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Messages - WhamettNuht

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1
I also made Hubs and Tires lighter as per y'alls request :)

2
Even tho i am not an electrician, this seems pretty straightforward so im keeping forward to it!

I'm pretty much the same - when it comes to robot building my strength is in fabrication rather than the workings, but I think it's still a good system we have!

It was confirmed for me when Ray Billing's sent cjbruce and myself an electrical diagram of Tombstone and it was essentially the same as what we have going on haha!

Hope you're all looking forward to upcoming builds :)

And more importantly - I hope you're all staying safe!

3
Guys, I'm in talks with a manufacturer whose brushless motors have been used in some notable HW spinners on Battlebots. They are happy for us to use their product once they've seen some initial renders from me.

Please watch this space :)

4
Spinner wobble is working now.  As the spinner gets more and more damaged, it wobbles more and more.  This makes driving more difficult.

Also, @tashic found and fixed the bug with the A40-300 (New) motor.  Go tashic!

New build coming soon...

Love to hear that, might use this latest version for robogames if the damage isnt busted :)


A question for future release? Are we gonna get more compact batteries? Atm most batts are oversized

It’s on my list :P

5
Whether the script can calculate the amount of throw-off by the size of the bounding box of the spinner?

6
Ooo...  How about spinners get wobbly once they lose half their health?  It would throw off the driving of the robot, and it might be worth it to just spin up if you really needed to.

How do you mean? Like they vibrate on the axle rather than detach??


Rotate all of the components 5 degrees off axis, and shift the COM by 1 centimeter for a heavyweight (less for beetleweights).  This should give a really annoying wobble.

Oh!!! So not enough to throw the robot around but just enough to vibrate it? Throw the driving off, ect.? I like it.

7
Ooo...  How about spinners get wobbly once they lose half their health?  It would throw off the driving of the robot, and it might be worth it to just spin up if you really needed to.

How do you mean? Like they vibrate on the axle rather than detach??
I assume like in ra2 when a bot loses its tooth

As an example, maybe like that fight when Tombstone's blade snapped? (I think it was against Witch Doctor? Can't remember 100% though). But I like that idea, as long as the AI are then made aware of it. It annoyed me to no end how in RA2 once a spinner was damaged they'd just wobble for the rest of the fight. Maybe once a spinner registers it's blade has broken and they are wobbling, only fire their weapon once the opponent is a certain distance? They won't get much spin up, but they can still score some hits (which is personally what I end up doing in this situation).

8
Ooo...  How about spinners get wobbly once they lose half their health?  It would throw off the driving of the robot, and it might be worth it to just spin up if you really needed to.

How do you mean? Like they vibrate on the axle rather than detach??



Thanks, haha. I would also say about some sort of particle effect coming from damaged motors but in reality I'm fairly sure they don't do this - all the smoke, ect, that comes from damaged components comes from things like the batteries. Another thing to consider?

Yes to particle effects!!!

I don't care if it isn't strictly realistic.  More player feedback = better.

Agreed - more particles! Hahaha. We previously spoke about new particle damage effects for armour types, ect., so might aswell! (Could always have some sparks emit from damaged motors, smoke from batteries, small vents of gas from damaged pneumatics, ect.?)

9
Visual deformation looks terrible right now.  It would take a lot of work to make it subtle and probably only mediocre looking.  Not worth the time, IMO.

An LED system could work.  Maybe that is enough?  I’m not so keen on a “self healing” mechanic.  It just seems like this is so gamey and not at all representative of the real world.  I think I would be a lot more okay with hits putting a robot off balance though.

After all - Power LEDs are required in real life robots, so might as well use this to our advantage.

And if not self restoring I like the idea of slowing down an opponent. That could also play into our previously mentioned idea about instead of just eliminating a robot on instant knockout, doing a 10 second count down. In real life competitions once a robot has been immobilised they still count it down rather than just going 'Oh your bot aint moving it's out'. Then players can dance around the arena for a bit, ect. lol. Maybe with this in mind we could make robot's less responsive as well as gradually slowing down? Twitching motors, one drive motor slower than the others, ect. ect.

There is some precendent for slowing down an opponent.  Wheel guards are notorious for this when they get bashed in.  Wheels get stuck or they move really slowly.

I like it.

Thanks, haha. I would also say about some sort of particle effect coming from damaged motors but in reality I'm fairly sure they don't do this - all the smoke, ect, that comes from damaged components comes from things like the batteries. Another thing to consider?

10
Honestly for an axe, the stronget the armour the longer the bot lasts. I think a perfect example where a bot was axed to death was between THZ and Spawn Again where the bot just slowly died.

how does the visual deformation look like rn btw?

Wouldn't this be from that Mesh Deform script we currently have in the back log of the game?? Albeit I haven't played around with this feature yet for new arena props but I'm still sceptical on how they would work for them hahaha

11
Visual deformation looks terrible right now.  It would take a lot of work to make it subtle and probably only mediocre looking.  Not worth the time, IMO.

An LED system could work.  Maybe that is enough?  I’m not so keen on a “self healing” mechanic.  It just seems like this is so gamey and not at all representative of the real world.  I think I would be a lot more okay with hits putting a robot off balance though.

After all - Power LEDs are required in real life robots, so might as well use this to our advantage.

And if not self restoring I like the idea of slowing down an opponent. That could also play into our previously mentioned idea about instead of just eliminating a robot on instant knockout, doing a 10 second count down. In real life competitions once a robot has been immobilised they still count it down rather than just going 'Oh your bot aint moving it's out'. Then players can dance around the arena for a bit, ect. lol. Maybe with this in mind we could make robot's less responsive as well as gradually slowing down? Twitching motors, one drive motor slower than the others, ect. ect.

12
Current form of self damage is the weapon falling off which happens unrealistically often and its very sensitive, id recommend more of an internal shock

Which again - goes back to my thing about the damage system being moved to the health of internal components including impact damage ;)

But how do we communicate to players that damage is accumulating?  The nice thing about something falling off is that it is very visual.

90% of the robot KOs this weekend were because the little wires that go to the receiver popped out after a hit.  It is an incredibly unsatisfying way to lose.  There is no warning, and it sucks when it happens.  Your robot stops working.

Even though losing like this is completely realistic, I don't want RR2 players to feel like every time they lost it was because of an unlucky hit.

As I had suggested, maybe doing a new version of the LED which indicates a colour according to health. And besides - we have the armour panels which can now fall off which is always good.

And to be honest I was thinking to make things fairer of maybe having 'Impact' health work a bit like a pump kind of system.... if you hit the opponent, the impact level goes up but can recover itself. The more you hit an opponent in a row (Axe, Flipper, Rammer, ect.) the less time the bar has to recover and can be pushed to the critical health level.

Just trying to think of a way to make all weapons have a fairer fighting chance rather than spinners just being the elite.

13
Current form of self damage is the weapon falling off which happens unrealistically often and its very sensitive, id recommend more of an internal shock

Which again - goes back to my thing about the damage system being moved to the health of internal components including impact damage ;)

14
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).

Unfortunately it is a collision aspect which means all the rims are essentially one solid cylinder. Unity doesn't allow for things such as hollow collisions unless you incorporate a lot of individual collision meshes into one, which cjbruce wants to avoid as it would push the number of active collisions up too high. The best way to do it is to scale parts that get in the way, or if you zoom in close enough to a part you can bypass it's collision and select parts that are inside. Unfortunately this is the only way the game can handle these parts.

15
Apologies about that - there's still some aspects of the Parking Lot arena I need to fix haha! :)

16
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!

  [ Quoting of attachment images from other messages is not allowed ]  

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

I am SOOOO glad someone noticed I put in that detail!!

If you look closely at the motor as it’s spinning you should see the inner coil spinning aswell :)

17
Wow... I must say it's been a while since I've gotten this kind of attention... I feel like the GTM Bridget Jones lol

18
And I'm sure this is obvious now but I'd say it only applies to parts which are 'Is Scaleable = True'. I have to be honest and admit this would be helpful.... When I was building reps finding out you hadn't scaled a robot correctly was incredibly frustrating. And even now as I'm rebuilding the stock robots I could do with scaling some up/down (the new Royal Robby - as an example, could do with being scaled up from how I built it).
Oh yeah about reps, do you want to join the rep building team over on discord, Wham?

Thank you for the offer, but literally all of my time is now being spent on this game. Any robots I do create are the new stock robots haha!

I even had to move all my reps to a backup folder so I could focus on the new stocks easier. Maybe once the game is done I'll be able to get back to replicas :)

19
And I'm sure this is obvious now but I'd say it only applies to parts which are 'Is Scaleable = True'. I have to be honest and admit this would be helpful.... When I was building reps finding out you hadn't scaled a robot correctly was incredibly frustrating. And even now as I'm rebuilding the stock robots I could do with scaling some up/down (the new Royal Robby - as an example, could do with being scaled up from how I built it).

20
Just gonna quickly add I won't be tackling the damage/health of any parts atm as I don't have a trustable point for reference.

Weights will be a slow burn but I'll get them out eventually :)

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