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Messages - CodeSilver23

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Maybe it would work to have the spinner itself have a rpm limit, but the game will continue to up the damage like the rpm is still increasing.

Showcases / Re: Kix has made Robot Rumble 2.0 bots
« on: June 01, 2020, 05:57:22 PM »
I really love the design of the bot. The weapon and weapon supports are especially nice. I feel like a different color scheme might work better with it tho.

[Added] Added Ultimate Tensile Strength (UTS) to ArmourMaterial. This is a material property that can be found online for any given material. It will be used together with the spinner's current KE to determine the amount of bite required for a "good hit".  The idea is that harder armors require less bite.  You would have to bite really deeply into UHMW in order to get a good hit.
Wouldnt it be the opposite? I have a feeling that if RotatoR’s wedge was plastic, it would’ve died pretty quickly against Tombstone.

kix, I'm testing now with Green Banana and Bloodspill.  It is a really good combination of robots and has allowed me to focus on how two robots should behave when they hit each other. 

Some numbers:

A "satisfying" collision impulse for these two robots is somewhere between 50-80 Newton-seconds.  A weak impulse is around 10 Newton-seconds.  Above 120 Newton-seconds and the two robots go careening around the arena uncontrollably/unrealistically.

Our sweet spot for satisfying hits is around 60 Newton-seconds.

The problem was how to visually distinguish between "good hits" and "glancing blows".  If they both look the same, players won't know when they have really connected vs just scraping up some armor ineffectually.  I think I've hit upon a difference:

Good hit = robots get pushed away in the direction of the spin

Glancing blow = robots get pushed away from each other radially

All hits can now involve around 60 Newton-seconds of impulse, enough to be satisfying but not enough to break the game.  Glancing blows will be better for self-righting a vertical spinner.  Good hits will cause damage.
I feel like good hits happen most often when one bot gets a “running start” when going to hit its opponent.

Tournaments / Re: SvL Season 2
« on: May 28, 2020, 07:58:39 PM »
Episode 5 is now out!

Showcases / Re: CodeSilver's RR2 Showcase
« on: May 28, 2020, 12:31:54 AM »
I got two bots for you guys today!

Sephy's Aha!

Elite Heat



I just had a thought about gyro.  If you were driving the real-life Minotaur you wouldn't push the stick all the way left or right if you felt the robot lifting due to gyro.  You would back off the stick slightly to try to keep the robot flat.  Likewise, you would be continuously adjusting the motor speed so you weren't going full speed all of the time.

If you don't have a game controller with an analog stick at home, you can simulate this input by hooking up the drive motors to 8 or 12 volts.

If you were to try a reduced drive voltage, how does it feel when you are turning with a reduced input signal?  Is gyro controllable?
If I set drive motors to 8 or 12 volts, its turning speed reduced as well as its linear speed, so...actually I didn't feel it much different, just like the entire bot was slower. As the turning speed reduced, surely the gyro was more controllable, but meanwhile it would be much harder to turn, so yeah.

I don't know much about physics, but as I saw in real battles, when drums like minotaur started gyroing, they just turn in place for self-righting.

In my cognition, gyro should be like (Feb 16th)

not like(May 26th)

Drums gyro way too much in this game, imo. If you have a standard vert with the same weight (or even more) in its weapon, it doesn't gyro as ludicrous as a drum would. I feel like there's something up with a formula you're using that is causing this.

Showcases / Re: CodeSilver's RR2 Showcase
« on: May 26, 2020, 02:21:15 AM »
Decided to make WoW's Bullfrog. I like it, but I definitely could've done better.

Active Tournaments / Re: Orc's Wars Series 5
« on: May 24, 2020, 04:29:49 PM »
Technically Buttered Popcorn hasn't fought in a tournament just yet so it might end up being eligible for New Blood.

Not sure.  It might be for an engineering camp this summer.

Oh, i thought it would be sooner, but gladly its not as im busy, and will be for a couple of weeks.
Hosting a tournamet via parsec may or may not be a problem, depending on the ping/input delay, as if i were to host, i would be hosting from EU. I had success hosting to US people so im not that worried.

The plan is to run the host on the computer at the college.  They have a VR gaming PC and a high-bandwidth connection.  Everyone, including the host, would be within the same city.  I just wanted to know what sort of issues we are going to have if we start advertising this as a thing that people can do with the game.  I would love to open it up to students, but I'm a little scared of the logistics -- parents would be paying money for the experience, and it needs to go well.
Might want to use Discord or something alongside Parsec to better communicate with those attending. It also might help to plan everything out like build rules. Make sure bots sent in are actually functional.

DSL TC Showcases / Re: bloodys loud house showcase
« on: May 22, 2020, 11:42:50 AM »
The new Touka-Chan looks great!

Tournaments / Re: SvL Season 2
« on: May 21, 2020, 11:59:22 PM »
Episode 4 is now out!

DSL TC Showcases / Re: bloodys loud house showcase
« on: May 20, 2020, 04:55:04 PM »
So guys
What is your best of my robot
It’s a bit too early to say. I like your RR2 bot, but for RA2 I’m not sure.

DSL TC Showcases / Re: bloodys loud house showcase
« on: May 19, 2020, 06:32:53 PM »
Looking classy

DSL TC Showcases / Re: bloodys loud house showcase
« on: May 19, 2020, 03:39:32 PM »
I make evrything red because my name is bloodys
My name is CodeSilver, but that doesn't mean I'm only limited to silver robots. While I do see that you're sticking to your "signature theme", similar to Orc making Deadgnaws bots, keep in mind that you should at least make them visually appealing before slapping it onto every design you make.

Showcases / Re: Merrick Learns To RR2
« on: May 19, 2020, 10:23:59 AM »
piece of advice, don’t use the painter tool. Painter tool will permanently stain your bot. Instead, use shapes, scale them thin, and line them up so that they’re flush to the robot.
This is actually a really good first build for RR2. Ngl, for my first robot I accidentally made a swastika spinner.

DSL TC Showcases / Re: bloodys loud house showcase
« on: May 16, 2020, 11:16:26 PM »
Sorry to say this, but that likely won't get accepted to OW5 due to copyright issues between TheOrcCorp and Nickelodeon. Also I don't think the supports are IRL enough either. Sorry mate, but keep up the good work!

Showcases / Re: CodeSilver's RR2 Showcase
« on: May 15, 2020, 11:57:10 PM »
Oh boy. It's been a hot minute since I've posted any bots on here. Anyways, here's a bot that I'm very happy with how it's turned out so far. Say hello to Double Dragon!

This configuration is a dual vertical spinner (not unlike Counter Revolution) that includes srimech wings.

This configuration is a dual angled spinner.
I'm also planning on doing a dual hs, but i haven't gotten around to that yet.

DSL TC Showcases / Re: bloodys loud house showcase
« on: May 14, 2020, 07:01:13 PM »
Have you made any horizontal spinners?

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