Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - RedSawn

Pages: 1 ... 11 12 13 14 15 16 17 [18] 19 20 21 22 23 24 25 ... 97
341
Discussion / Re: DSL3 bug reporting thread
« on: April 03, 2013, 09:47:43 AM »
The default attachment point for the locking TWM3R motor changes from the standard TWM3R motor, creating a vertical misalignment when both sides are used.

The tracks themselves aren't working very well for me either.  The tank tracks visually misalign (collision geometry seems to remain the same) while the oval tracks are off-balanced after one use by invisible/hidden collision geometry. They're both perfect for one use in the bot lab, but not twice, and not when heading straight for combat.


342
Discussion / Re: DSL3 bug reporting thread
« on: April 02, 2013, 04:14:28 AM »
When fighting, robots drive backwards.

This is a side-effect of a more trivial but important change/bug:
The wheel traction (or something) has changed so that all of the wiring has to be reversed for proper function. Where it'd be Clockwise before is now Anti-Clockwise, and vice versa. I haven't tried tank tracks yet. The AI bots haven't been changed in light of this yet, and that's the problem with AI. Or it should be.

EDIT: I realized this shouldn't be the case as I'm playing against stock AI, which shouldn't have any of the modified wheels or motors. That means it is something else causing the wiring to reverse.

343
Modifications / Re: DSL3 is cancelled.
« on: April 01, 2013, 06:27:50 PM »
You sly bastard, you. x)
Going to have a lot of fun with this..

344
Modifications / Re: New Robot Wars Arena (In Progress!)
« on: April 01, 2013, 04:18:09 PM »
Hey, if they've got the money to be the sole sponsor of a annual robotic combat competition, maybe they were already? x)

345
Modifications / Re: New Robot Wars Arena (In Progress!)
« on: April 01, 2013, 04:06:33 PM »

The ads are Japanese :P But the reason im asking for people to submit their own is so that I can hopfully get more japanese-looking ones.

The dimensions are about 640 x 400 :)



I left myself in your hands, Google Translate. Do not fail me.
(I think I need a better drinks cup.. and more references for Japanese ads)

346
DSL TC Showcases / Re: Martymidgets DSL Showcase
« on: April 01, 2013, 11:42:53 AM »
This'll probably be my entry for SHW BB6 once I've put a decal on it.

I would of thought the Overkill wedge with the website and Magic logo would count as a sponsor.

Awesome stuff, though.

347
Modifications / Re: New Robot Wars Arena (In Progress!)
« on: April 01, 2013, 10:34:35 AM »
Oho, nice.

What are the dimensions for the ads? So they're the correct proportion and all that.

348
DSL TC Showcases / Re: Red's Robotic Hall of Lame - DSL Edition
« on: March 31, 2013, 04:57:44 AM »
When on the ground the chassis weighs down the axles, which have enough give to make them 'stick out the top more' but also give such low ground clearance the bot isn't instantly decimated by sheet wedges.

This effect gives rise to this:

(Yes I know Hypnos on NPC Fasts aren't new, but I'm saying they poke out of the top of the chassis when in combat)
There's not much armor difference between Aluminium 10 and Steel 5 so it really saves around 40kg, used it to get some Hypno wheels for ramming speed and line the top of the chassis with beaters for wamming capabilities, while not entirely killing the aesthetics of stock Ronin.

349
Contests / Re: Re-stocked AW Design Contest #4: Team Dragon
« on: March 30, 2013, 02:53:54 PM »
I've kind of expended all of the AW designs I have been able to create.

350
DSL TC Showcases / Re: Red's Robotic Hall of Lame - DSL Edition
« on: March 30, 2013, 02:49:19 PM »
I had a fascination with Ronin.


The ground clearance is so low it beats Razorback way more then it should.
21kg per anchor, how should I spend it in weapons? Armor needs to be good so the bot can last.
(Yes I know I used anchors, I really can't be arsed fiddling with multi-extenders)

Weapon setups I have used:
Two large beaters, they connect at a right angle and extend onto the chassis wedge so they can be rammed/wammed with. Pretty good but I don't know if it's straying too far from stock Ronin.
Spike strips. Not as effective but keeps the spirit while not being useless from anywhere but the sides.

351
Existing Games / Re: Robot Rage
« on: March 23, 2013, 12:15:59 PM »
Ah come on, in the original RA1 a collision meant you were stuck against the opponent for a minute..

352
Modifications / Re: New Robot Wars Arena (In Progress!)
« on: March 23, 2013, 08:00:22 AM »
Well either way - I'm gonna need all the help I can get :') *hinty hint to those who would like this to be finished quicker lol*

Do you have a checklist?

353
Existing Games / Re: Robot Rage
« on: March 23, 2013, 07:59:08 AM »
I don't know about it sucking. Disappointing? Maybe a little.
The fact there's actually three dimensions for physics is a big step up. But they lost the customizability of the previous game. I can't complain about the ranged weapons since they always existed.

354
Modifications / Re: New Robot Wars Arena (In Progress!)
« on: March 23, 2013, 06:11:27 AM »
It may be possible to have the countdown. Think of the Octagon arena, with the pit sliders. I believe they open up sooner in the fight if you watch the intro, which means the script they use is timed from when the arena is loaded and not the time left in the fight . Assuming you don't make an intro, with a bit of trial and error maybe you could maybe have a sound file play as the countdown begins. It won't get rid of the beeps, but you could replace them with silent wav files.

(This is all theoretical as I haven't tested the Octagon arena for this, atleast not in 5/6/7 years)

355
Tournament Archives / Re: Battlebots 6
« on: March 22, 2013, 07:44:35 PM »
I will get my bots ready.

356
General Support / Re: Mesh falls through floor?
« on: March 22, 2013, 06:40:50 PM »
I can replicate this problem with a 90 degree axle and an EMERGENCY wedge. I believe if an object starts in the ground unexpectedly it defaults as being able to pass through it. (Or not colliding with anything, I haven't tested the effects of this for a while)

Haven't done GMF editing like that but perhaps you need to change the mesh's ambience HEX colour. Have a feeling it exists, just have a hunch.

357
Real Robotics Discussion / Re: Robot Combat League on SyFy Channel
« on: March 22, 2013, 06:35:05 PM »
At the same time, interviews and the likes weren't 80% of RW and Battlebots. The actual combat is secondary to this show in it's current format.
What interviews
It's just lame drama about these annoying people I couldn't care less about.

I'm only using his words x)

Totally behind Badnik's point, I wanted to say something like that myself but couldn't find the words.

Now for my summary of sorts:

So we've got 12 robots in a elimination tournament, 2 fights an episode. Disregarding stoppages and assuming the matches go for the full 6 minutes (three 2 minute rounds), there's 12 minutes of combat in a robot combat show intended for a 1 hour timeslot. At it's very most, Robot Combat League is 20% robot combat. (~26% if you do not count ad breaks as part of the show)

So you've got a robot combat show that is not even a quarter robotic combat. But what about the robots? They look cool. The method for control is neat, though it makes the team member controlling the fists look like assclowns playing Boxing on Wii Sports for the first time.

It's not how they look, though. The thrill of robot combat is the spectacle that is the power behind these nefarious creations we have built with our own hands. Seeing a few hundred kilograms be tossed into the air, the shredding power of high velocity spinning weapons... on Robot Combat League, we have two anthropomorphic robots stumbling around like drunks in a bar fight, if the drunks were wired up with the overzealous pyrotechnics of the Power Rangers, set to go off from the slightest lovetap. It's less critical damage and more Critical Existence Failure. ( http://tvtropes.org/pmwiki/pmwiki.php/Main/CriticalExistenceFailure )

So there's not so many robots, not so many fights, and not much in the way of combat on a robot combat show. It's disappointing to say the least.

358
Modifications / Re: New Robot Wars Arena (In Progress!)
« on: March 22, 2013, 01:31:49 PM »
Very nice work so far. It always bugged me how in the Robot Wars arena we had the flipper was a flat face, this'll be quite different!

359
Real Robotics Discussion / Re: Robot Combat League on SyFy Channel
« on: March 21, 2013, 01:56:42 PM »
At the same time, interviews and the likes weren't 80% of RW and Battlebots. The actual combat is secondary to this show in it's current format.

360
DSL TC Showcases / Re: Red's Robotic Hall of Lame - DSL Edition
« on: March 19, 2013, 05:37:43 PM »
Yeah, it was originally designed around Backlash wheels but they couldn't keep grip upside-down. Could use VDMAs and reduce the width of the bot though.

Pages: 1 ... 11 12 13 14 15 16 17 [18] 19 20 21 22 23 24 25 ... 97