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Messages - R01

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421
Tournament Archives / Re: Clone Clash - Signups
« on: August 05, 2016, 05:13:19 PM »
Nice, bot's already in this time. Surprisingly Craaig will be part of this tournament too. Looking forward to it.

422
Contests / Re: BoTM September 2016
« on: August 05, 2016, 12:31:08 PM »
So the complete RA2CF is allowed?
Interesting but idk how much that helps with MW's(stacking doesn't seem to be too useful, but being able to put everything on everything is great)
Hope that I can make something better this time unlike the entry last time which was mostly done so we have more stuff to vote on.

423
Tournament Archives / Re: Wheely Tag Tournament II - Signups
« on: August 05, 2016, 09:19:34 AM »
Yo mouldy, there are no rules against joining multiple teams. Are we allowed to enter multiple bots in different teams (considering how slowly this is filling)?

Just give it some time, chap. Still talking to a few old chaps to get them back on.
I'm in a team with DemonofTomorrow and both of our bots are done(but not AI'd, haven't had time to do so but mine has the controls named correctly and smartzone already in place while his doesn't require a smartzone). I'm not sure if he sent the bots(think I might have caused some confusion with that) but if you don't have them yet I guess I could send them.

If it isn't listed on the front page, then I have not received the entries.


Righto. I'll pester him if I talk to him.
Just putting it out there that I have a bot ready. Badnik said he's team but if he doesn't show soon I'll team with someone else.
Alright, I sent them now. Still need to work on a team name.

424
Modifications / Re: DSL 2.2 OFFICIAL RELEASE
« on: August 05, 2016, 07:54:39 AM »
It's because between DSL 2.1 and DSL 2.2 there was a new sawblade model used and it's collision name in the .gmf file is different and Clickbeetle didn't update the .txt file's passthru.

To fix it, Go into your DSL 2.2 folder, then the components folder and find "dslsawblade1.txt" and open it with notepad.
You should see a part that says "passthru = saw_collision". Change it to "passthru = sawblade_collision" and save the file.
Then go into the Styles folder within the Components folder and do the same thing for sawblade2.txt, sawblade3.txt, sawblade4.txt, and sawblade5.txt
Has there ever been a fan patch to 2.2? Need to check later for the arena fix because for some reason the foward/backward controls are swapped in the Flextop Arena and a few others don't load the AI which leads to crashes after a few seconds.

425
Modifications / Re: DSL 2.2 OFFICIAL RELEASE
« on: August 05, 2016, 07:35:42 AM »
i can't add a saw blade to my bot if any part of the weapon is outside of the bot.
(Image removed from quote.)
is this intentional? seems strange that i can only add a saw blade to the inside of the bot, where it won't do any damage.
A bit of a post bump, but I think it's alright(probably better in the support/help forum). Think I've seen the same issue with a few other blades as well(and honestly, I think at this point chassis clipping should be fine for any component except batteries, control boards and stuff that actually needs to be on the inside) best to place the motor outside of the bot via extenders.

426
Tournament Archives / Re: Wheely Tag Tournament II - Signups
« on: August 05, 2016, 07:23:13 AM »
Yo mouldy, there are no rules against joining multiple teams. Are we allowed to enter multiple bots in different teams (considering how slowly this is filling)?

Just give it some time, chap. Still talking to a few old chaps to get them back on.
I'm in a team with DemonofTomorrow and both of our bots are done(but not AI'd, haven't had time to do so but mine has the controls named correctly and smartzone already in place while his doesn't require a smartzone). I'm not sure if he sent the bots(think I might have caused some confusion with that) but if you don't have them yet I guess I could send them.

427
Tournament Archives / Re: Clone Clash - Discussion
« on: August 04, 2016, 06:10:20 PM »
I'd love if we had something like reserved slots(where a member could reserve a slot for a few days and needed to show updates in order to keep it), would definitely take one.

428
Real Robotics Discussion / Re: BattleBots Season 2 Discussion Thread
« on: August 04, 2016, 05:17:38 PM »
That moment when you see how the Hypershock team manages to do a GOOD trailer compared to the bs the producers have been doing with the fight "previews" and Complete Control vs Warhead. This is how you do it.

429
Game Development / Re: Robot combat test (Unity engine)
« on: August 04, 2016, 04:54:37 PM »
Well it's certainly more convincing physics-wise then RA3. Can really sense the weight of the spinner impacts. It's like watching Warhead.
Well there goes my chance at a RA3 joke. Was going to say something like, new guy does a better game and physics engine in the same game creation software in a week than a professional company, but thought that it wouldn't really be needed/couldn't be fully compared since this has finished robots(much like the Robot Wars games) instead of custom built bots.

I'm going to making other types of robots to test  ( rammers, flippers, VS.. ), then seeing if it's worth the effort, as it seams it will get pretty heavy in processing power.

Next robot I want to make is Original sin, this will test 4wd, hinged wedglets and pushing power.
Yeah, game creation software isn't fully performance optimized but it should hopefully still work out.

430
Game Development / Re: Robot combat test (Unity engine)
« on: August 04, 2016, 03:47:59 PM »
I haven't tested it nor do I have big unity knowledge, but wouldn't it be possible to add a smoothing group to the mesh, giving it better collision?

Edit:
Tested it, looks nice but it sadly has the same problem driving backwards like Robot Arena where it will drift into one direction. The top texture seems to be a bit blurry when far away(and I don't know why there's a hole in that top armor outside of the safety link).
Nice pick for the robot, did you create it or is there a 3d model floating around there?
Can we know the controls? I've tried pressing some buttons to see if I can use the weapon and I think one of them did something.
Other than the reverse movement and texture problem it does look nice.

431
Add a StuckHandler and InvertHandler and put in your own code there. Standard is to move forward and backward when stuck or inverted. Some bot have InvertHandler code to fire SRMs or do other stuff. Facing the enemy when moving backwards leads to driving of the edge, a hazard, sticking into the wall.
Anyways, it would be easier to see whats wrong if you post the python file for the AI.
I'm still rather new to all this, so adding own commands will probably be out of question for now. The AI file I'm using is still the basic EternalFlame, might change some stuff to create my own one but it's currently only that.
Driving backwards would be the right thing to do and fair instead of pinning the opponent, the front(nose) is the default one(0?) so maybe code that tells the nose to face the way the other bot is would be enough?

432
I'm having a little AI issue with only limited time to fix(still should be plenty), basically the AI I'm using works a bit like a push bot, pushing the other around. Combat performance has been great so far, however the problem is the countdown, if that one happens the bot sometimes turns when moving backwards and ends up with the side sticking in the opponent's direction, it doesn't rotate to face the opponent again, giving them a easy win.
Think this problem happens with almost all of the AI and the easiest solution would probably be to make it face the enemy all the time/when moving backwards?

433
Tournament Archives / Re: Clone Clash - Discussion
« on: August 04, 2016, 10:28:40 AM »
Alright lads need 1 more vote to get the signups topic started. /shamelessbump
Sent. Haven't had time to build something yet so I hope that the slots don't get instantly used up.

434
Discussion / Re: Status Report
« on: August 04, 2016, 07:54:16 AM »
if they added some "rules" to the bot lab I would actually be mostly okay with the game.

I like the chassis system and the arenas are sick and it has the potential to have online + bot sharing.

Which just makes the whole thing that much sadder...

Some good points RO1... Especially the "mostly complete" comments from the devs, such liesssss!
I guess you guys mean the component clipping and being able to place stuff everywhere you want. Yeah I do think that should've been a thing(chassis clipping however should be fine). In a way it's good that it allows us to build with stock building style however at the same time it's just plain lazy to add no component collision and allows really broken things in the workshop, requiring all people to follow a certain ruleset to have DSL-S bots can be annoying and completely breaks "free for all" online matches(if those exist).

Thanks. At first I thought that this was just some random developer comment but they actually said that in the announcement. I'm not angry at them, I just find it sad how this game is.

Can't remember the old wedges much (when they started working), I think they were functional, but I do remember de-wheeled robots sliding across the arena like it was on ice. But at the moment it's virtually impossible to have a skid chassis wedge because the friction value on the chassis is so high.
Forgot to mention it in my post, but it's basically this then:

Let me get that double facepalm picture...
Quote
Problem was at the time snap to grid was always on for chassis points, and always off for components. They did fix that toggle.

The pause menu still exists, just there was a useless Options button on it. That was removed.
So it was basically RA2. Does a snap option for components now exist?
Also yeah I meant that with the options button.

Quote
Mini control board is like the mini DSL board. Tiny, but in RA3 it's lighter (2kg versus 4kg) so really it's superior to the standard board in every measurable aspect.

The mini battery weighs 1kg and is joint second with the Supervolt for power efficiency (2000 power/kg), first being the Nifty (2500 power/kg). Looks like a single AA battery separated from the small battery pack. The Megavolt gives the power of two Supervolts, but weighs 70kg, making it less power efficient (1714 power/kg). It's also bigger by like 25% on all axis. Two supervolts are still wider, so situational use, really.

The mini CO2 tank has the same 250 air/weight ratio as the other two tanks - technically it's the best based on portability, but the two or three required to match a medium/large tank probably takes up more total space. I haven't really looked into it.
I should've expected them to not really look into balance, thought this would be good this time around. Nifties are a bit bigger, Megavolts are smaller than two supervolts so I guess chassis size does give them some use at least.
Co2 tank does sound good at least.

Quote
Motors have Torque and RPM controls to tune them.
Reduce Torque on a motor to prevent bots from flipping.
Reduce RPMs on a motor to limit its top speed.
This should've been a thing before, you don't know how annoying that can be while driving.
Quote
This update made motors a whole lot better - but the torque is still far too high, and nothing's stopping people from having full torque and full RPM. Almost every realistic application requires 1% torque for non-instantaneous spinup. A Ztek HP can spin 800kg of weapons just fine until around the 20~25% torque mark, only then is it a bit slow spinning up for competition (but it still does).
I haven't really worked with motors, but I guess Torque controls it's grip/pushing power while RPM controls the speed/rounds per minute like the name says. I guess this was mostly added to fix bots flipping themselves over and not so you can have pushing power vs speed. Having a slider for that would sure be a lot of fun, imagine bots like tornado, not too fast but still having amazing pushing power and never stopping until they're broken.

435
Stock Showcases / Re: Geice's Stock Showcase
« on: August 04, 2016, 07:51:37 AM »
ayyyy looks like something sage would build and the maces look pretty cool

TIL i have a style. geice has always been mace-master tho


it'd be cool to try and see if you could AI it so that one burst fired at the perfect time to enhance the other burst. Could be cool for making OHKO popups...

hmm might try that

Nooo! Pop-ups dont need a buff  :laughing :laughing
From testing Snapper/DDT Stacks I can confirm that those really bounce around/havok itself a lot, so a missed shot would probably rip them off against spinners or drums. I'm also not sure how much damage you really gain from that, on hammers that fired both at the same time it wasn't exactly more, and having the hammer bounce around wasn't a good thing.

436
Tournament Archives / Re: People's Choice SBV
« on: August 04, 2016, 04:14:45 AM »
Double post but the video for Group 4 is bugged now, showing the thumbnail after 25 seconds, then glitching forward and being fixed at 0:31.
it's fine for me.
It's fine now again, for some reason it showed the frames of the thumbnail and the bots of the episode in that time.

437
DSL TC Showcases / Re: R01 sucks at DSL
« on: August 03, 2016, 05:13:12 PM »
Well I ended up following badger's advice and built a HW version:

Uses Rule of 7 break, Plastic 1
This was the only motor choice that I really had, Eteks seem to be the best drive? but a fast HW would most likely require 4. It does turn the bot a bit too fast but there isn't much I can do against that. The NPC Left/Right have different attachment points which is most likely a bug:

Sadly I made the mistake of wanting 45 degree angles on the side, because of this the bot got way wider than it should have(the 45 degree angle connectors also don't seem to be perfect 45 degrees? still looking for a solution with bigger angles instead of stacking them on top of eachother.) and pannels no longer lined up(I can do better than this and have the pannels connect with almost no gaps)
Second best flipper motor since the bigger one wouldn't want to fit(their collision hitbox seems to be off), sadly not too strong so it sucks at flipping, wedge is still terrible and can easily break off.
I do like the way I placed it and how the plastic chassis looks like a Co2 bottle, but I'll remake this one sometime soon. Enjoyed building it.

Also built this designed around the Tornado spinner killer wedge. Because of that it needed to be a middleweight:

Motors make it suprisingly fast(but I think that's needed for pushing power, since speed is the only factor for that?) flipper seems to be alright and hammer isn't too great(again putting those bursts with their glitchy hitboxes was a pain, originally had the motors moved in by 2 pixels so the axle wouldn't stick out(to create a more realistic look). Sometimes it seems to be way too powerful for itself, flipping the robot over again when trying to self right. Batteries are also a big issue here. Not really sure what to do with it. Armor is one of the plastic ones(I would love to pick a metal one, however all the armor I need is usually at around 10 weight and since there's none with that, the next best is plastic)

Not sure what to do with the hammer, looks like the DSL bots have good armor so you would need to hit them for ages. I'm using Redace's Stock AI remake which is amazing and fun to play with.
There's another issue with the results screen, for some reason one of the tracks always pops up like that. This isn't a sideways angle shot, the track just pushes the bot so much up.

Protip for any DSL beginner, look at the tracks section and you will see all drive motors(minus the TWM Drive, but the description of that should be obvious). DSL axles also glitch so much, there's no need for axle loading because they do that themselves, much like the mini baseplate anchor which accidently stacked a few times.

438
Stock Showcases / Re: Geice's Stock Showcase
« on: August 03, 2016, 04:49:27 PM »
ayyyy looks like something sage would build and the maces look pretty cool

will it struggle to fire if you use just 1 black?
it can fire with pretty well with 1 black. i'll probably take a few razors off to make it easier for the ddt.
How does the burst setup work? I'd like to see a more detailed view on it.
the first ddt has an extender attached to the ddt holding the arm. when the first ddt fires, it causes the second one to spring down with the weapon arm and then it bounces back to its original postion.
Ah it's a simple DDT stack, thought it might be something different because of the way they were combined(almost looks like a new component even :P)

439
Tournament Archives / Re: People's Choice - Awards and Feedback
« on: August 03, 2016, 04:28:33 PM »
EDIT: I'm working on it, for some reason my browser decided "oh hey let's post this stuff" bad fox!(and ironically this happened just after a foxic reply)

Most Unlucky Builder: Redace 4 most unluckiest builder 2k16?
Favorite Bot: As much as I like Tough Love 2, I'm going with Krastos here.
Best Match: Krastos vs Generic Spinner, it was such a close battle and Krastos almost won it
BTSHDBBDDTBL: All popup clones, if only one is allowed then Redace's Tough Love 2.
Bot made with least effort: I'm watching Pinball(if it was a joke entry then Diggy Iron, the FS don't even work until stuff is broken, Diggy Orange has the wobbling problem which might have not happened in the testing garage).
Bot made with most effort Ahem. Gentlemen:

I'd like to remind you that there were 20 versions of this thing.
Jokes aside, vote for whichever bot you want.
Close between Aquarius and Mr Claws, giving it to Mr Claws since it has something against most situations(and stock hammers sadly break rather easily/would have to remove some spinners before reaching it)
Luckiest bot: Are we allowed to vote for own entries? I feel bad doing so but I think Generic Spinner got way further than it should have.

I'd like to see a rematch between Krastos and Your Best Dream, however I'm not sure if that's worth taking away a slot.

440
Real Robotics Discussion / Re: Robot Wars 2016 Discussion Thread
« on: August 03, 2016, 04:15:19 PM »
To explain M. R. Speed Squared's name, you have to look and see that there is a period after m and r, so it wasn't supposed to be Mr. Also, Mass*radius*speed^2 is the equation for the linear kinetic energy of a rotating body so it's basically the equation used to find how hard their disc will hit at the tip. I like that name a lot. Although the usual equation uses velocity rather than speed.
Thanks, I did notice it later when checking some Reddit threads.

So I was finally able to watch the show yesterday and man is this boring at some points!

There's a major lack of enthusiasm. Everyone there looks like they want this to be over asap. and yes having more than just 4 battles per episode is awesome (looking at you battlebots) I don't want to see the same 4 bots fighting over and over. and if you do so get the mood right god damit! The intros suck, the annoucning voice sucks and you never understand where the teams are from. you can only hear the names of the bots but that's becaus you've read them before.
I felt like they were simply neutral, doesn't have that feeling to me. Anything that isn't the stupid "fake drama, action, destruction" show that mentorn tried to pull since Extreme 1 is already better and enjoyable.
One advantage of this system(I'm not much of a fan of it either) is that you get to see a lot of battles and "what if X robot fought Y robot", it's not terrible.
I'm not fan of the intro voice as well but I can understand where they're from(no offense but it might be because I have more english knowledge?), there was some noise in episode 1(and seeing how they filmed a episode before this just to test out cameras and editing, episode 1 has no right to have so much poor editing) but episode 2 fixed it.


Quote
the robots... we had Tough A$$ Nails who was there. and then it was gone. We had Breaker Box and Ringmaster wich was cool! ... What? those were two s*tty versions of those bots? oh. well at least we had thor. That bot did great until it failed in the heat final (wich I told my friend who was watching with me would happen cause that sort of stuff always happens). And there is another flaw: why the hell would you fight a bot you have already beaten again and again? this setup sucks so much.

I was really happy when it was over. I will watch the other shows but I doubt there will be a second season.
If so there has to be a huge change in pretty much everything.
They got unlucky with the safety link and are going to use a different one for next time.
Breaker Box? You mean KaNuckle Buster http://robotica.wikia.com/wiki/KaNuckle_Buster just because something uses a similar mechanic or is a blade spinner(instead of ring spinner) doesn't mean it's a insta copy, or would you call all crushers a clone of Razer?

Yes, sadly you get to see a repeat but it allows the team to make up for a cheap loss that they had before(link going out) or to try something out with a different loadout.
I'm not a fan of the mini league as well, but since this is the first Season they didn't really have the support to do too big things and it was also all done rather quick, not giving many roboteers time to enter.

I found it ok, definitely better than the last few Series of robot wars, and would like to have a second season even if it's the same as this, better to still have this going than have nothing at all. Battlebots seems to drift into the direction where Robot Wars Series 7 went(and ironically will be shown on Channel 5! in the UK, the channel where RW's last series was broadcasted before going down) wouldn't be surprised if whoever is the boss of that decided "oh it didn't get as many views as we wanted, lets cancel it instead of seeing where the problem was".

The teams(and robots) are what make the episode for me, and while this shows that the show needs a bit more work on their other things, it's also a good sign showing that they're focusing on the competitors(like they originally said they would) and that those are doing stuff well.

I get television ratings but why stack heat A with Razer, Terrorhurtz, Behemoth and Carbide and leave heat B scratching a little?

All in all this episode was surprisingly paced better then the first so some improvements in post production there,

Angela is starting to find her feet in the role and doing really well, Dara seems like a nice guy but he still just isnt exciting enough... Robot Wars need their own Faruq right before battles

Ive not mentioned this yet but I quite like the new arena, its nice and fresh and easier to see the action and little bits and pieces bounce off the robots

Seemingly turning up the crowd mic's for this one gets a big plus from me too

I love the new Matilda too.. looks so sleek and purposeful looking now.. I totally didnt realise the whole head bucks on this version

I have more confidence they are heading in the right direction, Battlebots is just hitting all the notes perfectly this year making it hard.
Heat A had the more popular returning teams(most of B were part of Robot Wars before, just not as popular or with a completely new bot) however the ones in Heat B at least worked better, not having

Well they did say that they want to focus more on the Robots and Roboteers, which they're doing.

Personally I liked the old Arena more since it felt bigger, but good that this new one is finally up to the security standards(Series 7 felt like it was held together with duct tape and chewing gum) I think the new Matilda is a bit too wide, but other than that good, it's still a bit hard to decide when to use the spinner(think best would be to only spin it up once a competitor reaches the CPZ and then move in for one big hit?)

Finally getting used to the new arena and the cameras now. I've shaken off the old nostalgia and I'm pretty pleased with the new series, although there are still a lot of kinks to iron out


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