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Messages - HeartFoxx

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1
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 05, 2013, 10:36:19 PM »
i'm pretty sure if you rotated the beater bars enough they wouldn't intersect
I plan on trying this.  I also think it might just make sense to use the center connection point on the beaters, in which case I'm almost 100% positive they would never intersect.  I'll have to look again sometime soon.

2
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 05, 2013, 12:53:41 PM »
Do the beaters intersect at all while spinning?

Nope.  Part of the reason I like having two per disc, actually.  One disc is essentially rotated 90 degrees from the other at all times, so the bars never touch or intersect.

3
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 05, 2013, 08:31:44 AM »
I'd recommend not attaching the piglets not via the outer shell but from behind, that way if you shell is removed (solid hit from a HS on either side) you still have weapons.

The real attachment point to the piglets is behind and below, between the piglet and the chassis.
It looks to me that the new lateral attachments are the ones pretending to be attached.

This is correct.  The real attach points are at the base of the piglets, as seen in the previous version.  The new 'connections' are on the sides of them.

4
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 04, 2013, 05:57:44 PM »
Here we go...

As per Dominating's note, I've added a 2nd connection to each of the external motors to follow IRL standards -- thanks a bunch for the tip!



I played with extender weights, as well.  If I were to remove the entire shell I would barely have enough weight to add the extra four beaters to the discs, which really isn't too worth it in my opinion considering the shell actually gives a lot of protection to the chassis.  Plus, the four beaters already do quite a bit of damage! :)

Still kept it right at 248kg, just swapped some extenders for the extra connection points.

5
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 04, 2013, 05:11:17 PM »
https://gametechmods.com/forums/index.php?topic=13126.0
Thanks a bunch!  I'll try and make a custom skin for my next bot.


You didn't mention this but is it supposed to be IRL? If it is, the weapon motors would require at least one more extender attachment.
I'm wondering because the other was IRL.
I guess I really wasn't focused on that while building the bot, but if that's the only thing that needs to be done to constitute an IRL bot, then I suppose I will try to find a way to do so. :)  Thanks for pointing this out!


add more weapon weight and use less weight on that exoskeleton.
The only weapons that won't graze the ground on those discs are the small beater bars (which are already on) and the smallest (carrot?) spikes.  I will try to look into getting four beaters per disc.  Thanks!


I like you.
Thanks.  c:  Surely mutual.


Cheers all around, the feedback is much appreciated!!!

6
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 03, 2013, 08:11:53 PM »
That looks really good. I like the skin too.

I appreciate it, thanks!  Unfortunately I'm not entirely sure how to make my own skins, so I'm dealing with what's in DSL3 for now.

7
DSL TC Showcases / Re: Thyrus`Showcase
« on: June 03, 2013, 07:55:10 PM »
Wasn't expecting that whole wedge piece to flip up like that!  That's a really cool idea.  Does it lose any flipping power due to the weight of the wedge?

8
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 03, 2013, 07:50:42 PM »
Love the extender work, especially the pointy bit on top. All in all it looks really cool.

Thanks a bunch.  :3

9
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 03, 2013, 07:39:19 PM »
Alright, I've taken a bit of advice from you folks and tried my hand at building a LW using DSL3.

I wanted to keep it efficient, and focus a bit more on weapon placement and effectiveness while still keeping an eye on aesthetics.  I have to admit, I was really struggling for weight on this one.  I redesigned the outer shell quite a few times just to shave off the last few kg's...  I ended up right at 248, which is awesome!!!



I didn't really know if I was going to be able to stay under 250, and could have styled it a bit more had I had more weight to work with.  However, I'm pretty proud of how this one came out, considering it's pretty powerful for a LW with those two spinning discs on the front.  I don't know how you guys judge size here...  but when I was designing the chassis, I used the little glitch to get the shortest possible chassis height, and the size was 3x2 grid squares.  The batteries do give it enough power to go to the end of the round, but if I were to make one improvement, I would have made a -TEENSY- bit more space in the chassis for batteries.  There is literally -no- space for anything left in there!  Ah, well, I had fun building it.

Once again, totally open for constructive criticism and advice -- I really appreciate feedback from you guys who've been building for so long.  Don't judge the splash too harshly, I threw it together quick tonight after work.

P.S. I'd be forever grateful if someone could point me towards a tutorial or example of how to do custom skinning...  I've done 3D design in 3DS Max before, but have never dealt with bot textures or components for RA2 before.  Thanks!!!

10
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 02, 2013, 07:42:13 PM »
With this bot, design and efficiency came first for me.  I really wanted to make an IRL bot that was very efficient and had next to no empty space inside, while also making something that appeared intimidating and cool.
hmm...

i must say that you more-or-less got the "no empty space" part down. it looks lacking in offense as one icepick on a MW hammer is not very damaging. i would suggest beater bars (one of the best weapons in DSL 3 i have seen so far).


I really appreciate the input -- I will take a better look at weapon components before I begin any more in-depth designs next time. :)  I understand the pick is lacking in damage.

11
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 02, 2013, 07:40:45 PM »
This is really good, especially for a first robot. Hope to see more stuff from you. BTW, what's the weight of that bot?

Thank you very much. :)  It's sitting at 484.8 right now.  I'm okay with it since it's an aesthetic/protective design, but without all that extra piping it could be brought down to MW.

12
DSL TC Showcases / Re: HeartFoxx DSL Showcase
« on: June 02, 2013, 07:33:44 PM »
I still think it's awesome. You're like another Thyrus. Hope to see more of this style :3

I really appreciate it, thank you! c:  I look forward to continuing with these designs.

13
Contests / Re: Vote BOTM June 2013
« on: June 02, 2013, 07:32:11 PM »

14
DSL TC Showcases / HeartFoxx DSL Showcase
« on: June 02, 2013, 07:29:59 PM »
     I am making this showcase after a little prodding and support.  I have been lurking about the forums for a couple of weeks and figure I should begin getting involved.  I appreciate the immediate support from the community, and am happy to be a part of it.  So without further ado, let's begin!


To start things off, here is my (2nd place woo!) BOTM entry for June 2013.



     This was my first DSL3 bot, and I'm happy it got a bit of attention! With this bot, design and efficiency came first for me.  I really wanted to make an IRL bot that was very efficient and had next to no empty space inside, while also making something that appeared intimidating and cool.  As you may be able to tell, the weapon was the last thing added, but I actually like how the pick looks.

     I've made stock wedges before, and noticed that it was hard to utilize the space within the bot's chassis when there was a sharp wedge angle involved.  Therefore, I found it to be much more space-and-weight-efficient to use panel and extender components within DSL3.  I think that these components are absolutely awesome.

     Please let me know what you think -- feel free to leave some constructive criticisms if you think I could have done something better or to let me know what I can improve on for next time.  I am always appreciative of help and advice.   :)

15
Contests / Re: Vote BOTM June 2013
« on: June 02, 2013, 06:40:39 PM »
HeartFoxx: Newbie? Uber-Lurker? I dunno but that thing is sweet and I'm surprised
Gratz to Domanating again, but also - and possibly even more - HeartFoxx. That thing is sweeeet, thought it was the work of Thyrus or some very experienced IRL builder
Great job by Heartfoxx on his bot, but goddamn Domanating pulled all the stops on this one XD
Wait, HeartFoxx is that good at building? Damn, he needs to start a showcase.

I thank you very much, and as I said, I have been lurking around for a couple of weeks and thought it would be fun to contribute by taking a stab at DSL building -- you'll see more from me, and I'll do my best to start up a Showcase if I can figure it out.

I found a lot of good advice from the community here about good, efficient design, so I thank you for that.


With a name like HeartFoxx are we sure it's a guy?  :dumb)

I do happen to be a guy. ;)


Thank you HeartFoxx  :smile:
You've already made a very nice 1st impression, m8.
I think the community will appreciate your presence.

I appreciate it.  I'll be seeing you around here more, I think. :)

16
Contests / Re: Vote BOTM June 2013
« on: June 02, 2013, 06:08:41 PM »
Thank you all very much for the kind words -- I've been lurking around the forums for a bit and this was my first DSL3 bot.  I think the community here seems awesome so I figured I'd do my best to contribute. c:

I'm still trying to get used to the layout of the forums, but I could try to keep up with a showcase if there is some interest.  Congrats anyway to Dominating -- Once I saw the AT-AT up there I had already decided I lost.  Great work.    :beer:

P.S. As for the gender confusion;  I am a guy.

17
Contests / Re: Vote BOTM June 2013
« on: May 29, 2013, 04:42:33 PM »
Anyone have any idea why the voting totals don't show up at all after voting?

18
Contests / Re: Vote BOTM June 2013
« on: May 26, 2013, 07:36:57 PM »
Long-time forum lurker here.

Seeing some nice, careful design work on a couple of these.  The 'Anything Goes' ruleset allowed for a lot of creativity, which is cool.

19
General Support / Re: DSL 3 AI & Exporting Issues
« on: May 18, 2013, 08:50:49 PM »
Well thanks for the input and answers, guys -- it's appreciated.  I now know that I'm not just crazy and the AI/enemy bots just plain don't work right now in DSL3.  I still don't know what's up with my exporting of bots, but it's frustrating.  Ah, well -- it's something I can deal with.  Thanks again!   :beer:

20
General Support / Re: DSL 3 AI & Exporting Issues
« on: May 18, 2013, 10:13:16 AM »
There was an issuse with the wheels that was fixed for DSL 3 which now reverses the steering.

So the AI is just destined to not work at all in DSL 3?  And all motor rigging just has to be reversed? 

And as for the exporting, it would still be nice to be able to export the bots for the future when a full release of DSL 3 is out.  If I export a bot from the game and then go to a new bot and hit 'import', my exports are there.  However, there are no actual files generated outside of the game, and even if I copy/paste the whole RA2 DSL3 folder in the same spot, my teams/robots aren't there.  I don't get it at all...  Thanks for your response, though.

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