make my new chassis. Note this is 1024x768 only, but easy to make for other resolutionsFurther refinements may be needed, for example to eliminate that last remaining bit of space, but it is as accurate and efficient as I can think of doing it.  As you can see the relationship between chassis design and bot construction is 100% accurate.
288
« on: March 27, 2012, 07:21:01 AM »
Why isn't bot of the month simply a nomination of a bot built within the span of the month in the showcases, you get a top 8 in terms of votes, which are then revealed and people vote on that top eight, the criteria being which one you like the most that isn't one of your own. One bot max per individual member?
289
« on: March 26, 2012, 02:36:09 PM »
I recolored the ME, check my sig.
290
« on: March 26, 2012, 02:35:11 PM »
On occasions in Red Dead a character can fall through the ground and still shoot at you, so you are getting shot at and it take a second or two to realise what has happened, was funny the first time.
291
« on: March 25, 2012, 05:50:24 PM »
I wish Mortis had been good in RW, was always my favourite bot in the first runs of the show. Best bot in robot wars probably, if it had wheels instead of treads it would have been unstoppable.
292
« on: March 21, 2012, 08:08:30 AM »
Really liking the last two, very good work. The flipper bot helped me solve a problem I've been having so thanks also.
293
« on: March 21, 2012, 04:52:34 AM »
Thanks for the advice, I am still thinking about this bot, the main problem with the hovercraft engines is the bobbing, no matter what you still get it and that motion just doesn't suit the bot I have in mind. My idea is to have perhaps 'powerless' hover engines as just an aesthetic with low mass and use invisible wheels. How would I go about making a non-powered hover engine? Thanks.
294
« on: March 21, 2012, 04:42:13 AM »
awesome work. wish I could pass builders block
Solution I use: generate a number on a random number generator found on the internet, count starting with ant blades and when you get to the weapon/item at that number build a robot for it. It works because its simple.
295
« on: March 19, 2012, 04:02:47 PM »
That song hurts my ears. I like the bot it has a wiff of Robot Wars series 1 about it for some reason.
296
« on: March 14, 2012, 11:49:07 AM »
Thanks I will try for my next robot.
297
« on: March 13, 2012, 03:36:24 PM »
Didn't check yet, but what about Google? They do lots of tech stuff. Oh, and if you ever do any updates, probably a darker version of the Gametechmods logo (again, I haven't looked yet. It may be there already) for lighter bots.
Google is there, gametechmods is there.
298
« on: March 13, 2012, 02:13:58 PM »
Interesting, I will have a look, does anyone else have any ideas about making a robot glide? The robot I have in mind, I only want it to glide about 5-6 inches off the ground, literally like some sort of skimmer.
299
« on: March 13, 2012, 02:12:16 PM »
Atari is in the pack, its finished and available for download.
300
« on: March 13, 2012, 11:58:45 AM »
That's annoying, but I think you are right. I have changed most of the physics values but it doesn't seem to make any difference. I notice pon2n doesn't bob up and down but keeps a static height, what propulsion does that have?
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