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Messages - kix

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381
Does this game's damage system support crushers? My friend who's a big fan of Razer really wants to play a game where crushers are viable
Nah this game uses the rigidbody system like ra2 has. However if a bot has a hole somwhere, there is a chance that you could grab it
I have a possible solution but however its more complicated to explain

382
I noticed the same happens. When I was testing out some new Bug weight components it was even more noticeable once the wheels came off.
A fix would be to turn off the motor once the wheel is off, aka there is nothing on the motor

383

I’ll call it the spazzing glitch.

Can you send me an .RR2Bot file?  COMs are showing up in the correct spot when I pop a wheel off my robots.
Any robots in my showcase will work. The only requirement is they have to be direct drive with prebuilt wheels.

Could you point me to one in particular that is frustrating?  The faster I can pinpoint the problem, the faster I can get the build out.
Its basically the thing when the wheel falls off and the motor spins at full power and it causes the bot to lift on that side

384
Now I need to take a crack at the issue CyarSkirata brought up: When you attach decorative materials directly to an axle, the materials don't have a collider and therefore can't be broken off.  Maybe if you attach decorative materials directly to an axle, they break off immediately as soon as you spawn the robot?  Would that be weird?
I think that the component tree is not good. IIRC a main part of the wedge on my bot has fallen off, however smaller parts that were attached to it stay on. The materials weren't decorative on then

385

...the rubber material seems to not have any grip at all

...more evidence to my hunch.  I assume you are creating custom wheels...

By any chance did you send a copy of the .RR2Bot file for the affected robot(s)?


Wheels should not get Blur Cylinders or Spinner Mass Reducers.  If a wheel has them, the spinning wheel's behavior (driving a robot) will be replaced by spinning weapon behavior (launching things around on impact). 

The game's current definition of when to add the spinner mass reducer and blur cylinder is pretty convoluted.  A "Blur Cylinder" (a cylindrical weapon collider) and a "Spinner Mass Reducer" (a bit of logic that reduces the mass of a spinner so it doesn't go nuts at high RPM) are added to anything attached to a motor, unless any of the following are true.

  • if (comps.Length > 0 && comps[0].comp_type == CompType.Wheel) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to wheels.
  • //if (comps.Length > 0 && comps[0].armorMaterial.name == "Rubber") addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to rubber things.
  • if (hinge.useLimits == true) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if (hinge.useSpring == true) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if ((int)hinge.limits.min != 0) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.
  • if ((int)hinge.limits.max != 0) addWeaponBlurCylinderAndSpinnerMassReducer = false; // Do not add to hinges with limits.

I think I need to redefine "wheel" as anything that is attached to a motor assigned to "Left Drive" or "Right Drive".  I think this will be much more clear than the system I am using above.
Ive done a multi piece wheel, placed a rim, then a hollow part that is rubber

386
Only issue is that i find NPC to be a bit too weak of a drive motor. Seems like torque might need to go up a bit
Ok so the NPC motor isnt slow as i thought, the rubber material seems to not have any grip at all

387
I haven't downloaded this build yet but I just wanna ask, is there a way to create true spherical armor in this game? I've always didnt like how RA2's chassis creation had no way to handle actual spheres (or pure triangles)
chassis creation is like ra3 (so just like RA2, but with more than 2 layers)
You cann attach sphere parts (or half sphere)

388
The 03February2020 Build is up!

https://robot-rumble.itch.io/builds


[Updates in the February 3rd Build]

[Bug Fix] Fixed manual Center of Mass (COM) calculation bug. COM is now computed correctly based on the location and mass of components, rather than the location of colliders.  If COM was important to a robot (i.e. an overhead thwackbot), the robot will need to be rebalanced.  This can be done by changing shape materials, changing thickness of the shape, shifting the location of components, or by adding or removing components.

[Added] New shape prefabs. The new geo cylinders and hollow cylinders make for some beautiful discs! The hollow box is great for chassis components.

[Added] New Aluminium Treadplate amour​​

[Added] More hotkeys added on these parts of the botlab:

-Intro screen (enter to start);

-chassis screen;

-shape creator;

-overview screen.

[Changed] Refined the list of the hotkey screen:

-Made the window bigger to fit more hotkeys when necessary;

-Merge certain combination of keys (when an action has both left and right shift buttons, it just shows "shift", same thing done for ctrl and notmal/keypad digits);

-Depending on the section of the botlab the player is in, it shows the appropriate hotkeys;

[Changed] Now the hotkeys can trigger the popups that appeared when a non interactable element was clicked.​

[Removed] Removed sliders for Wheel Mass Ratio, Spinner Mass Ratio, Spinner Impulse, and Spinner Pushout. User feedback has converged on values for these variables, and the sliders appear to no longer be necessary. The gamewide values for these are now hard coded as follows: Wheel Mass Ratio = 0.1 Minimum Spinner Mass Ratio = 0.1 Spinner Impulse = 1.0 Spinner Pushout = 1.0​

[Changed] Changed materials of the motors.

[Bug Fix] Fixed Telemetry Toggle button in Robot Workshop test cage. It now toggles the telemetry display on and off.​

The build is amazing. I have nothing much negative to say about it.
Only issue is that i find NPC to be a bit too weak of a drive motor. Seems like torque might need to go up a bit
Oh and i used to use arrow keys to move tabs is a bad thing, especially for people who use arrows to change the part location numbers

389
I have managed to bag the game permission to use NPC. For the time being they have let us use the T-64 motor.

But can you accurately simulate the annoyance of the holes not being mirrored on either side  :mrgreen:

Ooo!  What a fun challenge!

@tashic? :)
No, no, no, pls no

390
Is the robot taking significantly longer than this to complete a turn for you?

Yup, longer than that.

In other news, I just built a thwackbot that works perfectly in the test area, but I can't make it thwack in the arena. :(
Yeah, my thwackbot couldnt do that since jan 9 update. It seems like its slow motion. The arm swings so slowly

391
I love you man

You'll love me even more when you know I've got a brushless motor in the works lol
Oh yessss

392
COMING SOON TO THE GAME:

Updated model for AmpFlow A28-150 + individual gearbox

  [ Quoting of attachment images from other messages is not allowed ]  

AND - I have managed to bag the game permission to use NPC. For the time being they have let us use the T-64 motor.

  [ Quoting of attachment images from other messages is not allowed ]  
I love you man

393
Could it be the tick rate?

394
Oh yeah i forgot to ask this back yesterday, but when are we getting elastics? Something to retract arms of flippers

395
We’ve got one in the art pipeline.  I haven’t decided how to handle the performance characteristics.  Maybe it is only usable with a belt drive?  Maybe it has very little low speed torque?  Has anyone built a real robot with brushless motors?  A heavyweight?
There are many HW bots with Brushless motors, Pulsar/Magnetar is one (iirc it used brushless motors for drive). Atm the issue is that many compact bots have to rely on weaker motors for their spinners, where bigger bots just can use the montenegry(etek) motors.
For the compensation for the motor itself to not be overused. Well IRL as you possibly know, Brushless motors are more fragile and are tend to overheat easily. Because the game atm has no overheating. Maybe compensate with the motor being heavy (unlike irl where its lighter than brushed), till we get overheating stuff.

396
It also adds a 12V AmpFlow A28-150 motor.   This is a less-powerful lower voltage motor we use for our lightweight class robots.
Ok but when are we getting brushless motors?

397
Idk if the fix will fix this, but small parts tend to clip into opponent. Lets say a small spinner tooth hits an opponents, the tooth will most likely get stuck and it will be that way until it breaks off

Nope.  That is something that happens with compound colliders and discrete physics like we are using.  I tried switching to continuous physics a few times, but it made wheels bounce all over the place so I switched back.

The blur cylinder completely eliminates the problem if we set it to turn on at a low enough speed.  Maybe I can play with this a bit.  It will only work for spinner weapons though.
Well spinners pretty much cause the issues

Now there is an issue where if a part reaches 0hp and breaks off it will get stuck in the bot and cause the bot to gyro and not drive in general. How about when the part reaches 0hp and breaks off, it disables collision, launces upwards and then regains collision while in air.

398
Idk if the fix will fix this, but small parts tend to clip into opponent. Lets say a small spinner tooth hits an opponents, the tooth will most likely get stuck and it will be that way until it breaks off

399
Ok so this sawbot crashes the game when it hits something at high speed and force.

400
Ok so a quick test, and i can tell that driving didnt really improve. 420-500 tick is still way to go without jitter

One thing i did notice is that there is no more weird oscillation where the bot feels like its too light and has next to no gravity, which is a good thing

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