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Messages - Team Lightning

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1
Showcases / Re: Minthemad's RR2 Showcase
« on: August 17, 2020, 07:35:14 PM »
Can you give me your mad skillz? You make everything a build look like $&@%#.

2
Tournaments / Re: SvL Season 2 (Postponed until further notice)
« on: March 12, 2020, 06:31:20 AM »
I’ve got old builds if you need them
I don't see how this will help with anything...
I can try to give you a build that is stable and compatible with all the robots in SvL.


I’ve watched some of the first season and it was amazing, I imagine that this one will be better!
Thank you for trying to help, but I’m talking more about builds that aren’t even out yet. So unless you’ve secretly been a developer this whole time, this won’t be of much use. Glad you’re liking Season 1! What Heat are you at?
I forget. I’m assuming that  somehow you have the amt?

3
Maybe for the crude voltage system? Where you can just set the voltage in electronics section. Or differently, atm receivers have set voltage to them? Atm its not realistic at all, but again, until the real system is out it could work temporarily

I have other game related ideas for you that is game related
What you could do is add a tab for voltage. In the tab, you would select the battery, set its voltage, and then select the motors it powers.
EDIT: You could also make motors that have a higher voltage than they are rated for not work and spark like crazy.

4
Tournaments / Re: SvL Season 2 (Postponed until further notice)
« on: March 11, 2020, 06:29:45 AM »
I’ve got old builds if you need them
I don't see how this will help with anything...
I can try to give you a build that is stable and compatible with all the robots in SvL.


I’ve watched some of the first season and it was amazing, I imagine that this one will be better!

5
Tournaments / Re: SvL Season 2 (Postponed until further notice)
« on: March 10, 2020, 07:59:25 PM »
With the current state of the game, I’m going to have to postpone Season 2 until further notice. If we’re extremely lucky, the free cam for the SvL arena (when it’s finished, I have no idea when) will be compatible with the most stable build, Feb 16, and I can actually get to filming. If not, either we pray for a new stable build to come out, or I have to cancel SvL and figure out what to do. I’m not ****ing happy with this. I’m not pissed off at the developers, I’m just pissed off at the situation. It’s really hard to just cancel an 88-bot tournament. But it’s also really hard to do a tournament with a bunch of outdated entries. Hopefully this all works out in the end, because I don’t know what the **** to do if it doesn’t.
I’ve got old builds if you need them

6
Showcases / Re: Minthemad's RR2 Showcase
« on: March 09, 2020, 07:23:34 PM »

7
Showcases / Re: Kix has made Robot Rumble 2.0 bots
« on: March 09, 2020, 07:11:50 PM »
(Image removed from quote.)
No point of posting there sere as i get more feedback on discord, but eh
Cool!!! Is it supposed to be a rep? It looks like the son of Apollo and Rapid!

8
The 3” brushless will be in the same ballpark as an AmpFlow A28-150.  Not useless by any stretch, and completely appropriate for drive once they are geared down.  It would be an absolutely killer motor for a featherweight.  It has the highest power to weight ratio of any motor in the game.
We need a six inch brushless.

9
I haven’t used them yet.
A quick sum up:
Feb 16, we got brushless, they were great, however the torque could be lowered
Feb 28th brushless got a weird buff that made them more than op
Next update would nerf the brushless to the ground to the point where normal brushed motors would work better as a motor for spinning weapons
Ahh... I see. Brushless motors will be crappy.

10
Here's the file of the million joule lightweight:
 

Thanks for this!

With the proper numbers for the 3" brushless motor the robot becomes a lot less usable.  2/3 of its weight is in the weapon, and the weapon spins up really slowly, taking about 10 seconds to get to 3000 RPM.  It maxes out at 300,000 Joules, but in combat it is typically hitting with about 100,000 Joules because of the long spin-up time.

I need to do some hand-calculations to estimate the moment of inertia, but I suspect it is a little off.

EDIT - I did the calculations.  The MOI is off by a factor of 10x or so.  Spinup time is much too short in the game. Correcting the MOI will drop the energy way down.  This 0.5 meter diameter x 13 mm thick steel spinner should have an MOI of approximately 0.7 kg * m^2 and a peak KE of approximately 60,000 Joules.  It should only be at a few hundred joules and a few hundred RPM after 3 seconds, taking about 150 seconds to get to top speed.  It should be completely useless as a weapon in robot combat.
Yay! More realistic! I can’t wait to build something with a brushless!
You'll build nothing with this brushless.
I’ll see...
You did not read did you, those brushless will be 10 times weaker than they were in feb 16 version.
I haven’t used them yet.
EDIT: The 16feb brushless motors.
EDIT 2: why are we getting off topic?

11
Here's the file of the million joule lightweight:
 

Thanks for this!

With the proper numbers for the 3" brushless motor the robot becomes a lot less usable.  2/3 of its weight is in the weapon, and the weapon spins up really slowly, taking about 10 seconds to get to 3000 RPM.  It maxes out at 300,000 Joules, but in combat it is typically hitting with about 100,000 Joules because of the long spin-up time.

I need to do some hand-calculations to estimate the moment of inertia, but I suspect it is a little off.

EDIT - I did the calculations.  The MOI is off by a factor of 10x or so.  Spinup time is much too short in the game. Correcting the MOI will drop the energy way down.  This 0.5 meter diameter x 13 mm thick steel spinner should have an MOI of approximately 0.7 kg * m^2 and a peak KE of approximately 60,000 Joules.  It should only be at a few hundred joules and a few hundred RPM after 3 seconds, taking about 150 seconds to get to top speed.  It should be completely useless as a weapon in robot combat.
Yay! More realistic! I can’t wait to build something with a brushless!
You'll build nothing with this brushless.
I’ll see...

12
Here's the file of the million joule lightweight:
 

Thanks for this!

With the proper numbers for the 3" brushless motor the robot becomes a lot less usable.  2/3 of its weight is in the weapon, and the weapon spins up really slowly, taking about 10 seconds to get to 3000 RPM.  It maxes out at 300,000 Joules, but in combat it is typically hitting with about 100,000 Joules because of the long spin-up time.

I need to do some hand-calculations to estimate the moment of inertia, but I suspect it is a little off.

EDIT - I did the calculations.  The MOI is off by a factor of 10x or so.  Spinup time is much too short in the game. Correcting the MOI will drop the energy way down.  This 0.5 meter diameter x 13 mm thick steel spinner should have an MOI of approximately 0.7 kg * m^2 and a peak KE of approximately 60,000 Joules.  It should only be at a few hundred joules and a few hundred RPM after 3 seconds, taking about 150 seconds to get to top speed.  It should be completely useless as a weapon in robot combat.
Yay! More realistic! I can’t wait to build something with a brushless!

13
I reduced damage by quite a bit.  Spinners take a lot longer to come off, and they start working annoyingly before they do.  I still want to do another round of testing before I put the build out though.
Need a tester? ;)
I can test too

14
Showcases / Re: Minthemad's RR2 Showcase
« on: March 04, 2020, 06:37:00 AM »

Some of my non-rep bots recently
Spiritsight
 
Juggernaut
 
Nuclear Crisis
 
🤯 Amazing bots! I particularly like the vertical tribar. Never seen one of those yet.

15
Something I noticed with the new build is Last Rite’s teeth break on contact with anything. Also, are the physics add riders supposed to be visible? And tick rate is hidden. I think what I’ll try to do is copy the arenas onto 16 February and play that. I love the new arenas though, nice job! :) Keep on developing!
EDIT: I don’t mean to start a flame war. I’m just noting these things.

16

There are two parts to designing a competitive robot in RA2. One part is the actual theory and engineering that goes into designing an effective competitive robot. The other part is using highly convoluted and arcane glitches to construct said robot, allowing you to make designs that would otherwise be impossible. Snapper loading is one of those glitches.

Here's a pretty well-sited 2008 boomer video of Sage (the boomer up above) using snapper loading to place objects:

The tl;dr of this is that snapper loading (particularly snapper loading + eFFe) allows you to create robots with intersecting parts, e.g. cram lots of weapons together or have weapons going through a plow, etc. Afaik RR2 allows everything to intersect, so none of this matters and there is no problem.

Thank you for this!

Just for the record, we do intend to start creating restrictions on part placement at some point.  For example, you shouldn’t be able to place a motor inside another motor.

The sloading question was actually a great question at its core.  No “sloading” is specific to RA2, but I foresee a similar issue arising with RR2.  It all comes down to how we handle it though.  Maybe an option in settings to allow components to intersect that is off by default?
Good idea. Or you could leave it as it is and Have a setting that highlights intersections

17
Sorry for the delay!  I%u2019m trying to get one out today.

I%u2019m not satisfied with spinner imbalancing.  It is creating a really bad teleporting wobble when you knock something off the spinner.  So far my fixes have created more problems than they have solved.  I do have one more thing to try though.
Yay! Bugfixes! (No I%u2019m not being sarcastic)


About the AMT, any updates?

Lets say that yall need to prepare your unity knowledge

As for the wobble, maybe the axle is the reason of teleportation?
Ah, crap. I have no unity knowledge. :/ Ah, well ¯\_(ツ)_/¯
Neither have i ;)
I can’t wait!!!!!!

18
Sorry for the delay!  I%u2019m trying to get one out today.

I%u2019m not satisfied with spinner imbalancing.  It is creating a really bad teleporting wobble when you knock something off the spinner.  So far my fixes have created more problems than they have solved.  I do have one more thing to try though.
Yay! Bugfixes! (No I%u2019m not being sarcastic)


About the AMT, any updates?

Lets say that yall need to prepare your unity knowledge

As for the wobble, maybe the axle is the reason of teleportation?
Ah, crap. I have no unity knowledge. :/ Ah, well ¯\_(ツ)_/¯

19
Sorry for the delay!  I’m trying to get one out today.

I’m not satisfied with spinner imbalancing.  It is creating a really bad teleporting wobble when you knock something off the spinner.  So far my fixes have created more problems than they have solved.  I do have one more thing to try though.
Yay! Bugfixes! (No I’m not being sarcastic)


About the AMT, any updates?

20
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

I am curious what it meant though.  I assume from the context that it was something people did to improve the game. 

Even though the act of "sloading" might not be relevant to RR2, it is helpful for me to understand what the original problem was that people were trying to solve.
Correct me if I’m wrong, but isn’t sloading (snapper loading?) a way to get components in weird places in ra2?

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