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Messages - Clickbeetle
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521
« on: March 04, 2012, 07:12:29 PM »
Yeah there's no point taking out the pink if you're not going to use the weight for something else. This really only needs 1 Supervolt for power; you could even get by with 1 Nifty if you had to. Taking out a pink and a black and then shrinking the chassis would get you 40 kgs at a conservative estimate... which is enough for either MOAR WEAPONS or a wedge. A wedge would be good if you could make it long enough.
522
« on: March 04, 2012, 07:01:39 PM »
A juggler-rammer hybrid, nice. Don't think I've seen one of those before. My only potential gripe would be the single wedge... in my experience, jugglers with a single wedge just don't perform well for some reason.
523
« on: March 04, 2012, 06:56:47 PM »
What OS do you have and what version of Fraps? And if you have a 64-bit OS, make sure Fraps isn't installed in Program Files.
524
« on: March 04, 2012, 06:19:03 PM »
Well that went much better than expected. If Mr. Claws and RfD didn't get locked together for so long that never would have happened. Are all your matches that laggy or just with certain bots? (hoping it's not RfD causing lag)
525
« on: March 04, 2012, 05:36:20 PM »
Minor Miner was NFX? I thought for sure that was JD's. Also I somehow forgot to take into account that although #6 isn't very combat effective, it IS the most technically well-built bot here. Maybe I would've voted for it if I thought of that... but oh well.
526
« on: February 29, 2012, 12:47:43 AM »
I see a potential flaw in my Flipper.py though... F-Zero repeatedly let Vox spin up to full speed before attacking it, when it would have been better to charge while it was still spinning up. If F-Zero didn't manage to get Vox upside down, Vox would've won because of this. It also doesn't seem to work consistently, as seen in Jonzu's fights. It seems that Nordic Nightmare should have stopped flipping Manhattan Project at some point. Edit: Just paged back and saw your explanation... is Nordic Nightmare's weapon named "Flip" or "Fire"? The "Flip" weapon and "flip" smartzone should not fire if the opponent is not moving. The "Fire" weapon and "weapon" smartzone, however, will always fire. I can't think of a way around that problem right now though. Maybe something will come to me.
Also, I thought I recognized some music from Paper Mario in there... too bad kill343 isn't around for that anymore.
527
« on: February 29, 2012, 12:14:58 AM »
That's awesome! Would it be possible to do for Omni and OmniMultiZone too?
No need really... the new Flipper.py can do anything Omni can do (except use rammer tactics; I'll add that if there's ever a need for it) and it has support for 2 smart zones.
528
« on: February 28, 2012, 11:57:28 PM »
I was going to enter this, but then I took a Minecraft to the knee.  Glad to see there was still a good turnout of bots. I wanted to see a 1WD Bot-killer. I.e. One which can defeat one consistently. Child's Play IV or any good clone thereof? Also, anyone who voted #6 because it's "the most combat effective" clearly didn't build a rough clone and test it... it's original and it has a nice splash, I'll grant it that, and the weapon does spin absurdly fast, but combat effective it is not. IMO the most combat effective is #5, but I voted #3 because it's still decent but more original.
529
« on: February 19, 2012, 04:29:52 PM »
Just yesterday I found a cave system with ungodly amounts of gold just lying around in plain sight... I picked up 53 gold ore (and 8 diamonds) before deciding to leave. But on my way out I accidentally fell down a ravine and died right next to some lava. I could hear some of my items land in it and burn. I was ready to start raging as I raced back there to salvage my stuff... but fortunately, all I lost was some iron leggings, about 20 iron ore, about 40 flint, about 20 lapis lazuli, and some cobblestone. Still an annoying loss (that was ALL my flint) but could've been much worse.
530
« on: February 19, 2012, 04:13:20 PM »
Ehh... honestly I liked the original one better. The new one still looks cool, but it looks like it would fall apart if you tried to build it IRL.
531
« on: February 19, 2012, 03:51:45 PM »
It needs a wedge if you're going to put the razors and top plow into use.
If not, you should probably ditch those in favor of more plows up front.
I'd say it needs a wedge no matter what. Wedges are always a good thing to have. Cool weapon though. Flails aren't often seen in stock.
532
« on: February 19, 2012, 03:43:12 PM »
Looks kinda slow and fragile. Am I right? It does look cool though. The design reminds me of Red Sky at Morning.
533
« on: February 19, 2012, 03:21:44 PM »
Stop spamming this thread !
Nice job click, there's just something... does the .py mechanism that stops the flipper detects forward speed, rotational speed or both ? I suppose it detects forward speed. If it doesn't detect rotational speed, then i can just enter a SnS against your flipper and be all .
No, my flipper will be the one that's all  as it waits safely out of range of your SnS until it begins to be counted out... at which point your SnS will have to move and the flipper will attack it while it's not spinning. Also, the movement detection works by measuring how far the opponent moves in a certain time. The default settings are if the opponent doesn't move at least 1 meter in any direction in 3 seconds, to consider them immobile. These settings seem to work well in testing but they can be tweaked to preference in Bindings as well.
534
« on: February 19, 2012, 01:03:35 AM »
Entered! I know that HS have the advantage here, but I don't want to enter a generic 36HS... so I compromised and entered an HS hybrid. Probably won't win if I'm against a bunch of 36HS's, but it'll be fun to watch.
One of these days you really need to just go for broke and enter the absolute best robot you can. I know you're a big fan of making things interesting, which believe me I am too, but I know you have the talent to beat everybody else on this forum and it frustrates me to know that you aren't that much. You deserve it.
That's what I did in Stock's Revenge, RAW 2, and COTT. 1 championship and 2 finals (maybe another championship if Somebody ever gets the last round uploaded). Also in BBEANS1 and 3 which I did pretty well in. Also, this is my entry: Don't think for a moment it's not effective.
535
« on: February 19, 2012, 12:48:01 AM »
Haha, I've had the exact same idea with angled skirts floating in my head for years but I never did make a cool or good bot with it.
536
« on: February 19, 2012, 12:11:26 AM »
If you remove one burst motor, swap the Astros for TWMR3's, then turn this into a true popup, i.e. having the weapons pointing upwards, starting between the Metal and Skirt hinges, that would shift the center of gravity forwards, and possibly improve your wedges. And also get a generic Death of Angels clone! Oh wait DoA has two wedges... close enough. Have you tried pressing F12 to check for AGOD? (messed up collision mesh)
537
« on: February 19, 2012, 12:02:49 AM »
Back wedges seem pointless.
They probably help with stability. Which reminds me, it might be good with the back wedges on hinges. Sounds weird, I know, but 123 made a flipper like that. When the main flippers fire it pushes down on the rear wedges, which then snap back and add more force to the flip. Although I think his might have been a double-sided flipper like St. Agro... Swordfish would probably be better with Vlad spikes. I know they have normals, but they're actually one of the few good weapons with normals, and they have better reach and DP. Bullet Train 4.5 looks like nightmare fuel as always. I gotta clone that sometime just for fun...
538
« on: February 18, 2012, 11:41:55 PM »
It's common knowledge that Flipper.py includes some code for detecting whether the opponent is upside down, and to stop firing the weapon if they are. However, this code is not very well implemented and usually fails. I figured it's about time somebody cleaned it up. The NEW Flipper.py features some significant improvements: - Improved immobility detection with customizable settings in Bindings.py: make your bot more or less sensitive to movement until it works just right. - The AI will stop firing its flipper AND stop driving if its opponent is not moving. No more stupidly pushing the opponent around so they avoid being counted out! - In a rumble, the AI will ignore bots that are not moving. - Added support for a secondary popup weapon with NoChassisTime feature and an analog spinner control, so you can AI popups and VS's with Flipper.py. - Added "Srimech" control for self-righting. Could this possibly mean... that flippers can now be competitive in enclosed arenas???  That's what I'm hoping with this; we'll see how it works in practice. UPDATE as of 6/9/2014: - Reduced occurrence of "flipper staredowns" in flipper vs. flipper battles. They still happen, but not nearly as often. - Added capability to set 'sweapons' in Bindings, and when these components break, to become invertible. Download (Included in AI Essentials pack)
539
« on: February 16, 2012, 10:23:40 PM »
For some reason I like it. It's actually somewhat different than the standard LW HS. But the weapon should be on a Snapper II to get more speed.
540
« on: February 16, 2012, 08:50:58 PM »
Entered! I know that HS have the advantage here, but I don't want to enter a generic 36HS... so I compromised and entered an HS hybrid. Probably won't win if I'm against a bunch of 36HS's, but it'll be fun to watch.
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