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Messages - cjbruce
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521
« on: August 09, 2019, 05:55:10 AM »
When it just shows a "robot" button, that means that something went wrong while loading a robot and it stops spawning the others.
How can I fix it?
Check back a few posts to Post #883 in this thread. You should find instructions on how to edit your affected .RR2Bot files. You will need to find where the .RR2Bot files are stored on your computer (different for Windows vs Mac) and edit the file manually.
522
« on: August 07, 2019, 09:18:48 PM »
tried making a overhead spinner like MegatRON, but it led to results that are quite dissapointing, despite the E-tek, the spinner barely ever spins (50 RPM), but where it gets interesting, is after firing the "arm" a few times, the spinner starts glitching and it's RPM flashes from 0 to 30k RPM very rapidly
Is the spinner hitting something and stopping?
523
« on: August 07, 2019, 09:13:39 PM »
What can I do, if the filefor the new build doesn't open?
Did you extract the zip file?
It doesn't want to extract or open it. Maybe that's just my computer doing weird stuff
Windows or MacOS? Maybe try the build I just uploaded?
524
« on: August 07, 2019, 09:12:47 PM »
Alrighty, I just created a folder on our website called "bleedingedgebuilds": http://www.robot-rumble.com/bleedingedgebuilds/It contains whatever we might want to do for testing. There are currently two files there, a Windows build, and a MacOS build for 07August2019. If you get a chance, please try the following: 1. Download and run the build. 2. Load up a high-powered spinner. 3. Try to drive and/or fight with the spinner. 4. Record your observations by replying to this thread. In this build, I have pretty much eliminated the mass reduction used to stabilize high speed spinners. The result is that high mass/high speed spinners are significantly more likely to go crazy, launching your robot around the arena. Gyroscopic effects are now significant, and so are the effects due to the discrete nature of the physics engine (a.k.a. physics "explosions"). It doesn't nerf the damage in any way. It just makes spinners harder to control. What are the statistics for the spinner you tested? How do you feel about the change? A. I didn't really see an effect. B. The effect was too small. C. The effect felt about right. D. The effect was too much. E. It doesn't matter how big the effect is, because this approach just doesn't feel right. Lets try something else!
525
« on: August 07, 2019, 05:23:42 PM »
I meant damage the health bar just goes down smoothly and fairly quick.
Got it. That’s definitely the WIP puncture mechanic. Need to tweak it so that it only works for crusher/pincer weapons.
526
« on: August 07, 2019, 03:21:31 PM »
I think I have a good solution to the ridiculously fast spinner issue. It doesn’t nerf the spinners so much as it makes the gyroscopic forces more significant. This should make them harder to control.
I’m going to try to put a link up tonight for a non-advertised “bleeding edge” build on our website. I’ll post the link for it here in about seven hours.
527
« on: August 07, 2019, 01:41:16 PM »
Also something else I found with that massive bar even when it was just resting against another bot it absolutely shreds the other bot despite having no ke
Woah. When you say “Shred”, are you referring to movement or to damage? Edit: I wonder if this is due to the old “puncture” mechanic, where if something puts a lot of force on a robot in one location, it will do progressively more and more damage over time. It was a brainstorm that needs work. i.e. Puncture probably shouldn’t take effect unless the puncturing object is “sharp” (no idea how to implement this yet), and the force required to puncture will depend on the strength of the material, the thickness of the material, and the size of the hole being poked.
528
« on: August 07, 2019, 11:33:17 AM »
A robot that is 65% weapon should be completely uncontrollable when the weapon is moving. Let me think about this for a bit...
A robot that is 65% weapon will also have armour made out of cardboard. I don't think much nerfing is necessary; once we start doing tournaments, people will work out for themselves how hopelessly impractical those kinds of weapons are and the "who can make the biggest Deep Six clone" contest should cease.
I'm not so sure in the current version of the game. Speed Demon has a 50kg weapon which is pretty unrealistic for a vert of its style, and it has pretty strong armour, a srimech and pretty beefy anti-spinner weapon supports.
My 83kg bar spinner controls just fine.
I might be able to make things more realistic by simply adjusting the amount of mass reduction that occurs at high speed. The mass reduction is there in the first place because physics becomes unstable without it. Perhaps some instability is good? Dunno. I’ll have to tweak things to find out.
529
« on: August 07, 2019, 08:01:58 AM »
This is extremely helpful! Thank you thank you thank you! I never would have thought of doing half of this stuff!
In the end, the theoretical limit shouldn’t matter, but the instantaneous angular momentum (rotational speed x moment of inertia) and kinetic energy are both potentially game-breaking if they get too high.
I put in a hack to make air drag grow exponentially as you approach Mach 1, but I never expected anyone to actually get there. 🙂
530
« on: August 07, 2019, 06:08:12 AM »
Oh wow I missed that thank you
No worries! I've been posting consistently for two years and just figured out how to do this a few months ago.
531
« on: August 07, 2019, 06:07:21 AM »
tu Here is my latest design works surprisingly well considering the teeth shouldn't have much bite.
It gets around 100mm bite when it hits something and the 30mm was just a quick spurt of gas as it turns a little from the force of the massive weapon.
Nice! I might do a little nerfing for spinners like this. Any time a spinner takes up more than 25-30% of the mass of the robot in real life, the robot tends to become an uncontrollable mess. A robot that is 65% weapon should be completely uncontrollable when the weapon is moving. Let me think about this for a bit...
532
« on: August 07, 2019, 05:56:28 AM »
The thing is. Deep Regret and some other bots didnt have this when being transferred to 06 build, and worked fine. Craplectric also didnt have this, but it only worked when i apllied what i did (what i thought was a fix)
For Mystic2000's problem, I think it depended on which robots you loaded into the robot workshop and when. Different builds were put out in varying stages of completeness. I happened to get lucky in that I didn't create any new robots partway through the transition process, so I never saw the potential problems. Looking through the code, I noticed that the game checks to see if plates exist in the .RR2Bot file. If so, the game assumes all of the rest of the information about the plates are defined. If it can't find the rest of the information about the plates in the .RR2Bot file, then the game will fail to load the robot. To fix it, you need to add the rest of the information for the plates. If plates don't exist at all in the .RR2Bot file then the game should load the robot without a problem. The fix you found is most likely for a different issue, though still valid.
533
« on: August 07, 2019, 05:49:22 AM »
thanks, so the only thing i have to change for my other broken bots is to add more "rows" to the material and thickness plate arrays depending on the number of faces right ?
That's correct. Slambus loaded correctly once I inserted the lines above. Once the robot loads, you should be able to go back and change the plate material and thickness in the workshop as normal using the "Materials" tab.
534
« on: August 06, 2019, 09:07:18 PM »
lost 7 robots, here's one of them
Figured it out! The 02August build has plates defined, but no plate materials, thickness, or tint. The 06August build requires all of these for plates. Open up the .RR2Bot file in a text editor and search for the word "material". In order to get the plate materials, thickness, and tint into the bot, you must add them as follows in bold for each plate. I'm pretty sure plates only exist for chassis parts so far, so you should only have to do this for however many plates your chassis has. Since Slambus uses a box for the chassis, it only has 6 plates. "material_id": 4, "thickness": 0.004000000189989805, "tint": { "r": 1.0, "g": 1.0, "b": 0.0, "a": 1.0 }, "material_id_plates": [ 4, 4, 4, 4, 4, 4 ], "thickness_plates": [ 0.008999999612569809, 0.008999999612569809, 0.008999999612569809, 0.008999999612569809, 0.008999999612569809, 0.008999999612569809 ], "tint_plates": [],
535
« on: August 06, 2019, 08:55:43 PM »
Love it!
Be sure to indicate which build the file was created with too.
536
« on: August 06, 2019, 07:40:02 PM »
lost 7 robots, here's one of them
Got it! I'll take a look over the next few hours and see what I can do...
537
« on: August 06, 2019, 06:33:43 PM »
the whole delete the robots folder and put your bots in it again ? yes, did nothing either, the bots are still corrupted
Double drat. How many robots did you lose? Edit: Can you send me one of them to me and tashic? Maybe we can track down the source of the problem.
538
« on: August 06, 2019, 05:55:34 PM »
Right now the bite calculation assumes: 1. Two impactors spinning at whatever RPM. Faster spin = less bite. More impactors = less bite. 2. Impactor teeth are assumed to be infinitely deep. 3. Actual tooth shape doesn’t matter. The model assumes that the teeth edges are aligned radially.
Bite is used in only one way. Bite is one of two factors (the other is impact angle) to determine whether or not a “good hit” happens. More bite = higher chance of a good hit, rather than the weapon just skittering harmlessly off the surface of the opponent.
539
« on: August 06, 2019, 05:01:42 PM »
on the topic of corrupted bots, it seems only new bots that were made using the 02 august build are affected, builds from before this build that were edited with this build are fine
also Kix's fix didn't work for me
Did you try the fix I described above?
540
« on: August 06, 2019, 03:19:24 PM »
Yup! Bite is zero if you aren’t moving, and increases with forward movement speed.
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