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Messages - cjbruce

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541
Showcases / Re: Post Your RR2 Bots
« on: August 06, 2019, 03:06:26 PM »
Just saw it!  Very interesting...

542
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

Crap.

tashic, any ideas?

543
I thought tombstone used the tmw3r? Also wyachi has some  motors that would be cool to look into.

Possibly that too.  I did get confirmation from Ray Billings (the builder of Tombstone and Last Rites) on it, along with some numbers for his spinners.

I was surprised how big the motor actually is in real life.  The robots look smaller on TV.  Maybe we need a bigger arena? 🙂

544
Showcases / Re: Post Your RR2 Bots
« on: August 06, 2019, 10:12:01 AM »
My focus here was on bite and launching the opponent more than it is on pure KE, and it seems to work well. Tip speed is only ~120mph which is nothing compared to what some other people have been doing, but the spinup speed is decent, the weapon has a fair bit of weight behind it, and the amount of bite it gets is fantastic. Really launches stuff on impact. Also added the martini stripes that were missing in the previous version too.


I really like where you are going with this.  I tried to keep bite, impulse, and energy numbers as grounded in reality as possible.  I had no idea how this would actually play out when people started building spinners for things other than just direct damage.

How many millimeters of bite are you seeing when you race across the test cage at full speed?

545
Oh, i figured out what was breaking my bots.
in the "robot_construction": section,  "comp_string_id": "customShape_0" had "brake": true, which broke the bot, setting that to false fixed it

Great catch!  I have no idea what "brake": true would do for a custom shape.

tashic, any ideas?

546
New issue: My 10 or so bots are gone, and there is one robot button that does nothing. Cant also make new bots

That happened to me too.

Check out the instructions from a few posts back...
Doesnt work. Seems that adding, the armor plates stats break that, (copied/merged some .rr2bot lines)

Darn!

Send me what you have, and I will try to get them working in the new build.

Were you able to get the BotLab running again without the old robots?

547
Maybe adding P40 lines of ampflow motors? Also Ampflow geared motors sound well.
idk how hard would it be to get a license from Vex or Magmotor comp.

Ooo.  Good call!

I like the P40-250.  At 24 volts it has a stall torque of 14 Newton-meters in a package that is only 3.3 inches thick.  It would make a great lightweight 24V weapon motor to contrast with the 48V ME0708 for heavyweights.

I haven't asked VEX yet.  They are used in a LOT of school robotics competitions here in the US.  I believe that Magmotors used to be really similar to Etek/Motenergy, but I think they have diversified their line quite a bit.

548
New issue: My 10 or so bots are gone, and there is one robot button that does nothing. Cant also make new bots

That happened to me too.

Check out the instructions from a few posts back...

549
We are trying to stick to real-life motors only.  The ME0708 is used in Tombstone/Last Rites, and is very similar to the custom motor used in Carbide.  Let me know if there is something else you are looking for, and we can put it on the list of motors to model.

Edit:  Right now we have permission to use Motenergy and Ampflow motors.  Here are their product lines.  If you see anything you like here, it should be a simple matter to model it up.  Let me know if there is anything here that might fit the bill:

http://ampflow.com
http://motenergy.com

550
Really enjoying the combat dynamics too. The spinner physics and the tradeoffs between raw KE vs bite depth are proving really interesting to me.

I'm glad you like it!

I was inspired by team RioBotz' collaboration with the MIT Mech E department to design their drum spinners:

http://web.mit.edu/jlramos/www/Arquivos/Drum%20Shape%20Design%20and%20Optimization.pdf

It turns out that an out-of-balance spinner shape automatically runs slower in Unity's PhysX simulation, so all I had to do was a bite depth calculation to get a fairly complete spinner model.

551
Sounds good!

Also, the problem with robots not showing up is happening for me too.

I suspect that this is due to the work @tashic is doing that affects the BotLab and .RR2Bot files.  As Guldenflame wrote, whenever we make changes to the BotLab:
1. Copy your old .RR2Bot files somewhere else (maybe to the Desktop?).
2. Delete the game's Robots directory.
3. Restart the game and go to the Robot Workshop.  This will recreate the Robots directory.
4. Move your old .RR2Bot files back into the new Robots directory.  They should now be visible in the game.

PS - I don't know if anyone has dug into a .RR2Bot file recently, but you might notice that the file now stores data about the armor plates.  We are hoping to make these plates destructible in a future build:

"collision_hulls": [],
                "hulls_local_pos": [],
                "surface_area": 0.0,
                "com": {
                    "x": 0.0,
                    "y": 0.0,
                    "z": 0.0
                },
                "shape_plates": [
                    {
                        "plate_visual_mesh": {
                            "vertices": [
                                {
                                    "x": -0.30000001192092898,
                                    "y": 0.0010000000474974514,
                                    "z": 0.30000001192092898
                                },

552
kix,

Does the 06August2019 build still have the problem with taking forever to get back to the main screen? 

I wasn't seeing the delays in the 02August2019 build on my end, but I did a ton of cleanup of the Debug.Log() statements anyway.  The 06August2019 build should generate less garbage than the 02August2019 build.  This should reduce the time required to switch back to the main screen.

553
My latest design has crashed the game back to main menu 3 times in a row against 3 different AI all on test arena

Darn.  Would you mind sending me the .RR2Bot file?

554
That looks really good. I missed the early August update until today and for some reason  the new download while saying it's the August version still keeps reverting to the hulu 19 version any idea why?

I just hit "save" on the page.  It should say "6 August 2019" at the bottom of the menu screen.  If not, please let me know -- the wrong version must have been uploaded.  Here's what the blurb should look like on the lower right corner of the main menu screen:

 
Screenshot 2019-08-05 21.15.44.png



555
I'm testing a new build now called 06August2019.  It should be ready for upload in the next 24 hours.

It has a few small changes which should make tournaments possible:
  • Bug Fix - Friction coefficient for all materials other than rubber has been reduced.  2WD robots should now drive correctly.  An undesirable side effect is that robots skid a little too far when flipped over.
  • Bug Fix - Weight now displays correctly in the robot workshop and in the robot selection screens.
  • Bug Fix - Fixed the motors changing scale when the battle starts.
  • Added - Added a "Rubber" material in the materials selection screen.
  • Visual Improvement - When a high speed spinner's blur cylinder is activated, it no longer turns off the original spinner's mesh.  This means that the spinner is always visible, but subject to the wagon wheel effect.

Here's the new look:

 
blurcylinderscreenshot.png

556
Showcases / Re: Post Your RR2 Bots
« on: August 05, 2019, 04:01:58 PM »
This is my repro of Magnetar, which seems to cause the game to crash after fights, possibly due to the high part count.

Drat. 

Friendly neighborhood RR2 dev here. 

First off, that is a beautiful replica!

Second, would you mind sending me the .RR2Bot file?  I would like to take a look to see what is causing the crash.

Can you tell me exactly what seems to trigger the crash?  i.e. Which arena are you using?  Does it crash in the BotLab?  What button did you press immediately before the crash?


yeah i can send you the bot file, what would be best to send it via?

it crashes after fights. After each battle the loading times get longer each time and the weapon audio doesn't stop between fights causing it to layer. eventually it will just stop responding. I am using the Test Arena.

Can you post attachments via the "Attachments and other options" button at the bottom of the screen?  If not, send me a PM.

557
Showcases / Re: Post Your RR2 Bots
« on: August 05, 2019, 04:01:10 PM »
This is my repro of Magnetar, which seems to cause the game to crash after fights, possibly due to the high part count.   [ Quoting of attachment images from other messages is not allowed ]    [ Quoting of attachment images from other messages is not allowed ]  
Dude you should totally enter my rr2 tournament
...which i still cant host, because the drive is non functional...  Wish we can have the 2.01 driving back

Working on it!!! :)

PS - Friction coefficient is fixed.  2WD robots should drive now.  I'm working on spinner blur visuals now.  I should have an update out tomorrow.

558
Showcases / Re: Post Your RR2 Bots
« on: August 05, 2019, 07:11:28 AM »
This is my repro of Magnetar, which seems to cause the game to crash after fights, possibly due to the high part count.

Drat. 

Friendly neighborhood RR2 dev here. 

First off, that is a beautiful replica!

Second, would you mind sending me the .RR2Bot file?  I would like to take a look to see what is causing the crash.

Can you tell me exactly what seems to trigger the crash?  i.e. Which arena are you using?  Does it crash in the BotLab?  What button did you press immediately before the crash?

559
Robot Rumble 2.0 / Re: RR2 Campaign Mode
« on: August 04, 2019, 11:01:52 AM »
Two questions:

1. What do you like about the way RA2’s system works?  What would you chnage?



2. What other games are great examples of ideas we could use?
This may just be me, but I think being able to adjust your build in between fights could lead to some fun match-ups. IE: Adding an anti-spinner configuration.

I like that idea too.  Maybe coming in with a bunch of ready-to go parts?  Maybe based on a weight limit?

560
Robot Rumble 2.0 / Re: RR2 Campaign Mode
« on: August 04, 2019, 08:23:58 AM »

I was thinking the same thing with the resource management, where you start off with, say, $500 to make a lightweight. Then, through winnings and maybe sponsorship deals, your budget gets bigger, allowing you to afford building bots in higher weight classes. Some other things I think would be cool to have:

1) Perks/badges. I'm a big sports nut and I play a lot of NBA2k. A little while back, they added badges to the game, which allow you to do certain things at a higher level. I was thinking that there could be badges that would allow you to fix your bot faster between matches, or have discounted prices on parts, or a whole bunch of other things

I was thinking that one of the biggest challenges with the game is that it needs to teach.  People on the GTM forums already know a lot about robot combat, but a random person who picks up the game isn’t going to know the difference between a lifter and a flipper.

Here in the US, Fingertech sells a one-pound antweight robot kit that can be configured as a wedge, lifter, or spinner.  Could we do something similar?  Maybe starting off with a simple choice in kit form?  Maybe in the beetleweight class where the stakes??? are small?

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