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Messages - 123savethewhales

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481
DSL TC Showcases / Re: NFX.showcase/DSL
« on: June 21, 2013, 07:39:33 AM »
Well their normals aren't bad, their damage however are dreadful.

482
DSL TC Showcases / Re: Mr AS DSL showcase
« on: June 21, 2013, 12:18:24 AM »
(Image removed from quote.)

(Image removed from quote.)

This is my Robot for the new IRL tourney "Tusslers 3". It Is very Real, Thanks.
OMG FLAILZ 4 HAX0R BAN DIS NAO!!!

483
Stock Showcases / Re: Venko's showcase
« on: June 20, 2013, 12:20:59 PM »
I think the spinner part is better with Tribar.  No point spending that much kg when tribar only has collision on 1 of it's 3 bars anyway.

And since you are already using Red 140, you might as well use square 140 in replacement of the black 120.  If you gonna make a point you should take it all the way.

484
Discussion / Re: DSL AI Mega-pack
« on: June 20, 2013, 06:13:52 AM »
He wanted IRL man, my AI pack is definitely not IRL.

485
Chatterbox / Re: So, yeah. This is happening.
« on: June 20, 2013, 04:02:01 AM »
Now I was not expecting to see that description of myself, I thought everyone in the skype chat knows I am a sarcastic jerk.

Hey who knows, maybe you can try playing my mod once that's done.  It should at least be a little different if anything.

486
Stock Showcases / Re: Venko's showcase
« on: June 20, 2013, 01:49:25 AM »
Oh yeah I forgot about that. I think they could be upgraded to irons though, he has a little weight...
The whole point is to "not" make contact with them see?  You lose 1 the whole bot collapse.  You want something as cheap and small as possible.

487
Oh wow slim body on a DSL2 bot?  Come on you should know better than that.

dude it's a BW, i don't have the weight
Astroflight/Hypno?  TWMR/Ant?  TWMR/Shiny?

And this is the primary problem of banning flails in DSL :P
What problem?  Can just kill that with any regular true popup no?

488
Stock Showcases / Re: Venko's showcase
« on: June 18, 2013, 08:57:26 PM »
And you say that snapper-enhancing drive motors does nothing...
The point of "boosting" is purely to increase instability, and therefore drive axle detachment during the spin.  This creates the "return to axle" force that pulls outward in all directions, result in a significant speed boost in rotation.

Since it doesn't actually boost torque, it does nothing for things that moves forward.  But in this case it probably does make a difference.

Of course, putting drive on snapper is certainly not the only way to cause detachment/instability.

489
Discussion / Re: The 100 Most Memorable RA2 Robots Of All Time
« on: June 18, 2013, 08:12:21 PM »
Glitching stuff inside something else actually happens occasionally in DSL due to the amount of flail spams.  While it would cause some havok, it won't actually result in super damage.  They will just spin around, dealing minor damage in the teens in a slow fixed interval.

You are of course free to experiment with the physics of course, since you never know what you might find.

490
Discussion / Re: The 100 Most Memorable RA2 Robots Of All Time
« on: June 18, 2013, 06:32:37 PM »
Well you are right about that, I don't intend to build something that size in stock.

Although hex mode does exist nowadays, so building something larger should be possible.

491
Oh wow slim body on a DSL2 bot?  Come on you should know better than that.

492
Discussion / Re: The 100 Most Memorable RA2 Robots Of All Time
« on: June 18, 2013, 02:36:52 PM »
Look, SFTW is on the list.  Obviously performance got nothing to do with it.  Besides I can kill every single bot that is on the list right now, it doesn't mean anything.

What's wrecktangle??

I have to say, if I'm unaware of the robot I doubt it is that memorable.
People might take your sarcasm as the real deal.
it's not sarcasm, sage knows nothing about dsl

or so he claims
Well I assume it's sarcasm because he didn't take his time to mention that about all the other DSL bots.

Performance may not matter but WreckTangle isn't memorable or innovative enough IMO to make the list.
It's an innovating game feature to have a bot with many dummy custom pieces that can break off as a punching bag.  As the memorable part, seem like anyone who turned on dsl2 before knows what it is.

493
Discussion / Re: The 100 Most Memorable RA2 Robots Of All Time
« on: June 18, 2013, 02:18:05 PM »
Look, SFTW is on the list.  Obviously performance got nothing to do with it.  Besides I can kill every single bot that is on the list right now, it doesn't mean anything.  After all, they are all essentially old bots that are outdated a long time ago.

What's wrecktangle??

I have to say, if I'm unaware of the robot I doubt it is that memorable.
People might take your sarcasm as the real deal.

494
Discussion / Re: The 100 Most Memorable RA2 Robots Of All Time
« on: June 17, 2013, 12:36:05 AM »
WreckTangle

495
DSL TC Showcases / Re: The_Tank_Master's Showcase
« on: June 16, 2013, 10:33:05 PM »
Welcome.  I see you are being swarmed by bad advice already, so let me clarify a few things

Armor strength/weight is shown on the chassis screen, and if anyone bother to look they will know that steel 5 is fine.

DSL has 2 separate kinds of spin motors, drives and weapons.  Drive motors has higher torque, and weapon motors has higher max speed.  In this case you probably want to use NPCF.

Ant batteries is the only good battery in DSL 2.1 because of the amount of total power (which is hidden in game).  Due to a game flaw, all spin motors only uses 10 AMP, so you only need 1 to 2 of them per spin motor (1 give full power for 40 seconds, 2 give full power for full 3 minutes).  Most people opt for 1 for extra weapon weights.

Also crop the image whenever possible so it doesn't show the rest of the botlab.

496
General Support / Re: DSL Keeps crashing
« on: June 15, 2013, 07:50:28 PM »
Your best bet is probably to copy over the original AI folder and just redo whatever change you made from scratch.

If you are not already using notepad++, do so.  Go to view and turn on "show all characters" to make sure all the hidden symbols like spaces and tabs are consistent.

Always leave your notepad++ open until everything works, so you can ctrl + z everything that isn't working.

Check to make sure you copy the right bot over, that you get the right name.  By that I mean make sure the bot file has no additional space in the back of the name.

If you suspect THZ doesn't work, just replace it with omni, if it still doesn't work you know it's not the py.

497
DSL TC Showcases / Re: MassimoV's Showcase
« on: June 15, 2013, 05:59:41 PM »
No love for no chassis?
Well it is in the no fly zone.  IRL folks hate it for being SnS with "no chassis", and it doesn't work in standard cuz ripping teeth are terrible.

498
DSL TC Showcases / Re: Mr AS DSL showcase
« on: June 15, 2013, 03:45:08 PM »
You can't add damage in this setup where only 1 beater makes contact at a time.  You are getting 3 concussion per hit and that's it.

Although I don't understand why Naryar raise beater bars to 3 in NAR3.

499
Discussion / Re: Why is RA2 so dumb at detecting collision
« on: June 15, 2013, 01:32:25 AM »
Changing the tribar's collision mesh is easy.  How balance would "floating AP" be though is a whole other matter, though I suppose it would still be a heck a lot better than 1 bar worth of collision.



the collision is now a 3 point pyramid with length == 70% of the tribar.  That's the biggest hit box I can make without reaching below the center AP (which will makes it a complete pain to use).

500
Discussion / Why is RA2 so dumb at detecting collision
« on: June 14, 2013, 10:59:41 PM »
The more I mod this game, the more I notice how dumb RA2 is at detecting collision.

1.  How high you can raise a component depends on the initial Y Values of the mesh, regardless of which AP you use.



See how I lay the battery flat?  If I have it upright, then you can't raise it higher even when using the other AP when clearly nothing is colliding.  This is also why half sheet cannot connect to chassis below 0.406107 (where the Y value was used for it's width).


2.  RA2 cannot handle concave curves



See that?  Nothing in the center, yet the game treats it as though something is there.  The game just draws an invisible line through the points.  This is why some component's damage just plan suck regardless of the stat you give them.

3.  So why doesn't it happen with Tribar?

The game only c for one fully connected object in a mesh.  More than 1?  It simply ignores it.  So looking at the tribar you see 3 bars right?



It's collision mesh is actually drawn as separate objects.  So while it is visible with F12, only the upper right bar in this image actually collides with anything, no wonder why they are so hard to knock off in stock.  You can of course fix this by changing the Simulation Geometry number, but then you will end u with a giant pyramid as mesh and face problem #2.

I am surprise that with so many mods out there, nobody notice any of these things.

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