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Messages - BATTLEMASTER

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1
Robogames and BattleBots both have a 48 volt limit.  Robot Wars has a 75 volt limit.  I'm not sure what our limit is going to be. 



I'm up for variable voltage limits that way different simulations can be run.

2
Something seems very off about the bleeding edge build.  My bar spinner used to top out at 150 kJ or so, but now it's going up to 1.7 million kJ.  Stuff is way too powerful and is causing weapon collisions to glitch the game.  There have been three cases now where somehow player 2 won by KO, which I'm not sure how that's possible.

3
I'm experiencing a lot of trouble working around rims.  For an example, I'm working on a bot inspired by HUGE and am trying to attach a rod to each rim to prevent immobilization by tipping the whole bot onto its side.  However, I accidentally attached a cylinder shape to the center of the rim, and cannot remove said cylinder shape.  Every time I try to select the cylinder, the workshop selects the rim instead and tells me that I can't delete the rim with components attached to it.  It seems like an issue with bounding boxes and it doesn't matter how big the rim is (I have this issue mounting tires to the rim too).

4
It seems like there's definitely something up with my vertical dual-bar spinner.  A combined 400 kJ of energy doesn't seem to do any damage to the opposing bot, yet any collisions made against the opposing bot cause my robot to flip over.  It's almost like no energy is being transferred to the target with the vertical spinners.

It makes me wonder now what would happen if I made it a diagonal spinner...

5
While romping around with my bar spinner I straight-up destroyed the opposing robot's Motenergy motor (seen at the bottom of the screen shot).  That's quite the detail with that motor's 3D model!

 
Destroyed Motenergy Motor.jpg


The rotor was actually wobbling as it spun down!  Haha I bent that thing up good  heck

6
I noticed with the latest build that the blade-to-gear axle connection on my custom bar spinner is very weak.  Then again, it is also capable of spinning up to 200 kJ in less than 20 seconds.  Is there something I'm missing durability-wise?  It's actually a 67 kg bar  :confused:

Actually in general, I noticed that all components seem much weaker, even the internal ones like the motors and batteries.  They seem like they break off a lot more easily, which is awesome!  But I'd think the weapons would be a little more robust.

7
I'm just fine with playing with the build that came before this one.  I don't make it a habit of downloading and working with the latest one each time in case something breaks.  After all, the lead dev seems to have school to focus on.

8
Also circumvolution is only a 16kg spinner, and at that size its... Not really supposed to be durable

I don't know anything about Circumvolution (tried Googling it and nothing came up), but one of Tombstone's blades weighs around 30 kg alone, so I think it would make sense for a 16 kg bot to be OHKO'd by that weapon.

If a robot simulator is desired, I definitely think that OHKOs should be a thing, but I understand if certain bot building limitations make it hard to design a bot to prevent that from happening.  I imagine one would have to design a frame, the way the frame is bolted or welded together, how the body plates attach to the frame, etc.

9
Atm it is currently unavailable.

Probably a good thing until stuff is finalized.  I can only imagine the tears if something changes and it invalidates a bunch of arenas!

There's two sides to the robot compatibility thing.  One, this game is in an alpha state, so changes where robots can be made incompatible between versions are to be expected.  There's no denying that.

The other side is that people think that the game is far enough along to even build so many bots to mess with!  I think that says a lot about the progress with the alpha alone  :beer:

10
Maybe.  In a traditional game a professional artist manually goes in and creates two versions of every part, an intact one and a broken one (or multiple broken ones depending on time and budget). In our game it is a MUCH harder challenge.  YOU are the artist who made the part in the first place.  We can't put it on the players to make a bunch of broken version of parts, and developing the tool set to do this is extremely involved.  The price tag of our game will pale in comparison to the $1500/year that Adobe charges for 3ds Max.  They can hire A LOT more programmers than we can to make the tool set good, and they have been iterating since the 1990s. 

I think the closest thing to this I can think of is whatever makes destructible terrain work in some combat games, or soft-body physics simulators like Rigs of Rods, the latter of which can be pretty CPU-intensive.  I'm just a dreamer, not a programmer  :dumb)

11
I'm really enjoying this new build!  I made a couple test robots and noticed the following:

-Mobility kills are definitely a real deal now with the wheel building tools.  It doesn't take too much effort to use my bar spinner to remove tires from my 4-wheeled drum spinner to immobilize it, just like in real robot combat.

-I love that chassis panels can now break off.  I think it's safe to say that the health bar can go away as KOs are effected by smashing the other robot to pieces in some manner IRL.

-It seems that material resilience is still pretty high compared to what I see on TV.  Shouldn't a bar spinner with 100 kJ of energy absolutely destroy polycarbonate almost regardless of realistic thickness?

-I think the bottom of the chassis should be destroyable.  Any components mounted to the destroyed bottom of the chassis go with it.  So if the bot controller is mounted to the bottom of the chassis and that panel goes away, so does the controller and the bot is KO.

--Building on that thought, perhaps the tree structure of building bots is too limiting in the way these things can actually be destroyed?  IRL bots keep going until they can't, either though mobility issues or complete dismemberment.  I remember seeing a battle between Warhawk and Hydra where Hydra literally dismembered Warhawk, but Warhawk's individual components kept moving based on operator inputs.  The bot got counted out because it was immobilized.  Another example was a fight between Tombstone and some kind of pushbot.  But Tombstone's bar spinner nailed a corner of the push bot and broke the bot in half diagonally.  Yeah, that bot was down for the count.

With that being said, if the way the game works could be converted from the tree structure to some kind of universal interconnectivity, the ways stuff could be destroyed would be less limiting.

-How fine can destruction be made?  Is it reasonable to believe that computers can simulate panels shredding or shattering to some degree based on the materials and type if impact involved?  Realistically, panels may do more than just break off - they may be ripped in half or shattered to pieces too.  Then the bot can puke out batteries, motors, etc.

Looking forward to more progress  :thumbup

EDIT:  Totally destroyed this robot, but even with the side panels gone, it took awhile for the bar spinner to eviscerate it of its motors and batteries.  The damage slider is turned all the way up to 200%, so perhaps it needs to be 400%?

 
Shatterbox II destroyed after awhile.jpg

12
I think I learned a little something about brushless motors.  I didn't realize that they weighed less compared to brushed motors.

13
I'm just wondering about why brushless motors would be deemed to break more easily.  For an example, some diesel locomotives use brushless traction motors with one of the benefits being that you don't have to maintain the brushes, so I thought they'd actually be tougher by getting rid of a weakpoint in the works.

14
Thank you for sharing!  I was disappointed to see that GTM doesn't have a repository for any RR2 bots.

15
Is there a place folks are uploading their RR2 creations for others to download?

16
My Tombstonish horizontal spinner is much easier to control with the COG correction :claping  Actually, I find all my bots much easier to control!

Totally looking forward to the new damage system so I don't have to go crazy building ultra-destructable bots :dance:

 
Bot destroyed.jpg

17
I just wanted to double my motor power going to my vertical bar spinner, kind of like how Yeti had three motors driving its drum spinner in the latest season.

I'm wondering if some kind of tree inversion could be possible only for weapons where two motor connections go to the same weapon.  At least that's how I'd visualize it in something like LabView.

18
Question:  Is there a way to make it so two motors spin one weapon?  For an example, I have a design that has two motors driving the same bar spinner, each with a separate belt drive going from the motor to the spinner.

19
At 500 ticks/sec, the jitter doesn't exist.  The jitter barely exists at 450 ticks, and only occurred for about half a second after I kicked the third (out of 4) wheels off my opponent.  At 400 ticks, the jitter comes back at full force after losing a wheel.  Note that this never happens after my opponent loses its drum spinner.  At 425 ticks, the jitter from losing one wheel goes away.

I'm running the other physics settings at 50%.  When the jitter occurred, I tried tweaking those but they didn't seem to make a difference at all.  It was the tick setting at 425 that seemed to make the jitter stop.

EDIT:  It appears I was wrong about the 425 ticks.  I still had an instance of jitter knocking a wheel off, but the chance of it happening seems significantly reduced.

20
I'm really liking the new build.  Although I think it takes too long to completely dismember a bot made of aluminum when using a heavy blade at 200% damage and 100% physics settings (not 200%)...

 
Bot Dismemberment.jpg


Can't wait until the new damage system is implemented since it would save me time building my bots with individual chassis plates!  Although it allows me to make complex designs that are just fun to smash apart  heck

I did notice that when I smash two wheels off of a robot that it starts to jitter.  I'm not sure why, if that's just a computer-control thing or what.

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