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Messages - R01
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741
« on: April 19, 2016, 02:54:55 PM »
Meta is just what is competitive in stock RA2. Flippers, especially this style, are not competitive. Also, you're over 100kgs short of the weight limit.
Since the wiki has no article(and I haven't had the time to browse the forums) I guess that competitive stock flippers aren't allowed and the weight limit is the mediumweight one?
742
« on: April 19, 2016, 02:25:04 PM »
I've seen RA3 some time ago(think it might actually have been the reason why I went more into RA2 and actually started playing it, that and finding out it's "free"). Quite nice to see that a development team is finally doing this(return of Battlebots and RW was definitely a reason on why this returned) and listening to it's fans, devs that are actually humans not not profit orientated selling machines! NICE. With that said, it doesn't look like there's too much new, sure there's probably new components, more customization options(finally a 3rd layer) and much more, however for people that can't get RA3(like me, no online payment  )they probably won't be missing all too much since quite a lot is still possible in RA2. With that said, their price of 20$(which seems to be the price that RA2 originally had as well) is more than fair, personally would've hoped for 15$ or so, but I'm really happy that they didn't make it 60$. So yeah, since the devs are most likely reading this thread, good luck with it and you are doing a damn good job. If possible, can you still make the old RA2 website accessable(outside of wayback machine that is)? About the grid, I do think it's best to have it with an on/off option, another nice option would be to lock x/y/z axis so you only move the part in one direction. Now I only hope that we will be able to move placed down parts(maybe even by a certain amount, like if the game showed the relative x/y/z positions and allowed you to type +10 into each)
743
« on: April 19, 2016, 01:49:45 PM »
Ballasts can't be placed on extenders, just use a heavy object (eg sledgehammers). Burst power is all in the txt files though, no point counterbalancing there.
Oh, for a second I thought counterweights=ballast, by the way, is it only the missing weight which keeps them from working?(and the burst question was about unmodded, I should've made it more clear, probably works but I can see it being difficult to properly add)
744
« on: April 19, 2016, 01:25:10 PM »
Saw the thread yesterday, really nice beetleweight you have there and congratulations on the victory in the Annihilator, looked nice in action(however modern RW is just so fast now). How much did it cost in total to build? If I lived near a place where they would do such events and had the money/tools, I'd have loved to build a robot and enter.
745
« on: April 19, 2016, 01:12:07 PM »
What a crazy design. I love it. Obviously it's completely outside of the meta but still, very cool.
I'm excited to see where your innovation takes you as your building skill improves.
Thanks, I wouldn't say it's exactly crazy, just clever thinking on how to recreate something like Firestorm. Will upload my other(less successful) robots as well as some RW recreations later. What do you exactly mean with outside of the meta? As for part clipping, it's something I try to avoid, had the parts placed a bit different on Atomizer 3 before, but changed them around which really helped with self righting from the side.
746
« on: April 19, 2016, 01:09:39 PM »
(Image removed from quote.)
Lifting arm is blue, counterweight is red. Servos don't tend to be strong enough on their own so you need to help by evening out the weight distribution.
Oh I see, thanks for explaining that. Thought that weights couldn't be placed on extenders as they never wanted to do that before. does this trick have use with burst motors as well?
747
« on: April 19, 2016, 11:27:10 AM »
Pretty much the only way to get servos to lift is to use counterweights iirc
In what way?(I guess you mean having them on your own bot so it doesn't fall over? I tried that once however vanilla servos were too weak, are custom ones strong enough?)
748
« on: April 19, 2016, 11:25:34 AM »
I'll be adding links to the post where I post new robots to make this easier to navigate here: July 2016: https://gametechmods.com/forums/index.php?topic=18882.msg706199#msg706199https://gametechmods.com/forums/index.php?topic=18882.msg705997#msg705997https://gametechmods.com/forums/index.php?topic=18882.msg705607#msg705607old: Old stuff: Thought I'd make a showcase thread, since I'm still a new member, while there are some bots that I would've liked to keep secret for tournaments, I doubt that I'll ever be able to enter a real multiplayer one and I'm not that much fan of coding AI/relying on AI doing it's work, so I'll be posting it anyways: Atomic Science Robots"We make new things possible" Robots from my RA team, got the name as soon as I saw the team symbol and thought I'd keep it instead of thinking hours about stuff. ActiveAtomizer/The Atomizer This one actually had a bit of a story to it, when I first started I wanted to have a front hinged flipper, knowing that I wouldn't be able ot instantly recreate my real life robot idea, I thought I'd create a bot with a different name, and since I saw the radiation symbol I thought about using that. Of course I didn't want to name it like the RW Robot Atomic, so I ended up with "the atomizer" Current Version  Updated:  Originally wanted to build it a bit different(mostly with bigger wheels and motors in the front to create a "turbo" version, however this is the maximum chassis size(it's literally the full square). Don't think I can do any more modifications because of the weight limit, would've liked to put 3 wedges on the front and possibly add another ant battery on the other side but it just wasn't possible. So what are the news? 3x Burst Piston Flippers(by the way, has anyone else done those before?) Originally those were shorter, but they were too short so I eneded up making them longer and making them clip in a bit so they wouldn't stick out(sometimes they won't go in all the way) 4 wheel drive, turning is worse than in 3(or at least I think so), however acceleration is better by A LOT. Ground clearance is tiny, up to the point where ramps can cause trouble, don't know if adding casters is a good idea. 2x Co2 Bottle Added it to balance the Co2 usage with 3 flippers, I'd say that it still drains as fast as the original, also the battery power goes down as your usuall heavyweight stock, so you will get to half of the power in the last 1/4 of the battle. I don't know if this is a feature of RA, but when I'm driving backwards the robot slowly starts to spin, this happens a bit less frequently with 2 wheel drives and I imagine that the too close wheels cause that(RA needing wheels on all 4 sides), can anyone tell me more info on that? As for the robot performance, I do think it's good, the smaller wedge and 3 piston flippers help out with the sideways self righting, however it's still one of the robot's weaknesses, another thing I noticed is that there are way more parts to fix now, but it's still not much of an issue. Started the first starcore pack, and so far it's been doing rather well against all those "spam spinners". Also thanks to the more powerful flipper it's really strong in tabletop now. Version 3  The big improvement, using what I've learned from version 2 and adding ramming plates(so it can actually deal damage points now) I was able to create this somewhat powerful flipper. Picked a basic wedge shape this time instead so I wouldn't have the "useless" sides with no spaces to fit components in. Yes it does have a baseplate castor wheel on the front and I do know that this is bad, however it really helps with the driving which isn't too fast(guess I should remove the batteries on top as there's already plenty of power in that robot). Version 2  Version2, please ignore the battery spam. During the day I thought about how you would angle Co2 pistons, "if you're able to put burst pistons on baseplate anchors... but that would only result in a popup plate..." in the end I came to the idea that using a burst and Co2 piston would lead to being able to somewhat recreate a front hinge, and it worked! Testing wasn't too promising and the bot quickly got to the point of being a heavyweight where I went like "oh heavyweight, might as well fill it up with more stuff and add additional drive motors". The back spikes were added for two reasons, first of all to stop robots from driving right over the wedge and being stopped instead(althrough it was never needed for this) and to make it possibly able to self right. During a King of the Hill match it got flipped on it's back plate and couldn't do anything about it. Version 1(the original!)  The good old original version, since Co2 flippers weren't possible I went for a normal burst loadout, picked the small ones since they were the only ones that fit under the small wedge. During testing it was able to flip alarm, however it wasn't that good in performance and only lasted a day until version 2 arrived. How strong is it you might ask, well...  Team Battle with Scout, ended up flipping both of them in from about the middle of the Arena. It isn't always that powerful and there are still some fails(from being unable to right form the side or being thrown off the Tabletop/Losing by points in King of the Hill(both thanks to Emergency in 99% of the cases) Atomizer(M)  Mediumweight version of Atomizer, finally got around doing that. The piston setup was sadly a bit too heavy(I did have space for a small Co2 bottle on the side) and after trying out some versions with the Ram Plates I went for this completely damageless version, which actually looks very similar to the original classic Atomizer. The shape greatly helps with self righting, however because it's just a burst with no pistons, it can't always self right from being upside down, guess RA makes the burst power random. Other than that, the extenders sadly get damaged a lot, while they never fall off they easily add extra repair time, but that never turned into a problem. the wheels at the back stick out a bit but it all works great, decent drive power and speed. Only real issue is that, probably because of the above mentioned reasons, it doesn't flip robots properly, it's strong enough however often it just launches robots upwards without turning them. Smasher Yeah I know creative name, didn't have any better one. You know those cool concepts that you have which end up not working well in RA2 at all? Smasher's just an example of this, idea was to have the base disc well hidden inside the robot and have the blades pop out via those wheel connectors so that they wouldn't stop the disc and cause massive damage. Damage potential was low in the end, bot got quite heavy, wheels needed to be redesigned to allow any turning and it was still able to get stuck on it's sides. In a tabletop battle, emergency just flipped it on it's side and it just kept rolling until it fell off the edge... yeah don't expect this one to be in the active list for long, might find a working concept based on this for a middle weight through.  Yes this does use the spinning motor glitch, however if you look closely at it via the editor, the blades don't go inside the big batteries, neither do the connectors at the top. InactiveInferno Spinner A simple middleweight spinner, also known as probably a generic RA2 spinner(or at least that's what I guess). Yes I know that hammers do less damage, however they are better at ripping off parts and quite heavy. Main problem of this bot is that at the end of each battle you would have 20 minute armor and about 3x 10 minute hammers to fix, all those parts needed fixing as you'd either end up with no hp or maulerdance. Version 2  After fixing the problem that the first version had, I was able to move the motor down, the bar however always got into the way, didn't know about the motor spin trick back then so I couldn't attach weapons and had to make the chassis smaller. This robot didn't perform any better than the bigger one, I do think it did even worse and still didn't have any good chances against wedges. Version 1  The original version, due to a testing part still being inside the bot(control board under the motor), the spinner was too high and barely could do anything against wedges) kind of a high risk/reward robot and slow. Robot Wars RecreationsNote, reCREATIONS not replicas. Hypno Disc  The first recreation, made to test a design out. Originally I thought about making a very long wedge for the front, however the extender setup isn't that bad, only issue was that I had to move the disc a bit up because of the huge motor. Hypnodisc works out great, however hammers and certain spinners can be a lot of trouble, only a few hits needed for the disc to break(that's why my mod will feature components with increased hp but higher weight). I also based this on series3's version, so no srimech(not like the weight limit would allow it anyways, and it would probably not work) or spikes. The side parts are supposed to be the wheel guards, but I guess I'll have to redo the chassis with the free hand option(unless there's a way to change the grid). Ripblade is a big rival here, not because HS vs VS or because losses, but Ripblade has frequently caused Havok Explosions, flipping HD over, sometimes Ripblade's parts also get trapped under HD.(Even with those odd things, I once won a match after being on my back and getting counted out while ripblade was still mobile, no idea what happened there) Chaos 2  My personal favorite, I like how it turned out. Sadly the burst motor is just too weak in battle, so don't expect many flips, self righting also doesn't work. Thing2  Taking note from Devil's chassis design I created this, was originally going for the Series 4 version, but ended up with Series3's. For a weaponless bot without a big wedge help(other than the caster wheel on the back) Wildthing's doing surprisingly well(but needs the help of other hazards), the weapon decoration actually does damage as well, which is funny because this was never intended, only problem is flipping robots over. Bot's just like the original Wild Thing, fast with an even faster turning.  Made this custom skin for it(sadly only noticed after exporting that the botlab colors don't carry over unless you add decals...) Firestorm  Was quite fun to build and ended up being a lightweight instead of the usual mediumweight. The burst 2 might not look strong, but it's surprisingly strong, easily flipping robots and allowing Firestorm to self right without much trouble(as long as you have the T connector that is). Sadly I later had to remake the chassis as it wasn't accurate enough, which lead to quite a lot of motor repositioning just so that the wheels don't stick out on the sides. The flatter sides also sometimes cause self righting problems. Even without anything to support the wedge, it's rather easy to get under most stock robots, except for robots with almost zero ground clearance such as lil' dog. Still possible and quite fun to play. Earlier Version  Gameplay wise, I prefer this old version as it worked better. Ra2 also gave me a better drawing angle for the top parts here, making the skin creation much easier.
749
« on: April 19, 2016, 10:18:15 AM »
Hello, so far this thread is just about the concept(and possibly about beta versions) about this mod. First of all I'd like to say that I can't guarantee if you will ever see progress of this mod or if it will be finished. I know it's disappointing and most likely unwanted(I did read the mod rules before, else this thread wouldn't be here). Another reason why I made this thread is that I have quite a lot of modding questions and wouldn't like to flood the questions subform with tons of threads or huge question lists. Help would be really nice. About the ModMy goal is to create a modified stock/vanilla game with more balanced components and more info(each component will show it's stats), encouraging players to build more RW like robots and not stack thousands of razor tips. Together with a remake of all AI bots(I do plan to possibly increase their difficulty by a bit, but not DSL2 strong) some RW teams will be added from different series, having remakes of robots. Note how I said remakes and not replicas, I don't plan to use custom "fake" armor parts and instead actually rebuild them in RA2. Sure they won't look too great but you'll be able to build something similar as well. Now for questions: Open Questions It's not recommended to use too many parts/objects for multiplayer or arenas, but what's exactly "too many"? If it's just those "30 razor tip" bots, then it's totally ok, but currently I'm worrying if 10 small battery packs would cause issues(I do know that the power value isn't sent over)
Is it possible to completely adjust the weight limit?(the main points here are the chassis weight and weight classes, are those editable?) I'd like to make it so that 100kg is heavyweight, 60 middleweight and 30 or so lightweight, all components will of course get lighter.
Is it possible to adjust both burst swing speeds(the forward/backward speed)?
Answered I'd like to remake every stock component/arena, however for that I would need to import/reverse engineer them to get them and their collision files back into 3ds max. Is this possible and what tools are required? Another thing that would really help here is if 3ds max(or any 3d model editor) had a grid with the option to snap placed vertex to the grid.
Not sure, need to check out the tools page, 3ds max hopefully has a snap to grid option. Recreating Co2 flippers isn't really possible, but is it possible to create a custom burst motor that uses Co2 instead of battery power? If that's possible I'll add Co2 bursts which emulate real Co2 flippers in different sizes and powers(increased power for increased usage)
Not possible. For motor balance, is it possible to fix the "energy usage" bug in the game engine or is that just hardcoded(all motors use the same amount of energy from what I've read), also can Servos be strong enough to actually lift something/can lift power be increased?
Energy usage can't be fixed, Servos are possible with heavy counterweights. Thanks for reading this far.
750
« on: April 16, 2016, 09:45:37 AM »
Pretty much every tutorial we have written is linked from the Complete Tutorial Index. Arenas are very complex and most custom arenas are 3D modeled rather than coded from scratch. With the Gauntlet and Pinball also, with so many objects in the arena (along with a complex arena in itself) you will likely encounter a lot of lag in trying to play the arena.
Thanks, I wasn't sure if a thread like that would exist since the wiki doesn't have those infos. I'll take a look at it. Would a simple brick wall and 3 barrels really cause that much lag? I've heard about multiplayer and how you should use not too many parts, but I'm not really sure what's "too many" given that I don't build clipping robots or plan to add more than one brick wall and a few barrels. And yeah, I was talking about 3d modelling(guess there's no way to import the original components back into max?) coding an arena would be way too difficult and I should have basic 3d modelling skills for an arena.
751
« on: April 16, 2016, 08:08:58 AM »
I'm new here, so sorry if I just overlooked something, but is there an advanced modding guide out there that shows how to create custom AI's and Arenas? So far the only thing I've read is that you should use AIs from a differnet pack and adjust them a bit, however, if possible I'd like to unpack/reverse engineer all the original assets(all parts, arenas, AI files) so I get a reference on how the game works. Custom Arenas have been done before, so it's clearly not an impossible thing, and certain items like the barrels or bricks from the test zone could lead to some interesting things(thinking about recreating the Gauntlet/Pinball)
752
« on: April 16, 2016, 06:15:35 AM »
Yeah, just make the baseplate shape, then go to the next tab and move the points to match the top plate.
Oh I found it out now, all I needed to do was drag the front "T" Shape part backwards in step 2, sorry for the beginner Mistake but this really looked like something that isn't normally possible. Edit: Ninja'd pretty sure this is it
Yep it's that(except that the front is only one block thick and not two), just found it out a minute ago.
753
« on: April 16, 2016, 06:12:30 AM »
Found it some days ago, now he's doing RW robots as well.
754
« on: April 16, 2016, 05:52:39 AM »
Recently I noticed Devil's odd chassis shape, so I decided to load up the bot and take a look:  Is this possible to build without using custom shells(I do know that there's a way to make custom shells, most RW replicas use it from what I've seen)?
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