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Messages - Mr. AS
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701
« on: March 10, 2016, 02:54:20 AM »
Some of these parts may or may not get into RWRA2. Some of the weapons might, but I probably won't put any batteries or motors in. That's mainly because I used a different spreadsheet for balancing the RWRA2 components than I did for balancing this stuff. But yeah, I'm intending to release these components as a TC mod after I've made enough. Mostly using this thread as a previews/update thread. After I make all the basic components you need to make a robot, I'll likely release a really early beta. At first it'll seem like "oh it's just ironforge with different components, no1 cares m8". But I have my own set of self-imposed rules in mind, mainly concerning cheatbot2 and IRL-style building. I'll list it in full as time goes on and when said release drops. Anyway, I got the pistons done.  The numbers are the lengths in STGS. Pistons have been moderately buffed compared to thier stock counterparts, but they're not ironforge-level of crazy OP where they shoot your robot across the entire arena. Weights range from the small 12 kg piston to the hefty 60 kg piston. The longer+heavier pistons are obviously more powerful. With the 12 kg piston, you might be able to make an AW poker. Has there even been a decent AW poker, ever? I think Reier made a 1WD one in ironforge this one time, but that's pretty much it. The main downside to spamming small pistons, however is that they have very little range compared to the larger pistons. The longest piston shoots your weapons 5 STGS forward, while the smallest one only shoots them out 1 STGS forward. That's a little less than those storm pistons in DSL that nobody uses. I also made the piston shafts heavier so that the larger ones (probably) won't havok OOTA if you look at them funny. And the air tanks:  Basically like the batteries, but instead of having infinite total air and a limited airmaxinoutrate, they have infinite airmaxinoutrate and limited total air, kind of like the DSL 2.2 batteries like Naryar said. BTW, it's not in the picture, but I'm going to reskin the air tanks and call them "gas tanks". Doesn't feel right calling them CO2 tanks when you have flippers that can't even use them.  edit:
702
« on: March 08, 2016, 01:28:55 AM »
Unfortunately, actually adding vertex points without 3DSM opens too many cans of worms with RA2 (mesh faces, texture mapping, etc) for a single component. Might be able to make the front bit scale with size and edit it to look like a belt, idk. And if it wasn't clear, heavier usually = more power/more damage/more HP/whatever. I have a whole spreadsheet with balance equations for components and stuff. Made all the batteries in one go. These are just rectangles so they're easier to work with (8 vertexes compared to the 68 a ztek has).    (not listed: control board, which is 5 KG and has the same collision as a medium battery pack, or 1 STGS) The small battery packs are flat, and you can stack 4 of them on top of each other in a minimum height chassis (about 0.44 high), and 3 of them in a glitched minimum height chassis (about 0.33 high). Same goes for the control board. Nifties are as tall as 3 small battery packs. They're are mostly for robots with burst motors. Supervolts are 2 small battery packs tall and can easily power an entire spinner on thier own, and 1 or 2 36v supervolts can power a HW flipper/hammer/popup. You can put an additional small battery pack or the control board on top as well, unlike the nifties. The only battery here that isn't exactly 1, 2 or 4 STGS in width and length are the smallest battery packs, which don't even power a whole spin motor. They're 1/2 a STGS wide, and are basically only for making your robots more symmetrical. They all only have 1 AP, but there's really no need for more than that when you have this many options. tl;dr batteries & control boards are smaller and can be easily put into a chassis using snap to grid but AS what's the electotal of the batteries There are none. Once you have enough batteries to fully power your robot, it should last the full match (the exact electotal of each battery is 999999999999). I think this'll make matches more exciting for the entire duration of the match, unlike in stock where it's only exciting for the first minute or so before it both robots start driving at a snails pace and do no damage to each other.
703
« on: March 07, 2016, 05:01:56 PM »
I believe in chinkilla.
704
« on: March 06, 2016, 04:50:08 PM »
Do the stats scale with the size, and can we perhaps see these in DSL 2.3?
Also, it's fine as grey. having them as a weird shade of blue doesn't really work.
tbh i don't want to wait another decade for 2.3 to come out  Yeah, weight + stats scale with size. Blue beater bars looked a lot cooler in my head than they do in-game. I'll probably lighten the shade of blue or remove the blue shade entirely. These drive zteks look good in blue, though. Inspired by this component I Like Tacos made a few years back, but this one is a bit more versatile.  Come in 5 sizes. Weights range from 10 kg to 65 kg. Fits snugly inside a minimum height chassis. APs are on the top, bottom, behind it. Ignore the one on the axle, if you try to attach it to the chassis you won't be able to attach anything to the axle itself.  Just for reference, 2 of the the medium zteks (30 kg, same weight as the stock one) should be fast enough for a MW, and the big long 65 kg ones are fast enough for a HW.
705
« on: March 04, 2016, 06:31:49 PM »
Nah, car steering (stock car steering nonetheless) would still be hot trash regardless of PBE or not. 50 KG for a giant caster rectangle? What robots would even be able to put that to good use apart from the occasional hammer?
706
« on: March 04, 2016, 06:19:47 PM »
Pretty good for a first bot, most people don't tend to even know what a popup is when they start out. You'll be able to win against HS more often if you put some armor on the front. Most robots use ramplates, but other components such as snowplows, battle axes, and bracket wedges are usable as well. Ramplates are the easiest to use, but snowplows and bracket wedges are the most efficient. You probably still won\t be able to win against robots like Mome Rath though, because that bot was specifically made to beat popups. It's better to have 3-4 razors on fewer burst motors than to have 4 burst motors with 1 razor on them, you'll have a lot more weight to use. In fact, you can just put another 2 or 3 razors on each burst motor you have now and your offensive potential will last longer since you have more weapons. Probably the best thing you can do for yourself as an RA2 builder is read up on the link Reier posted, then import some of the robots in starcore into your botlab and try to figure out what's going on in them. edit: movepixel is really useful for stacking and editing your chassis.
707
« on: March 02, 2016, 06:31:52 PM »
this mod isn't made for actually building bots, nor is it balanced.
RWRA2+ actually updated the available components to be more balanced.
708
« on: February 27, 2016, 09:29:24 PM »
For those that aren't, then I would like some sort of conformation from the previous builder that they are happy with you replacing their older bot in a personal message.
I'm fine with people rebuilding my bots if the rebuild is better than the original.
709
« on: February 26, 2016, 11:57:52 AM »
The reason why your BSGs can't flip anything is because the flipper is too long and doesn't have any leverage.
You can get the BSGs higher if you attach them outside of your chassis with multiextenders.
710
« on: February 25, 2016, 05:42:20 PM »
IIRC gameranger has a serverlist built in, so you should be able to find a game there. Worth noting though that RA2's online is gutter trash and desyncs 24/7, which is why most members here participate in tournaments instead.
711
« on: February 25, 2016, 03:02:36 AM »
bigass chewblade OP Genuinely, the larger one looks like it would be sweet for VSes.
I'm on the fence about keeping it's original circular collision mesh (which is terrible for punting but good for saws), or matching the collision mesh up to the visual mesh so it's better at punting while making it a bit worse at being a saw. Anyway, I made the beater bars a more visually appealing by making the big ones longer instead of outright larger.  It always irked me how pathetic looking the small beater bar looked, so I beefed them up a little. The small beater bar is slightly shorter than the old DSL large beater bar, and here's why:  It's now exactly one snap-to-grid square long (which I will not now be referring to as STGS units for convenience). The smallest square you can make legally in the bot lab is 0.22 wide by 0.22 long, which is how long the new small beater bar is. The medium beater bar is 2 STGS units, and the large one is 3 STGS units. (BTW, I don't know why they're so grey in the first 2 pictures, they're supposed to be a bit blue-ish like in the third picture)
712
« on: February 23, 2016, 10:51:49 AM »
The 3-pink setup is actively harming your robot. Only does 300 output where as a nifty does 400 output and is 8kg lighter.
Nifties require you to raise your chassis though.
713
« on: February 22, 2016, 12:09:54 AM »
What program did you use to make the 3D render of your bot ? looks sick.
Looks like solidworks to me.
714
« on: February 21, 2016, 10:05:08 PM »
イん乇 o刀レリ 丂oレuイノo刀 ノ丂 イん乇 キノ刀ムレ 丂oレuイノo刀. んノイレ乇尺 wム丂 尺ノgんイ. wんノイ乇 アow乇尺 14/88
literally came into this thread just to say this
715
« on: February 21, 2016, 01:02:43 AM »
Anyways, is there any significant difference in the meta between DSL 2.1 and 2.2 ? I'm pretty busy IRL right now and I really don't have time to experiment and look at all the weapon stats.
You can actually use all the components now. You know those trash-tier replica parts (like the replica discs and 259 hammers) that nobody used? Those are viable now. Wheels got nerfed in favor of beefing up motors IIRC. Door hinges have a burst motor version of them so that they don't AGOD 24/7.
716
« on: February 20, 2016, 06:53:18 PM »
so is the soccer arena a valid answer or
717
« on: February 19, 2016, 09:24:20 PM »
===EVERYTHING ABOVE THIS LINE IS NOT FOR THE MOD. You can thank Naryar for merging the above posts into this thread anyway.===Time to brush off the showcase. Might clean it up later and make this the OP since most of this thread kind of sucks, idk. Anyway, gave the chewblades some alternate sizes like every other sawblade-type component ever.   Weight ranges from 8 kg to about 30 kg. APs on both sides of the sawblade like you'd expect, and can connect to each other/other generic_M's. BTW, the smallest one on the top there is slightly smaller (about 0.75 times as large) than the default sawblade. Might be good for BW's. The second-to-top one is the same size as the default size, middle one is 1.25 times as large, then 1.5 for the second-to-bottom one, and finally 1.75 for the bottom one.
718
« on: February 18, 2016, 11:02:17 PM »
The only thing borderline not-IRL about the robot is the skirts imo. Replace those with something less DSL standard like some a wide row of steel armor plates, then give it a good paint job. Then it would basically be Tut Tut 2K16.
719
« on: February 18, 2016, 12:19:34 PM »
Try setting your game to fullscreen.
720
« on: February 17, 2016, 08:17:24 PM »
AS the combo works a lot better if your HW can go above 1 mph
That's what happens when I build an entry in 15 minutes
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