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Messages - F1Krazy

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DSL TC Showcases / Re: SteveM4's stuff
« on: Today at 10:51:20 AM »
Welcome back! I'm basically gonna repeat what's already been said - that Chaos 2 rep looks awesome, the HS not so much - but I'll also add that I took a sneaky peek in your old showcase and Gladiator 2 actually looks really cool. I think it could actually slot right into the current IRL meta, with just a few touch-ups.

What is the ballpark for a MW motor these days... A TWM seems the logical choice, though NPC motors used to be my go-to motor for moving stuff.
I think Slimbody motors will do in a pinch, but ideally, you'll want either TWMs or NPCs. Depends how much weight you have to spare, and also on the kind of robot you're building. Drive's not as important in a HS as it is in a flipper or rammer.

Robot Rumble 2.0 Showcases / Re: Post Your RR2 Bots
« on: June 12, 2019, 02:54:40 PM »
Oooh, I like those custom spikes, as well as the whole "late-90s" vibe it has. Good build!

Robot Rumble 2.0 Showcases / Re: CodeSilver's RR2 Showcase
« on: June 11, 2019, 09:54:37 AM »
Whoa dude that's sick af

Game Development / Re: E3 2019
« on: June 09, 2019, 10:58:30 AM »
Well, I'll be watching the Nintendo segment with a watch party from my University's Nintendo society. Apart from that, I'll just sit back and enjoy the show.
'Nintendo society'
That is literally the saddest thing i've ever heard.
where do I join?
My university had a Pokemon Society. We held tournaments and watched random episodes of the anime. It was honestly great fun.



DSL TC Showcases / Re: Sickle robotics DSL showcase.
« on: June 03, 2019, 05:01:54 AM »
Wow, your builds have come on leaps and bounds since you started. Barely a box in sight anymore! All your practice is really paying off.

Should we have a BOTM for rr2?

Up to you guys.  Do you feel like the game is mature enough?
I think the one thing missing - and I keep forgetting to bring this up - is some sort of "green-screen" function, so we can take screenshots of our robots in front of a blank background, like we can do in RA2. Once we have that, we can start making proper splashes for our RR2 builds.

Doesn't have to be anything fancy, could be just a "Greenscreen" toggle in the Bot Lab that replaces the workshop background with a solid colour.

For Control, I'd say something like:

a) You gain Control points for pushing your opponent across the arena, especially if you push them into hazards.
b) You lose Control points for every X milliseconds that your wheels aren't touching the ground. So things like getting flipped, recoiling backwards from a big spinner hit, Mauler-dancing, or getting lifted by a Complete Control-style clampbot would lose you points.
c) You lose Control points for driving into hazards. That's obviously bad driving.

Robot Rumble 2.0 / Re: RR2 AI Tournament
« on: May 28, 2019, 08:39:35 AM »
The very first RR2 AI tournament... this ought to be interesting. Will we have to do the AI ourselves?

Robot Rumble 2.0 Showcases / Re: Guldenflame's RR2 Showcase
« on: May 25, 2019, 09:45:56 AM »
I think that might just be the way damage mechanics have been implemented in this build. I've found a lot of the time I get knocked out just by driving normally, because my bot is grinding against the floor somehow.

Off-Topic Discussion / Re: pooh pathology test
« on: May 24, 2019, 03:35:34 PM »


I'll try your suggested weights, and also see what happens if I put a counterweight on the other end.

Glad you've got the driving issue sorted out, though!


I also have a sneaking suspicion that when I tell the physics system to give me a certain number of Newton-meters of torque, the system isn't giving me that much torque.  I'll have to set up a test rig in Unity to see for sure.  I feel like the motor you are using should be able to swing that axe head around in real life.

FWIW I have a 6" diameter motor in the works for weapons, similar to the old E-teks.  I'm not sure how it would work for an axebot, but it should be killer for spinners.
I lowered the weight of the axe and it still didn't swing in the test area... then I switched the motor's activation button to Button 2 and then back to Button 1, and it worked perfectly. I think what might actually be happening is, where I've ported my bots over from the previous version, there's some sort of compatibility issue and it doesn't know what key should activate the robot's weapon until I go into the bot lab and tell it.

It now also doesn't self-right anymore, which might be because of the lowered weight, or it might be a torque issue. It was just about able to self-right in the previous build.

Did my PM get through to you?

I just tried out Fait Accompli and fixed the concussion damage issue when the robot is driving around.  It turns out that I had set the minimum impulse limit ridiculously low such that pretty much every heavyweight would damage itself just by driving.

I also noticed that the axe didn't move when triggered.  I tried dropping the thickness of the steel used.  That did the trick.  Here are my settings:

Axe head (pyramid) - 6 mm steel - 0.481 kg
Axe shaft (cube) - 3 mm steel - 0.637 kg

Now to see what it does to other robots...
Oh, so the weapon actually did work, it was just too heavy for the motor? Well gee, now I feel stupid  :facepalm: I did actually run another test with Defcon and its weapon worked just fine (it even gyros now!), so I guess that was all that was wrong. I'll try your suggested weights, and also see what happens if I put a counterweight on the other end.

Glad you've got the driving issue sorted out, though!

Did my PM get through to you? The first time I tried, I got a "there's already a file with this name" error, and the second time I tried, I got a "you've already sent this PM" error. And GTM annoyingly doesn't save messages to your outbox by default, so I don't know whether either of them actually got sent.

Robot Rumble 2.0 Showcases / Re: Redalert's rare RR2 showcase
« on: May 24, 2019, 09:48:39 AM »
Wow, when you said this game made your PC lag, you really weren't kidding. I suffer from intermittent lag spikes that make building tricky, but they're nowhere near that severe. What quality and resolution are you running it at? Try 1280x720 windowed mode in low quality, that worked for me.

It's a pretty simple build, but for a lightweight, it looks decent enough.

1. Re: Manta - Oof.  I struggled with Manta for about three hours on Tuesday night.  In the game, pneumatics use a plunger system that pushes on the lifting arm to cause it to raise.  In Manta's case, the plunger is really far back, which means that the physics engine can do wonky things as the plunger penetrates the flipper arm and the physics engine computes the impulse required to resolve the collision.  I thought I had it working well, but you aren't the first one to report that it is broken.

Back to the drawing (tweaking) board...
I think Manta's flipper has been broken for a while tbh, I managed to make it glitch out at least once in the previous build.

2. Re: Unworking weapons - There is still a bug that I haven't found that sometimes prevents button inputs from being read.  This is an intermittent problem.  My workaround has been to go back to the Robot Selection screen and start over.  For me starting over fixes it about 70% of the time.  I definitely need to track this down, but each time I think I have solved it, it pops up again.
I'll try that. I assume Button1 is Space, then?

3. Re: Driving damage - You are absolutely right.  Driving normally shouldn't damage a robot.  Somehow or another something is registering a collision with a ton of impulse.  Would you mind sending me Fait Accompli?  I would like to do some testing.  I have a few things I have in mind to improve driving dynamics that might solve this problem as well.
Yep, I'll send it over right away.

Okay so I just tried this out and just from the first few minutes I have this feedback:

  • Manta's flipper is really havok-y. It manages one or two flips that yeet me right into the ceiling, and then it spends the rest of the fight propelling itself around the arena at warp-speed while its flipper panel glitches into another dimension. I've had the same issue with Goodbye Kiss's axe in the past, dunno if that helps at all. Earthquake's flipper doesn't close properly, preventing it from firing more than once or twice. TR3's flipper seems to work fine.
  • None of my robots' weapons work anymore. I get that you can now choose which button fires them, but the dropdown just says "Button1", "Button2" etc, with no clue as to what those buttons actually are. Is it possible that you added controller compatibility for Bugglebots, but broke keyboard compatibility in the process?
  • Bots still seem too fragile. I thought this might have been just Fait Accompli and its 3mm steel, which is the bare minimum for a real-life HW, but then I noticed that sometimes, I'll start taking massive damage while just driving normally, without my opponent anywhere near me. I can only imagine that my robot is somehow rubbing against the floor, and the game is interpreting that as damage. Ignoring the fact that a 6WD robot like Fait Accompli shouldn't be touching the floor with anything but its wheels in the first place, this should not be enough to kill you in two seconds.

Multi-Entry Signups / Re: Fresh Metal
« on: May 23, 2019, 03:59:07 PM »
Sounds like fun. Gonna have to have a bit of a think about what to build for this.

Robot Rumble 2.0 Showcases / F1Krazy's RR2 Showcase
« on: May 23, 2019, 07:15:45 AM »
Since this is a thing now...

I'll start with Fait Accompli. I finally got round to giving it the proper toothed scoop that the original RA2 build had, and it's still just barely within the unofficial 110kg weight limit (it weighs 109.96kg). Armour is now 3mm steel all round, save the weapon bulkheads, which are 5mm aluminium. It also only has one battery, so it's screwed as soon as battery life is implemented. Looks good, though!


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