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Messages - kix

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1
Smh obama wouldnt allow this

2
ya but can you sload in this game

Pardon my ignorance, but what does it mean to “sload”?

Boomer ra2 term that is obsolete and not useful


bruh rude
Not false tho, is it?

3
Oh yea btw, when can i expect the next update? I am hosting a tournament that has something that is a secret.

4
A problem I’ve run into while building is that the 3-inch wheels have almost no health (0.05 hp). This makes it extremely difficult to make low or smaller robots, since the wheels come off at the slightest touch. The 4-inch wheels have hundreds of times more health than the 3-inch and can withstand a much more realistic amount of hits, so I’m not sure if this lack of HP is intentional or not.

That is intentional.  The 3 inch wheels were meant as temporary stand-ins for the foam wheels used in US antweight kits like the Fingertech Viper.  They weigh almost nothing.  If you wanted to use one with an actual heavyweight, it would just be a foam decoration, completely ripping off at the slightest touch.
but what if i have to use it on a hw?
Will there be an option?

5
I'm thinking that the right way to do this might be something like the following:

1. A user picks and places their motors.
2. A little table appears in the upper left corner containing all of the electronics that need to be placed.  If it has been placed already it should be grayed out.

For example, a robot like Tombstone with 2 drive motors and 1 weapon motor would have the following:

1. The user places the two drive motors (2 x A40-300) and the weapon motor (1 x ME0708).
2. The table in the upper left would include the following components:

Battery Pack (24 volts minimum)
1 x power switch
1 x radio receiver
3 x high power Electronic Speed Controllers

Once all of the necessary electronic components are place, the "TEST" button would light up.

EDIT - PS, for those of you how know Tombstone, it doesn't actually use a speed controller for the weapon motor.  It uses a high current relay instead.  Every time they tried to run the motor with a speed controller it fried the speed controller right away.  I think Ray Billings might have mentioned something like 1800 Amps of current were drawn when the motor started.

Agreed! Love this idea!

Yup this would be very well to have.

6
I think he meant cb just for simplicity's sake, the distribution system got me thinking. I assume that we will be able to power individual motors with individual receivers, and batteries, so if a weapon battery bursts and eventually dies, the weapon will just stop functioning, same goes with receiver

7
As much as i feel happy about it. I wonder, what are the differences between the weapons weight/kj/inertia/speed wise

8
Parts can still break off.  This includes the spinner itself.

My plan for spinners is that upon a hit, both the spinner and the target take damage.

If the target is invulnerable, then all of the damage goes to the spinner.

Otherwise, damage will be distributed based on the current health of the spinner and the target.  If the spinner has more health than the target, then the target will take a larger fraction of the energy as damage.  The opposite is also true.  If the spinner has very little health, it will take most of the damage and will very likely break off.

Here's what I have:

float selfRatio = target.health / (selfDO.health + target.health);
                float targetRatio = selfDO.health / (selfDO.health + target.health);
                float selfActualDamage = selfDO.takeDamage(damage * selfRatio);
                float targetActualDamage = target.takeDamage(damage * targetRatio);

In practice the above damage model is pretty terrible.  A big heavy spinner will absolutely dominate a spinner made out of smaller pieces without taking any damage itself. 

My Tombclone is just mercilessly destroying Circumvolution.  I don't like that.  I want to reward people for building beautiful creations that work well, not the big dumb box with ton o' health.

Back to the drawing board...
An option to turn the multi part spinner into a single part spinner? Keep the collision. Also circumvolution is only a 16kg spinner, and at that size its... Not really supposed to be durable

9
I haven't gotten there yet, but I'm thinking axe damage might have to be based on impulse.  Axes have maybe 1% of the KE of a spinner.
Yeah well considering that axes mostly do internal damage and mostly dent armor in, maybe that could be taken into consideration?

10
ya but can you sload in this game

Pardon my ignorance, but what does it mean to “sload”?

Boomer ra2 term that is obsolete and not useful

Oh yeah, how will axes do damage?

11
Robot Rumble 2.0 / Re: Robot Rumble Community Replica Pack (WIP)
« on: February 23, 2020, 06:29:50 PM »
42/64

12
Ok so i did some testing

so the bots can spin up to 346mph then the bot lifts off like a plane and the disc gets bent

Underneath, this bot can technically reach 450mph, however the game just does its thing

Might test damage at higher/lower speeds to see if damage is dynamically calculated, because i fear it may not be the case

In the existing build the maximum damage that can occur is 34% of a particular part%u2019s health.  This eliminates one-hit kills.  For the next build I would like to set the maximum to 100% of the part health, but damage not propagated to the parent.  This way you can always knock off just the one part and whatever is attached to it.
ey
The thing i notice is that small weak hits do knock out parts that are pretty tough, also weapons seem to fall out relativley easy

Edit: One more thing i notice is that the motors are boosted if on a hinge or another motor/pneumatic burst/linac. Basically they spin up faster

I need to get rid of the existing impulse damage code.  I haven’t done that yet.  Pretty much all of the damage that is occurring is impulse based.  A few posts back I wrote some numbers down which quantifies this.  Spinners should be the main damage source.  They operate based on kinetic energy rather than impulse.

Ok so an issue like this wont exist no more

13
Ok so i did some testing

so the bots can spin up to 346mph then the bot lifts off like a plane and the disc gets bent

Underneath, this bot can technically reach 450mph, however the game just does its thing

Might test damage at higher/lower speeds to see if damage is dynamically calculated, because i fear it may not be the case

In the existing build the maximum damage that can occur is 34% of a particular part%u2019s health.  This eliminates one-hit kills.  For the next build I would like to set the maximum to 100% of the part health, but damage not propagated to the parent.  This way you can always knock off just the one part and whatever is attached to it.
ey
The thing i notice is that small weak hits do knock out parts that are pretty tough, also weapons seem to fall out relativley easy

Edit: One more thing i notice is that the motors are boosted if on a hinge or another motor/pneumatic burst/linac. Basically they spin up faster

14
Creativity Showcase / Re: Hoppin's Robots that are CAD
« on: February 23, 2020, 11:47:27 AM »
hot

15
Ok so i did some testing

so the bots can spin up to 346mph then the bot lifts off like a plane and the disc gets bent

Underneath, this bot can technically reach 450mph, however the game just does its thing

Might test damage at higher/lower speeds to see if damage is dynamically calculated, because i fear it may not be the case

16
Showcases / Spoon agen
« on: February 23, 2020, 09:58:32 AM »

It really is

17
PS, Cyar, I’m tracking down the improper spinner breakage bugs in Circumvolution.  I think I have fixed them all.  Now that they are fixed a new problem has arisen.  When three out of the four quarters break off the weapon becomes so unbalanced that it teleports all over the arena.  I have a few potential fixes in.  We’ll see.

Hmm. Hopefully something does work.

Got it:

1. Bug Fix - I think I found and fixed all of the cases where a component breaks off but doesn't taken all of its children with it.
2. Bug Fix - When a spinner becomes so unbalanced that its remaining bits teleport all over the arena, those pieces now break off instead.
Wait so discs will now get unbalanced when they lose parts?

18
General Support / Re: Using Blender For RA2
« on: February 22, 2020, 09:33:43 AM »
you can import sketchup files into blender lol

19
Tournaments / Re: SvL Season 2 (Signups open!!!)
« on: February 21, 2020, 06:49:54 PM »
I think we'll have to do with what there is now. Though he's waiting for at least the next version of the game for certain reasons.
Primarily A40-300 motors being broken

20
OK so...

Using a 3 inch brushless


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