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Messages - kix
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341
« on: February 16, 2020, 02:49:40 PM »
Where is the arena modding tool? EDIT: the new arena building capability sounds awesome, so I would like to try it out.
KupaTec has it at the moment, with WhammetNuht working on the new arenas with it. There are still quite a few features they are looking to put in before we release it to the public.
Ok. Could you put out a preview version on /bleedingedgebuilds?
Why the **** are you so annoying with these requests? If its not finished, they wont release it, you know it, we know it, everyone knows it. Ayy new build. Okay so if i used the (New motors i should be fine i guess)
342
« on: February 16, 2020, 11:09:14 AM »
Ok finally back from not being home and:
Well in one hand im feeling happy about the revert, on the other i feel like i shouldnt have said about restoring the motors.
343
« on: February 16, 2020, 02:59:57 AM »
Future compatibility really shouldn't be something we worry about. We should expect robots from previous patches to lose viability every now and then. I'm honestly surprised this is the first time anyone's complained about this.
For you its not a problem, but for me with again, over 80 robots, i feel like i dont wanna refix them all because its too much work and hassle I was already in hell when i had to redo most of my bots once when they wouldnt show up
344
« on: February 15, 2020, 06:08:04 PM »
Toruqe
fuque
sped
go play pubg in your backyard
pubg blyat is sh** lmao, its all about ruski simulator now
345
« on: February 15, 2020, 05:42:51 PM »
346
« on: February 15, 2020, 04:05:40 PM »
Ugh. It kills me to say this, but there is a way to reset the motors back to a similar configuration we had before, hiding them in the process. It won’t be perfect though. Alignment will be off. Attachment points won’t be in the exact same spots.
But there is a way to make it happen. I just hate it because it will become a legacy problem that will never go away.
Is it worth doing if the motors don’t go exactly back to the way they were before?
It wont be that much of an issue, we could always move the motors a bit more forward/back. I usually wouldnt do this too however 80+ of my bots are screwed up which is a big number Ugh. It kills me to say this, but there is a way to reset the motors back to a similar configuration we had before, hiding them in the process. It won’t be perfect though. Alignment will be off. Attachment points won’t be in the exact same spots.
But there is a way to make it happen. I just hate it because it will become a legacy problem that will never go away.
Is it worth doing if the motors don’t go exactly back to the way they were before?
Could you change the old motor meshes back too?
Jfc no stop it youre not contributing to anyone
347
« on: February 15, 2020, 03:53:17 PM »
Brushless motors. I gotta give wham credit, its well made There is one fatal flaw
348
« on: February 15, 2020, 02:50:07 PM »
Not doing it that way was my call. WhammetNuht originally created an “old” and “new” version of the motors. I made the decision to simplify things for newer players who would inevitably wonder why there were two versions with similar names, pick the wrong version, then be absolutely furious when their robots wouldn’t load because we deleted the “old” motors in some future build. It would be better to rip off the bandaid now than to cause more problems later.
Maybe just hide them now? Like they can still be ingame but they cant be selected at all Maybe use old ampflows models for old versions of ampflows and hiding them?
349
« on: February 15, 2020, 02:43:25 PM »
Ok so back on track, now the update of the game was eeeeeh, not the best, but stuff is gonna get fixed Meanwhile:
350
« on: February 15, 2020, 02:06:35 PM »
Hopefully all SvL entrants are safe...
Oh man! I'm so sorry! Eep!
Maybe you could create a build with the bugfixes and everything but with the old meshes
Im pretty sure that that might be his plan
351
« on: February 15, 2020, 01:56:46 PM »
FWIW,
Here's an image of an AmpFlow A40-300. It clearly shows the 4 mounting bolt holes. It has been mounting on the wrong side of the motor in the game since the beginning. With WhamettNuht on board to rework all of the models it was time to fix the bug.
Its all gud and all, we will adapt, but the thing is that most of us got used to the old mounting system. Its not only this game only. Ive been playing RA2 for around 5 years, and the way you attach the motors is to attach them directly onto the bottom of the chassis. Thats why i got sourfaced
352
« on: February 15, 2020, 12:36:06 PM »
Guys - I’m not being funny but please don’t forget this is a work in progress game.
Everything and anything within it is subject to change.
I did mention that the changing of motor directions, ect would most likely cause some frustration among the current community but ultimately it’s something we wanted fixed for all upcoming builds.
At this point the best bit of advise I can give you all is just don’t get too attached to anything in the game as it could all change very easily! But ultimately we hope that such sacrifices will be for the better good in the long run :)
Wham with all due respect, we are not sh**ting on this game, we are just pointing out what is broken so yall dont miss a thing. Lightning is on his own tho
353
« on: February 15, 2020, 11:55:45 AM »
Rework has started. Brushless motors are gonna be a godsend for drum spinners. Some motor placements have also changed so that needs to be redone too so eh
354
« on: February 15, 2020, 11:22:53 AM »
The thing is if you are going to fix it, i do not want to resize stuff then
What sort of things are getting messed up? Can you see a pattern to it?
From what ive seen atm, the tri cylinders, hex cylinders and octo cylinders are all badly sized. One nitpick is that the new motors dont have the proper attachment points. Now all of them are attachable on the axle which is weird by itself, but new modes of the same motors have their axle points on the side. Ill prolly provide a video
355
« on: February 15, 2020, 11:06:15 AM »
The thing is if you are going to fix it, i do not want to resize stuff then
356
« on: February 14, 2020, 05:51:47 PM »
Ok so: A. I could try and yeah it would change the fps. However even in vanilla version pre kupatec thing would not really change the fps. The difference is only around 100fps. (And the game is doing 200+fps on highest settings)
B. The game does not have issues on low. You see its opposite. Fps gets better, however what i noticed on low is that the shadows are off, and maybe each part has its own shadows to calculate which kills the fps on high part count bots. My gpu is a 8gb Sapphire RX580
C. Weird thing is that light parts on a spinner that are approx the same weight dont do this thing at all
357
« on: February 14, 2020, 05:09:46 PM »
Also, for those who don't know what I'm talking about, here is a basic visual:
My idea didn't work, so cjbruce please fix this.
CodeSilver23, you are a genius. With the help of the video I was able to find an eliminate the problem. The errant gyroscopic effect that you have shown should be gone in the next build.
For the physics geeks out there:
Unity has really lousy physics documentation. I had assumed that when you change the mass of an attached rigidbody, the moments of inertia would be recomputed as well. In our case, I was setting the mass of the rigidbody to a very small number (0.000001 kg) when all of the components break off an axle. I had assumed (incorrectly) that this would cause the moments of inertia (which directly affect angular momentum and gyroscopic effects) to be nearly zero as well.
I was wrong. CodeSilver23 was spot on in his video. What he was seeing could only be gyroscopic effects. I turned on a display of moment of inertia and sure enough, the MOI was set to 1 kg * m^2 in all dimensions. This is an insanely huge moment of inertia for a wheel. Apparently, Unity decided that since it could no longer compute an MOI because there was nothing attached, instead of setting the MOI to 0 it set MOI to 1. This is crazy. It also explains the ridiculousness that happens when you break everything off.
In any case, it should be fixed now. I tried to go back and find and fix all of the weird quirks that I introduced when I didn't know the root cause of the problem. Hopefully I got everything, but please let me know if you find more stuff cropping up in the next build.
Thats why we are here, to test stuff and troubleshoot them. Now how about the wheels jiggling when they are not touching the ground at 100tick?
358
« on: February 14, 2020, 07:07:05 AM »
kix, by any chance are you using KupaTech’s screen resolution hack? The way I understand it, the hack sets the resolution of the screen one frame after the screen loads. This means you will never see any resolution other than the one hard-coded by the hack.
Uh i do, however you can turn it off which is convenient. I turned it off when i did the testing
359
« on: February 13, 2020, 12:03:16 PM »
How's your CPU/GPU utilisation while playing? No change in FPS from 768p to 4k is a good pointer to it being a huge CPU bottleneck, possibly due to your CPU not being able to keep up with the physics engine? Try lowering the physics engine tickrate, if that's an option in the game. If neither your GPU or CPU are pinned at 100% utilisation, I'd take a wild uneducated guess at there being a weird bottleneck somewhere in the rending pipeline.
The game has tickreate however 100tick is not desirable due to wonky driving, aka bots bounce while driving. My cpu/gpu never reach 50% in the game at all, no matter what tick
360
« on: February 13, 2020, 06:48:52 AM »
Hey yall! So i guess i need to post an update, thus making this already better and more useful thread than that replica thread jaydee has made. UPDATE #1: Got the team ready and we already made some replicas You can see them HERE. The rep team as of now: -Kix -Arcane -Min440303 -CodeSliver -Croga -Hobo Droo -Cringey -ThatDiscordGuy -CyarSkirata -Sagaris See yall in 10 years XD
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