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Messages - kix

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301
Showcases / Re: Hard Bot's RR2AM
« on: February 27, 2020, 12:10:54 PM »
Tip:you can attach a belt to bursts

302
The AMT won%u2019t take a whole lot of Unity knowledge.  You should be able to handle it if you are comfortable in any 3D modeling tool like Blender.
No chris thats false, the animations are pita, i can PM you the hell

Sorry about that!

I stand corrected.  I haven%u2019t tried it myself.

I honestly dont know how you managed to do animations for test arena as mine, animations just straight reset after a second

303
Tournament Archives / Re: HangarGames - SIGNUPS CLOSED
« on: February 27, 2020, 07:57:42 AM »
Ay you made an arena, poggers

304
The AMT won’t take a whole lot of Unity knowledge.  You should be able to handle it if you are comfortable in any 3D modeling tool like Blender.
No chris thats false, the animations are pita, i can PM you the hell

305
Sorry for the delay!  I%u2019m trying to get one out today.

I%u2019m not satisfied with spinner imbalancing.  It is creating a really bad teleporting wobble when you knock something off the spinner.  So far my fixes have created more problems than they have solved.  I do have one more thing to try though.
Yay! Bugfixes! (No I%u2019m not being sarcastic)


About the AMT, any updates?

Lets say that yall need to prepare your unity knowledge

As for the wobble, maybe the axle is the reason of teleportation?
Ah, crap. I have no unity knowledge. :/ Ah, well ¯\_(ツ)_/¯
Neither have i ;)

306
Sorry for the delay!  I%u2019m trying to get one out today.

I%u2019m not satisfied with spinner imbalancing.  It is creating a really bad teleporting wobble when you knock something off the spinner.  So far my fixes have created more problems than they have solved.  I do have one more thing to try though.
Yay! Bugfixes! (No I%u2019m not being sarcastic)


About the AMT, any updates?

Lets say that yall need to prepare your unity knowledge

As for the wobble, maybe the axle is the reason of teleportation?

307
Tutorials and Tips / Re: Weapon Normals
« on: February 27, 2020, 05:48:27 AM »
Lets theoretically say that you are making a part, what would be the easiest way to figure out where is normal oriented?

308
Other Tutorials / Re: Beginning Builds- A Beginner's Guide
« on: February 26, 2020, 06:32:26 PM »
Smh obama wouldnt allow this

309
ya but can you sload in this game

Pardon my ignorance, but what does it mean to “sload”?

Boomer ra2 term that is obsolete and not useful


bruh rude
Not false tho, is it?

310
Oh yea btw, when can i expect the next update? I am hosting a tournament that has something that is a secret.

311
A problem I’ve run into while building is that the 3-inch wheels have almost no health (0.05 hp). This makes it extremely difficult to make low or smaller robots, since the wheels come off at the slightest touch. The 4-inch wheels have hundreds of times more health than the 3-inch and can withstand a much more realistic amount of hits, so I’m not sure if this lack of HP is intentional or not.

That is intentional.  The 3 inch wheels were meant as temporary stand-ins for the foam wheels used in US antweight kits like the Fingertech Viper.  They weigh almost nothing.  If you wanted to use one with an actual heavyweight, it would just be a foam decoration, completely ripping off at the slightest touch.
but what if i have to use it on a hw?
Will there be an option?

312
I'm thinking that the right way to do this might be something like the following:

1. A user picks and places their motors.
2. A little table appears in the upper left corner containing all of the electronics that need to be placed.  If it has been placed already it should be grayed out.

For example, a robot like Tombstone with 2 drive motors and 1 weapon motor would have the following:

1. The user places the two drive motors (2 x A40-300) and the weapon motor (1 x ME0708).
2. The table in the upper left would include the following components:

Battery Pack (24 volts minimum)
1 x power switch
1 x radio receiver
3 x high power Electronic Speed Controllers

Once all of the necessary electronic components are place, the "TEST" button would light up.

EDIT - PS, for those of you how know Tombstone, it doesn't actually use a speed controller for the weapon motor.  It uses a high current relay instead.  Every time they tried to run the motor with a speed controller it fried the speed controller right away.  I think Ray Billings might have mentioned something like 1800 Amps of current were drawn when the motor started.

Agreed! Love this idea!

Yup this would be very well to have.

313
I think he meant cb just for simplicity's sake, the distribution system got me thinking. I assume that we will be able to power individual motors with individual receivers, and batteries, so if a weapon battery bursts and eventually dies, the weapon will just stop functioning, same goes with receiver

314
As much as i feel happy about it. I wonder, what are the differences between the weapons weight/kj/inertia/speed wise

315
Parts can still break off.  This includes the spinner itself.

My plan for spinners is that upon a hit, both the spinner and the target take damage.

If the target is invulnerable, then all of the damage goes to the spinner.

Otherwise, damage will be distributed based on the current health of the spinner and the target.  If the spinner has more health than the target, then the target will take a larger fraction of the energy as damage.  The opposite is also true.  If the spinner has very little health, it will take most of the damage and will very likely break off.

Here's what I have:

float selfRatio = target.health / (selfDO.health + target.health);
                float targetRatio = selfDO.health / (selfDO.health + target.health);
                float selfActualDamage = selfDO.takeDamage(damage * selfRatio);
                float targetActualDamage = target.takeDamage(damage * targetRatio);

In practice the above damage model is pretty terrible.  A big heavy spinner will absolutely dominate a spinner made out of smaller pieces without taking any damage itself. 

My Tombclone is just mercilessly destroying Circumvolution.  I don't like that.  I want to reward people for building beautiful creations that work well, not the big dumb box with ton o' health.

Back to the drawing board...
An option to turn the multi part spinner into a single part spinner? Keep the collision. Also circumvolution is only a 16kg spinner, and at that size its... Not really supposed to be durable

316
I haven't gotten there yet, but I'm thinking axe damage might have to be based on impulse.  Axes have maybe 1% of the KE of a spinner.
Yeah well considering that axes mostly do internal damage and mostly dent armor in, maybe that could be taken into consideration?

317
ya but can you sload in this game

Pardon my ignorance, but what does it mean to “sload”?

Boomer ra2 term that is obsolete and not useful

Oh yeah, how will axes do damage?

318
Robot Rumble 2.0 / Re: Robot Rumble Community Replica Pack (WIP)
« on: February 23, 2020, 06:29:50 PM »
42/64

319
Ok so i did some testing

so the bots can spin up to 346mph then the bot lifts off like a plane and the disc gets bent

Underneath, this bot can technically reach 450mph, however the game just does its thing

Might test damage at higher/lower speeds to see if damage is dynamically calculated, because i fear it may not be the case

In the existing build the maximum damage that can occur is 34% of a particular part%u2019s health.  This eliminates one-hit kills.  For the next build I would like to set the maximum to 100% of the part health, but damage not propagated to the parent.  This way you can always knock off just the one part and whatever is attached to it.
ey
The thing i notice is that small weak hits do knock out parts that are pretty tough, also weapons seem to fall out relativley easy

Edit: One more thing i notice is that the motors are boosted if on a hinge or another motor/pneumatic burst/linac. Basically they spin up faster

I need to get rid of the existing impulse damage code.  I haven’t done that yet.  Pretty much all of the damage that is occurring is impulse based.  A few posts back I wrote some numbers down which quantifies this.  Spinners should be the main damage source.  They operate based on kinetic energy rather than impulse.

Ok so an issue like this wont exist no more

320
Ok so i did some testing

so the bots can spin up to 346mph then the bot lifts off like a plane and the disc gets bent

Underneath, this bot can technically reach 450mph, however the game just does its thing

Might test damage at higher/lower speeds to see if damage is dynamically calculated, because i fear it may not be the case

In the existing build the maximum damage that can occur is 34% of a particular part%u2019s health.  This eliminates one-hit kills.  For the next build I would like to set the maximum to 100% of the part health, but damage not propagated to the parent.  This way you can always knock off just the one part and whatever is attached to it.
ey
The thing i notice is that small weak hits do knock out parts that are pretty tough, also weapons seem to fall out relativley easy

Edit: One more thing i notice is that the motors are boosted if on a hinge or another motor/pneumatic burst/linac. Basically they spin up faster

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