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Messages - cjbruce
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501
« on: August 25, 2019, 05:47:09 PM »
Another idea. For the Momentary Switch for the burst motors, maybe have a second or 2 of delay after you press the button and release it the moment after, because currently they retract too fast
Hmm. Maybe a user-configurable delay? Motors respond instantly when voltage is applied, so the delay would be in software...
502
« on: August 25, 2019, 05:18:23 PM »
Yeah the 20th August bleeding edge version. I have to delete the file and re-extract every time I use it otherwise the menu buttons get a case of stage fright. It doesn’t look like Kix is having this problem so at least it’s not a universal problem.
What's your resolution out of interest? Far as I'm aware there wasn't any difference in the menu UI between these builds, did you have this issue on the Itch.io build also?
Using full screen - 1680x1050 resolution. Never had the issue on any previous versions of the game. The buttons are visible but don’t do anything (I have to alt tab to close the game, can’t access settings, workshop or battle mode etc).
Shoot! I’ll try to take a look tonight. Mac or PC?
503
« on: August 25, 2019, 05:05:20 PM »
Also one idea for the damage, maybe instead of the whole part falling off, sides (basically each side mesh of a cube, for an example) fall off?
You got it! That’s the whole idea behind the rework of the damage system. In the 20AUGUST build, when you select a material for a face, you are actually affecting a 3D armor plate with thickness. The next step is to make it possible to break the plate off. So instead of the chassis having hit points, you break off the sodes of the chassis to expose the electronics and motors underneath.
504
« on: August 25, 2019, 03:38:34 PM »
I’m not sure which bouncing you are referring to. Spinners or non-spinning things?
Driving bouncing, you know, the issue we had for few builds now
The blur cylinder collider is no longer added to anything labeled as a wheel. I probably need to change that to anything that has rubber on its farthest edge.
505
« on: August 24, 2019, 07:42:19 PM »
Played the new build, here are some of my thoughts: -Intersection is as is. Dont have much opinions rn in condition as is -I have noticed that you have added spinner sound (+other sounds) in test area, hopefully you add it in battles -Bouncing is almost non-existant in battles. What did you do? -Steering is still a bit eh for 2wd bots. Gonna try and change motors to see if that works -Flippers still are too op, they tend to ohko bots with steel chassis -Flippers also still lose hp when they flip opponents when they dont have full hp -Build seems to be a lot more stable -Motor axles are a bit too fragile
I’m not sure which bouncing you are referring to. Spinners or non-spinning things? Poor steering still means friction is set too high. I can lower it a little. Flippers are about twice as powerful as in real life. I can definitely tone them down. Good to hear about stability! Thats the thing that worries me the most. We can definitely adjust the way axles take damage. I almost feel like we might be able to get rid of axle breakage, depending on how much we like being able to chip away at stuff with the new damage system. Of course, it doesn’t exist yet, so who knows until it is in place.
506
« on: August 24, 2019, 07:18:01 PM »
I think I may have found a bug. The newest version worked fine the first time I opened it however on the second time I now can’t select any buttons from the main menu.
Very weird. One of the bleeding edge builds?
507
« on: August 23, 2019, 11:46:24 AM »
Hoo boy, we wont be able to fuse stuff together, i like that. Need to test it
Its pretty rudimentary at this point. I don't think there is any checking that happens if you edited your .RR2Bot file, for example.
508
« on: August 23, 2019, 05:56:14 AM »
New bleeding edge builds are up! http://www.robot-rumble.com/bleedingedgebuilds/These are labeled 20AUGUST2019, and have a few minor tweaks over the 07AUGUST2019 build: -Improved the armor plate generation algorithm. -Fixed problem which prevented cloning of parts in the robot workshop. -Added date/timestamp of build in Zulu time so that everyone knows exactly which build they are using. This should make tournaments a little easier to run. -Updated contents in the robot workshop help screen. -Reworked the component placement restrictions: 1. Invalid placements are shown in red. 2. You can't attach components to electronics or batteries, unless you are placing electronics or batteries. 3. You can't attach components to motors/pistons/actuator bodies, only to the axle/rod/etc.
509
« on: August 23, 2019, 05:25:40 AM »
I was also thinking (but forgot to put in my last post) about whether it might be a good idea to include the AI code as part of the .rr2 file? At this point I've done some stuff with the AI on certain bots that needed it, but it soon gets erased and set back to default by the game? Plus it would aid tournament hosts in the future by just having it as a part of the package sent over by entrants.
The AI code is already saved to the .RR2Bot file. It is Base64 encoded though. You can't read it unless you copy-paste it into a Base64 decoder. It should be saved/loaded with the robot, but I haven't checked to make sure it is still working since last spring when I shifted focus away from AI. I am looking forward to focusing on AI again. It, like so many other things, is going to depend on the new damage system, so I probably won't get back to it until we are happy with the way damage works.
510
« on: August 22, 2019, 09:18:26 PM »
This is totally on my “Dang! I really want this!” list.
I would really really like to get visual coding working. I think it would be a literal game-changer, and open up a whole new group of people to robot combat. There are probably 100 times as many kids involved in things like FIRST robotics as there are kids doing robot combat. A slick AI coding system in the game could help bridge that gap and get more kids involved in combat robotics.
511
« on: August 10, 2019, 02:19:21 PM »
Mystic I definently agree my big spinners were crashing game before occasionally but they do do it a little more now
It sounds like physics stability needs to be my next priority. Every time I push into a new direction and add a new feature, stability suffers. Grrr.
512
« on: August 10, 2019, 02:17:18 PM »
More motivation to get flatter motors. Eep!
513
« on: August 10, 2019, 08:13:32 AM »
One more thing affects spinner speed:
If the spinner is unbalanced, it will spin substantially slower. I built a robot with two spinners on identical motors. One spinner was centered on its axle, while the other was 1 cm off-center. The off center one spun several hundred RPM slower, but had 1 cm greater reach and slightly better bite.
514
« on: August 10, 2019, 08:09:01 AM »
It's the same thickness and same length but a width more in line with a bar spinner which unless I misunderstood you a bar spinner has more drag than a disc spinner of same length?
Correct!
515
« on: August 10, 2019, 08:06:37 AM »
So I found something interesting I took a version with big disc of shark bite(last bot posted) kept all stars ths same except used stretch to keep it 18 long but made it only 1 wide to create a bar in a sense that's slightly rounded and added weight back to get it as close to same weight as I could spins at the same rpm and tip speed but gained around 50 thousand joules of energy doesn't make sense and seems contradictory to what we were talking about above
Although shape affects air drag in only a very limited way as described above (aspect ratio and blade thickness), shapes have a huge effect on moment of inertia. In general, if you have two spinners of the same radius and mass, the one with the mass farther out has the higher moment of inertia. The is why figure skaters pull in their arms to reduce their moment of inertia. The higher the moment of inertia, the more angular momentum (the thing that causes impulse) and the higher the kinetic energy (the thing that causes damage). The ideal spinner weapon shape would be an extremely dense point attached via a massless string. All of the the mass concentrated as far as possible from the axis. Maybe this is the effect you saw?
516
« on: August 10, 2019, 07:46:12 AM »
On that same note would a thinner disc or bar at the same length have less drag aswell? And would blade shape have any effect such as creating lift or down force depending on shape?
Thinner = less air drag I don’t do anything with blade shape, other than the aspect ratio mentioned above.
517
« on: August 09, 2019, 05:33:55 PM »
From what I can tell it's not severely impacting my bots with heavy weapons it's really only making them harder to drive and giving me small annoyances this last 1 more so then the rest as it took a bot that was nimble when tested in aug6 build and made it slower and turn poorly left but right it can snap around like it should which I'm guessing is the gyroscopic effect being increased with the bleeding edge build.
Also out of curiosity does the aerodynamics of aay a blade have an effect? I ask as I feel my big disc type robots feel like they do better then bars?
Ooo! Good noticing! In general, a big disc will have significantly less air drag than a bar with a the same radius. All I did to compute this was to subtract the smaller radius from the larger radius. The result is the length exposed to the air. Its a simple approximation, but it is something.
518
« on: August 09, 2019, 02:59:45 PM »
Only problem that im seeing wity bleeding edge version is that one of my bots (only the eruption rep) has an issue where it barely steers left. Right steering is normal
Very weird for a flipper! Do I have a copy of the .RR2Bot file already? Steering should only be different for spinners, not for flippers.
519
« on: August 09, 2019, 02:58:02 PM »
Out of curiosity if I copied bot file and renamed it would i be able to essentially clone a bot so I could say make a modular bot in a sense?
Absolutely!
520
« on: August 09, 2019, 07:02:14 AM »
Any difference you see should be a result of nerfing the spinner mass reduction. I’m not sure if this is the right approach to take to limit the effectiveness of super-heavy spinners.
I would be happy to hear your thoughts!
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