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DSL TC Showcases / Re: Unreal's Ultraforce!
« on: February 28, 2012, 08:18:02 PM »
I didn't realise ONLY skirts could get under. Does anything from IRL actually work in this game? Back to the drawing board...
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DSL TC Showcases / Re: Unreal's Ultraforce!« on: February 28, 2012, 08:18:02 PM »
I didn't realise ONLY skirts could get under. Does anything from IRL actually work in this game? Back to the drawing board...
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DSL TC Showcases / Re: Unreal's Ultraforce!« on: February 28, 2012, 07:27:51 PM »
New bot: U2
![]() ![]() ![]() ![]() ![]() W: 241.7 A: 3mm S H: 2.400001 Second attempt at a flipper. Incorporated many of the things I read this evening, also managed to get the height almost perfect which was nice ![]() Haven't tested it yet but I think this one can rewrite itself if flipped which is a first from my POV. Gracias amigos. 43
DSL TC Showcases / Re: Unreal's Ultraforce!« on: February 28, 2012, 04:39:45 AM »'sup I added the DSL bars to make it look good and/or give it some character (in my mind anyway). Thanks for the advice about the batteries tho thats useful. Is there a guide anywhere about power/batteries? I'll have a look. I think I'm gonna read all of the Tutorials and Tips stuff. Looks interesting. Always looking to learn more about it. In my mind when I make a bot its about 40% how does it look, 40% how original or does it have character, 20% how combat effective is it? I'll try to make a combat bot sometimes I promise ![]() 44
DSL TC Showcases / Re: Unreal's Ultraforce!« on: February 27, 2012, 07:27:35 PM »Never seen such an unrealistic bot be so IRL. Thanks... I think :D multiextenders > 90 degree baseplate anchors I know, many have said, but an extra 3 kg in this case doesn't make much difference. I'm just used to using them. 45
DSL TC Showcases / Re: Unreal's Red Wing Bots« on: February 27, 2012, 07:18:48 PM »
A flipper: Paramite (named after a creature in the classic Oddworld series).
![]() ![]() ![]() Armour: 3mm P Weight: 245.7 I'm not generally a fan of flippers but I thought it would be worth a try. 46
Discussion / Re: DSL IRL Building Guideline Suggestions« on: February 27, 2012, 05:25:22 AM »
Yeah, but despite all of its many many faults RA2 is probably one of the most addictive games I've ever played, on the addictivometer its right up with RDR and [Open] Transport Tycoon :D I think I have to try to think from inside the game rather than outside. All things are equal if its the same for all in the game aren't they.
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Discussion / Re: DSL IRL Building Guideline Suggestions« on: February 27, 2012, 04:48:28 AM »
I think if bots had to have the correct amps for the motors they use then that will do alot for realism. If you have to consider the weight of the batteries you will realistically need it makes the bots tend to come out more realistic.
Maybe an overall upper weight limit of about 800kg would be good? 48
Tournament Archives / Re: Robotic International Wars Season 3« on: February 27, 2012, 04:44:25 AM »
AM I allowed to join tourneys or am I still too much of a noob?
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Discussion / Re: Change Arenas/events« on: February 26, 2012, 06:55:36 PM »
I have finished configuring RA2, I have finished the events.txt file and created some new graphics. The game is more like IRL, I am quite happy with how it turned out, I may go back in a few weeks time and change the arenas now I know how to add and remove as I please. I had to go over it again, as I decided to remove the arenas that also had obstacles in the floor that AI doesn't seem to detect or avoid.
http://www.filesavr.com/SWI33K53HSPLQSN is the link to the files if anyone wants to try it out. I recommend creating a RA2DCL2.1 folder directly on the desktop and copy/paste to there, it seems to work better from there. I feel this could be the basis for an DSL IRL mod that is being talked about, what do you guys think? Hope you people don't mind me altering some of the DSL graphics, I know a lot of work went into the TCM. Now I got that out of the way, I can get back to making more bots ![]() 50
Discussion / Re: Change Arenas/events« on: February 26, 2012, 03:15:16 PM »
Hi people, I've been editing the events file, I've managed to get it working in the game, however I am wondering what the bottom 3 numbers do?
22 DSLRFL Invitational <text font fg_mcn14>Format: 1 on 1 battle | Arena: Combat |</text> 2 Arenas\event_results\prizes\RA_Box\RA_Box.gmf <text font fg_mcn14>You should probably read this book if you haven't already.</text> Arenas\event_results\prizes\Value_Meal\value_meal.gmf <text font fg_mcn14>Well, you made it past the first round. All participants get a free Biggie Value Meal.</text> Arenas\event_results\prizes\Junior_Trophy\junior_trophy.gmf <text font fg_mcn14>You won the event! You'll take home this very nice trophy.</text> UI\teamhq\events\trophies\Junior Trophy.tga UI\teamhq\events\DSLRFLInvitational.bmp Combat Arena Arenas\box\box_preview.bmp 2 <------WHAT DOES THIS NUMBER DO? 1 <------WHAT DOES THIS NUMBER DO? 0 <------WHAT DOES THIS NUMBER DO? I assume one of these 3 numbers controls how many bots start the event? I have a 1 on 1 event with 16 bots in the first round, and would still have 4 bots left by round 3. Will this work or will the game crash? Thanks for any help. 51
Discussion / Re: Change Arenas/events« on: February 26, 2012, 06:37:38 AM »
I would like to have a more realistic set of arenas. As much as I like the other arenas, I am trying to put together a more realistic experience. There's nothing wrong with the arenas I want to take out per say, it's just down to personal taste.
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Discussion / Change Arenas/events« on: February 26, 2012, 06:02:23 AM »
Hi, I'd like to know how to remove arenas from the game without it crashing. In my DSL I'd like to keep the following arenas and remove the rest as I'd like to make a more realistic roster of arenas/events.
Battlebox, Box, Bridge, Onslaught DSLSpinner, DSLTourney, Electric, Half, Hilltop, King of Hill, Robot Wars Arena, Octagon, Parkinglot, Skull Arena, Tabletop. How do I remove the rest? Also, in the events.txt, does there have to be a set number of events (24), or can there be more or less? Any help would be great 53
DSL TC Showcases / Re: Unreal's Red Wing Bots« on: February 25, 2012, 07:21:10 PM »
New Bot: Ultraforce!
![]() ![]() ![]() ![]() Lightweight 228.9 3mm plastic My first attempt at a 'battle winning bot' rather than just building an idea. Didn't perform very well, was often overpowered by the LW bots. Got a few good kills though. I didn't realise how powerful the bots are in the DSL. Especially the lightweights. I am in two minds as to whether to continue building IRL style or build DSL style to win a few more battles. I will probably do both ![]() 54
Discussion / Re: DSL IRL mod idea?« on: February 25, 2012, 06:53:01 PM »
I also agree that the bots that do nothing but spin should be banned from the patch.
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Discussion / Re: DSL IRL mod idea?« on: February 25, 2012, 06:52:08 PM »
I think if you make two rules: that all bots have to actually have the realistic battery power to power their weapons and that construction must be realistic then I think that would be a great patch, like the original game, but with the good things of DSL like components and AI. I'd also suggest leaving out the weird arenas and just concentrating on the battle arenas. I'd be up for making a few bots for this if anyone is interested in taking this on.
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DSL TC Showcases / Re: Unreal's Red Wing Bots« on: February 25, 2012, 05:50:45 AM »
This is my abortive attempt to make a hexapod:
![]() ![]() ![]() This is as far as I got before I realised that the servo couldn't take the weight of the bot, and after a couple of steps the legs would splay out and the bot would collapse ![]() I was wondering if anyone has made a successful walker bot before (legs only no wheels)? 57
DSL TC Showcases / Re: First Robot!« on: February 25, 2012, 03:07:20 AM »
Thanks for the advice people, keep it coming. When it comes to making bots I normally get an initial idea, I wonder if I could do such and such..., then I see if I can build it. Thats the buzz for me in this game. I'll be interested to see what happens if I try to build the most effective battle robot I can, can't see that happening for a while as trying to build mad cap ideas is more fun.
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DSL TC Showcases / Re: First Robot!« on: February 24, 2012, 05:24:24 PM »
Yeah I know what you mean, I much prefer to build realistic robots, I can't help it, when I design a robot (been designing for a week or so now) I think like I was making a robot for Robot Wars almost instinctively.
I looked at the spike but I felt in real life a spike wouldn't do much damage compared to a mace. The biggest problem I had was getting a component that would rotate from one fixed angle to another on an axis, but not in a burst fashion. I wanted to make the tail move back or forward at will but I had to settle for the burst motor. Is there a component that does that? If I had something like that I think I would have tried to make some scorpion claws as well rotating in from the side. 59
DSL TC Showcases / Re: First Robot!« on: February 24, 2012, 05:14:51 PM »
Weight 382/Middleweith 1mm titanium.
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DSL TC Showcases / Unreal's Ultraforce!« on: February 24, 2012, 05:07:41 PM »
This is my first RA2DSL2.1 robot: Scorpion
![]() ![]() ![]() ![]() ![]() Reasonably pleased with the robot, performed fairly well except against spinners. Final results before retirement: ![]() Any thoughts welcome :) |