41
Discussion / Re: Robot Arena 3
« on: July 29, 2016, 02:41:27 AM »
They're there - the game has tags for robots based on which version of the game it was built in. v1.0.0.2 being the latest, of course.
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. 41
Discussion / Re: Robot Arena 3« on: July 29, 2016, 02:41:27 AM »
They're there - the game has tags for robots based on which version of the game it was built in. v1.0.0.2 being the latest, of course.
42
Discussion / Re: Robot Arena 3« on: July 18, 2016, 11:29:34 AM »
Story is they took a break for the 4th of July and they're also switching to updates every 2 weeks. Zoss said last week on behalf of the devs that a build was ready and was currently undergoing testing.
I'm hoping the longer timeframe and apparently serious bout of testing means they've got something big on the horizon. 43
Discussion / Re: Robot Arena 3« on: June 29, 2016, 06:39:58 PM »
I voted alright.
So, uh, ownership of the official RA3 wiki is being offered to me by a Curse Wiki admin because I'm literally the only person other then him to do anything to it. Other then the guy who defaced the main page. 44
Discussion / Re: Robot Arena 3« on: June 22, 2016, 02:49:14 PM »3 days before battlebots season 2. curious timing. 2~3 days before the infamous Steam summer sales. That's their stated reason. Battlebots is a bonus I suppose. Do you even have to be a full release to be a part of steam sales? Im pretty sure I've seen games that were early access and part of the summer sale, so I'm not really sure why they would think this was a good decision. Well, they got exposure all over again on the Popular New Releases list. Consider it a 'double dip' 45
Discussion / Re: Bug Report Thread« on: June 21, 2016, 02:54:40 PM »
Simple one, this.
Bug Name: 3 layer height affected by 5 layer heights Game Version: 1189211 Reported On: 21th June 2016 Environment: Windows 10 Bug Description: It looks like Gabriel have added measures to stop the top layers being dragged lower then the bottom layers for this patch. Only problem is even if you use a 3 layer chassis, you cannot make the height of the middle layer lower then the invisible bottom middle layer, and so on. Steps to Reproduce Bug: Attempt to lower the chassis in 3 layer mode Expected Behavior: Chassis should lower as expected Actual Behavior: Cannot drag the chassis height slider lower then the values of the hidden layers 46
Modifications / Re: Modding RA3« on: June 20, 2016, 12:39:35 PM »
I can't think of a component that looks like the model has been ripped straight from RA2. Maybe the Power Steering Unit comes close. Curious they even have it, though.
47
Discussion / Re: Robot Arena 3« on: June 20, 2016, 11:58:31 AM »the actual gameplay feels a bit underwhelming right now; getting abruptly rammed to death by Emergency when it appears to have no weapons that should be capable of dealing damage is somewhat irritating. Yeah, ramplates, wedges and the plow do some amount of damage now. A surprising number in the case of ramplates. Better then the alternative, I suppose. What I really wonder is if impact velocity affects damage in any way because I haven't seen anything of the sort with sawblades and rotational speed nor have I seen hits over 250 now that spinners can go proper fast. Unity does have functions for collision force calculations. 48
Modifications / Re: Modding RA3« on: June 19, 2016, 05:47:36 PM »
I was just wondering if when we'd see something. Excellent.
49
Discussion / Re: Robot Arena 3« on: June 17, 2016, 04:04:17 PM »
Yeah... well, there's no rush to upgrade it into the sort of system I suggested above. It works, and there's other more major issues to swat.
50
Discussion / Re: Robot Arena 3« on: June 17, 2016, 02:08:58 AM »
Mmm, it was jerky between me and Thyrus yesterday (this is before the patch, haven't played since) and we had a glitchy Nightmare-esque hit for no reason that threw me off the Flextop, but otherwise it does actually work. Will need to play again today or something. Probably after I get my parcel.
I'll have to look at the other motors, but the Z-Tek HPs are monsterously torquey. That 2090kg 4WD EMERGENCY has acceleration like a RA2 4WD MW bot when the torque is set to 1%, and about the same top speed when set to 100% RPM. 100% torque is just near instantaeous top speed. I put 720kg on a single HP (40kg large heavy disc + 8 85kg grinder drums) and only below around the 25% torque mark I'd say is it too slow for a real flywheel's spinup time. More testing: 4WD Mini Motors have near instant acceleration on a 401kg bot (Just over LW) with 1% torque ... the top speed sucks, but the torque doesn't help that. More more testing: That's interesting... wheel size actually matters now. Reversibles can actually drive pretty fast on slim wheels, but pitifully slow on micro wheels. Anything I've said about top speed previously can be taken into question. I think if I was going to build on this update, it'd be following my own RA2 mod vision and having RPM and torque on the same scale, with torque being a trade-off for RPM and vice versa. Typically how it works, anyway. Sawblades can keep those massive RPMs and light robots with bigger motors can be lightning fast but you'll need to gear down the motor for a huge flywheel or a very heavy bot for the torque to move it. They can keep a Power % slider or something so you can trade motor performance for longer battery life. From what I'm seeing though the maximum torque of motors needs to be lowered pretty drastically across the board for weight to matter. 51
Discussion / Re: Robot Arena 3« on: June 16, 2016, 05:01:32 PM »Can you still attach components in space and inside each other? Yes. More stuff that sounds like improvements. I haven't delved back in yet as I've been busy, but I'm very interested as to where this is going. From where I stand, yeah, it is. The driving physics are somewhat better with high power motors. They've opted for a system where you can change the max RPM % to spin at and max motor torque %, which I suppose adds some more fine-tuning, though why you'd purposefully put either below 100% without a serious control issue I don't know. I think the Reversible Angle motors are still getting shafted on performance (supposedly they're the 3rd heaviest spin motor behind the two Z-Teks, they should sit between the Mini and Redbird and go faster.. and have a motor sound) but otherwise you can make much faster bots. RA2-esque zero ground clearance seems to be a thing of the past if you want to drive at all as the chassis friction is overwhelming, I haven't tried a floor sitting chassis wedge though. Flying Squirrel digs into the floor hard if it tilts forward though, so probably bad news for those. They've taken my advice and got rid of the motor start/stop sounds which takes care of a lot of the noise pollution, (I just checked Red Giant and it goes pretty rapidly on RAMs, so I think it's just the other robot with Reversibles I'm trying to use dragging across the floor. Would make sense) 52
Discussion / Re: Robot Arena 3« on: June 16, 2016, 03:11:12 PM »
Another double-worthy post. I'm sorry. Third update out now.
http://steamcommunity.com/games/363530/announcements/detail/848181659410713986 53
Discussion / Re: Robot Arena 3« on: June 16, 2016, 04:06:10 AM »
Oh I'm sure you haven't. Only identifier is an IP address and anyone who took the link on the Steam discussion could have done it.
54
Discussion / Re: Robot Arena 3« on: June 15, 2016, 06:28:51 PM »
Didn't take long for someone to deface it. Did my part adding stuff on the components page though. Not sure what the 'Ram' component section is supposed to be. Didn't have enough time to do weapons either. That and weapons don't seem to trigger a weight recalculation, which makes it a little more tedious to work out weapon weights.
55
Discussion / Re: Robot Arena 3« on: June 09, 2016, 04:55:42 PM »
It certainly works to a degree. Thyrus showed me his test bot which has a fairly oddly shaped chassis wedge that clips through the floor slightly. So the detection isn't quite perfect, but it's something.
56
Discussion / Re: Robot Arena 3« on: June 09, 2016, 03:06:45 PM »
Necessary evil double:
http://steamcommunity.com/app/363530/discussions/0/350532795338281729/?tscn=1465502656 Quote Sloped bots are now working properly thanks to the new update that just launched a minute ago. http://store.steampowered.com/news/externalpost/steam_community_announcements/249202181062123172 Expect a patch soon, fellas. Loaded it up for 5 minutes - there's now weight class icons on player bots but no indication of what the weight brackets are or if there are any limits to HW (My 2050 EMERGENCY is still legal), and you can't see the weight class of the AI bots... didn't get enough time to wedge test. 57
Contests / Re: Vote BOTM June 2016« on: June 09, 2016, 02:54:03 PM »
Figured I'd start things off with a blast from the past. Seemed fitting enough given it's been 15 years since RA1 and it's the dawn of a new chapter in the series. Didn't expect to be the only one, though. Yay?
I'll probably upload it to the workshop sometime later today 58
Discussion / Re: Robot Arena 3« on: June 06, 2016, 07:19:48 PM »
Has anyone noticed the image they use for the Workshop banner?
That's clearly a RA3 robot with DSL style chipped paint edge lines (going back to how there's a placeholder folder for edge lines in the custom folders) and a perfectly mapped chassis texture. Of course I also thought that white/red chainsaw bot and the crocodile bear claw bot were really in the game too... but this is different. It fits the current sort of skin quality someone using the default decals and colour settings could achieve. I guess the only thing is how long has it actually been up there. 59
Game Development / Re: In-Browser Besiege-Like prototype.« on: June 06, 2016, 06:57:03 PM »
Well, the fact you've got the wheels flipping lightweight robots out like that puts you on equal terms with RA3, so that's a start.
60
Discussion / Re: Robot Arena 3« on: June 05, 2016, 07:05:36 AM »Do these wheels work when upside-down? Can you disable suspension? Can you just create one wheel, not pairs? I vaguely remember these being a problem that the developers outlined with the default wheel physics model. http://docs.unity3d.com/Manual/class-WheelCollider.html No, technically, and yes. The whole pairs thing I figure is to do with what the Unity StandardAssets car example did - defining the wheels in two 2 object arrays according to their axles and using that to define which axle/pair can steer and/or is powered. If their source files have a lot of tutorial code, then it's likely it checks out. (Though I just realized I was referring more to the RA3 devs more then t35t3d's example) |