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Messages - Clickbeetle

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1
Modifications / Re: IRL Components - Pack Four Discussion
« on: November 04, 2018, 10:50:14 PM »
Yeah I tried it out and got those weird physics.  See my edited post.

A few patched components on motors seem to work fine, but you get problems with a lot of them.

2
Modifications / Re: IRL Components - Pack Four Discussion
« on: November 04, 2018, 10:10:32 PM »
yeah so the patch definitely changes how the in game physics work

here's bajur's nature wars bot that was having issues. slows the weapon motors to a crawl and causes it to gyro.

now before anyone says anything, don't blame redace. he didn't make the new collision meshes for the extenders. this one is on clickbeetle for making them

That... is extremely bizarre.  I did a lot of test battles with the crash patch, and never got anything like this.

That said, I didn't test with any extremely complex extenderbots.  Are you only seeing the issue with bots that spam a lot of angle connectors and 10cm's?  (I can't quite see how the drum on that bot is built.  It seems to change with and without the patch, which should not happen.)

Edit: OK, I just built a test bot with a spinner using a ton of angle connectors and Matilda teeth, and I got something like the video shows.  Really weird physics.

The crash patch seems to be OK with standard bots, but breaks down when it comes to extenderbots.  Just like everything else in this game.  RA2 really hates extenderbots.  (And I am really starting to as well.)

If 2D collision is not going to work, the only other "solution" is to give everything giant oversized collision (about as big as the 20cm extenders).  Which might be OK for extenderbots with RA2CF enabled, but would ruin standard building.

I don't know what to tell you.  Fixing DSL seems to be a lost cause.

3
Tournament Archives / Re: Revolution 3 - SBV
« on: October 10, 2018, 10:20:00 PM »


4
Modifications / Re: Ironforge "Unofficial" 1.2 Update
« on: October 10, 2018, 09:49:45 PM »
Implemented Clickbeetle's DSL2.3 change of turning the smallest extender hitboxes from cubes into flat planes.
This only applies to extenders 10x10cm or under, and will reduce a lot of crashing in theory.

I was actually planning on doing this eventually, but it looks like you did me one, or eight, better!  Excited to try this out.

The only potential issue is that wheels that are too light will not support a bot's weight and will end up looking like something built by Donald Hutson.  The old Ironforge wheels already did this slightly.  I guess I'll see if the lighter wheels are an issue in this.

5
Discussion / Re: O1's random thoughts 1: Who invented the IRL style?
« on: October 01, 2018, 02:24:22 AM »
Oldest IRL builder I can remember is Pressure.  Every BBEANS tournament he was in (starting with the first one in, what, 2004?), he'd come out with a really nice-looking but ultimately non-competitive machine.  If anybody "invented" it, I'd say it was him.

6
Discussion / Re: Jimxorb's Bot Collection
« on: October 01, 2018, 02:13:35 AM »
Just found this thread.  How was no one interested in this?  I'd be totally down for gathering 'round the fire and listening to old war stories.

any stories/history behind the jex and e-rupt series?

Yeah. I was in the process of writing them up. I shall continue tonight. E-Rupt was basically an accidental dicovery, I kept that one a secret for a while and just posted a video of what he could do and challenged people to work out how it was achieved. I believe it was Clickbeetle that got it right in the end after quite a while. Frankly I was opposed to people using a bot like that in tournaments. I do remember having some fun matches using E-Rupt against C2's flipper bots, often the matches ended with 1 flip.

Probably should do this write-up at some point if anyone is interested. I still remember so much about these bots. I spent so much time building them back in the day.

Also did I really figure out the E-Rupt setup?  I don't remember doing that but now that you mention it, I do remember it being a mystery for a long time and trying to guess how it worked.  Some people were speculating that you just used cheated burst motors.

7
Real Robotics Discussion / Re: Robot Wars Final Rankings
« on: October 01, 2018, 01:30:17 AM »
I require this to be updated

Then why not update it?  It's not that hard to find win/loss records for the new bots in the last 3 series, figure out W/(L+4), and add them to Badnik's list.

Also it's sad that once again we are at the stage where there are "final rankings".

8
Real Robotics Discussion / Re: BattleBots 2018 - Discussion Thread
« on: October 01, 2018, 01:25:33 AM »

9
General Support / Re: Judge.py not working on a bot
« on: October 01, 2018, 01:07:16 AM »
Also bot works perfectly fine with frenzy/THZ.py

In that case it's probably a smart zone naming issue.  Frenzy/THZ.py use a smart zone named "whipzone"; Judge uses one named "weapon".

If that's not the problem, try increasing 'tolerance' in Bindings, or 'reload' if it is a slow hammer.

10
Tournament Archives / Re: Revolution 3 - SBV
« on: October 01, 2018, 12:38:23 AM »
round 2 is up


11
Ironforge TC Showcases / Re: Click's Ironforge
« on: September 30, 2018, 11:40:21 PM »
MW dump.  If another MW Centauri happens, and I have time to enter it, I'll be ready.

in IF you can totally get away with less weapon power with more weapons unlike DSL. you could probably use just a yellow ztek and not see much difference. might let you get a better setup for selfrighting too.
2 light plows in a V on the front might be better too with the higher fracture and all.

Problem: Ironforge servos are not strong enough to lift the saw arm without the motor in the back acting as counterweight.

Problem 2: I am well aware that Perms are way too powerful for this application, but there are no other belt-drive motors.

So I need a counterweight, but I want it to be a functional counterweight.  Not a wasteofweight.  What can I use besides a weapon motor?

My first idea was to make the chassis rotate as part of the saw arm and use my free ballasts as counterweight.  I'm confident that it WOULD work, except that it becomes a Havok bomb as soon as I put wheels on the servo.

My second idea was this:

 
fallingstar3.jpg


With the arm in the up position, the Ban Hammer protects the arm and deals some passive damage.  In the down position, it deals fire damage in conjunction with the ninja stars, hastening the rate at which I can deplete chassis HP.  It's also heavy enough for the arm to move up and down with absolutely no lag time.

Other upgrades from Falling Star 2:

- MOAR PLOWS for better spinner defense.
- No need for a rear kickstop on the weapon arm, so it can easily self-right and immediately get the weapon back in position.
- If the ninja stars break, it still has a rotary flamethrower and strong defense to win by points.
- Better drive and uses all four ballasts for improved control.  It is much easier to maneuver around the Octagon without clipping the flippers with this bot.
- Bonus: It drives perfectly straight in reverse!

I really wish I could upgrade some of those light components to dark (particularly the plows and the weapon arm) but I'm extremely strapped for weight.  I did try using the lighter, non-hammer flamethrower, but that doesn't protect the arm, which it turns out is pretty necessary.

(Also yes I totally ripped off SawBlaze's logo.  This might as well be the Ironforge version of SawBlaze.)


In the vein of "unique designs that are hard to AI", I also made this thing:

 
cromwell.jpg


Obvious inspiration from 2016 Bombshell's horizontal spinner module.

Actually, this is truly impossible to AI effectively.  The decision to run in undercutter or overcutter mode is entirely subjective and beyond the abilities of AI.  (The best you could do would be some sort of adaptive-AI thing where it changes tactics if it loses, like Seism 13.)

It's cool, but not really that great.  Much like Bombshell, it is a hard counter for about 2-3 very specific designs, and mediocre against everything else.  It could possibly be improved.


Finally, I've seen a few HUGE designs in Ironforge, but they all use the transparent discs for wheels, or even vertical treads.  Why not try those 200 cm motorcycle wheels that are quite honestly NEVER going to be used for anything else?  12,000 HP ain't bad!

 
sizeadvantage.jpg


Problem/actually sort of not a problem depending on how you look at it: The torque of the weapon spinning up actually causes the hammer to swing around, so it's sort of a cross between HUGE and the original concept of Axe Backwards.  By throttling the weapon back and forth, it can even become a thwackbot like Gabriel.  The downside is that the hammer is always in front of the bot, so it's kind of hard to hit things with the main weapon.  (Unless you turn around, but then the weapon will be spinning downward.)

Could possibly be improved.  Maybe lighter spinner, heavier hammer?

12
Tournament Archives / Re: CENTAURI 2 - Online Tournament | SBV
« on: September 24, 2018, 12:32:07 AM »
Shame I had to miss out on this one (too much real life stuff going on at the moment) but looks like there's a full bracket of interesting designs.

I thought 090901 was crazy for entering a shell spinner in the Octagon, but he was very conservative with the Spin button and stuck to the center of the arena and made it a legitimate threat.

Cooling Down is also interesting for having no weapon and relying entirely on the hazards (which Nightraven did impressively).

I wonder if Lightning S can take back-to-back championships?

13
Tournament Archives / Re: Revolution 3 - SBV
« on: September 23, 2018, 11:16:22 PM »
Haven't had time for RA2/GTM for a couple weeks.  I was thinking this tournament might be all over by now but looks like I didn't miss much.


14
Tournament Archives / Re: CENTAURI - Online Tournament | SBV
« on: August 28, 2018, 01:17:22 AM »

15
General Support / Re: pvp octagon edits
« on: August 27, 2018, 06:54:12 PM »
Nerfing the flippers is super easy.  It will be in Hazards.py under class HellRaiser like apanx said.  You want to edit this line:

self.hinge.SetPowerSettings(80,1500)

This will affect any other arena that uses class HellRaiser too, so make a copy like apanx said if you don't want nerfed flippers in every arena.  (I don't think there are any others in stock but some custom arenas use class HellRaiser.)

Another good way to do it would be to edit the angle limits of the hinge in the gmf, to make it have a smaller travel arc.  Instead of turning bots over completely, it could just pop them up a bit without flipping them (usually), kinda like the Battlebots Hellraisers.

Editing the stock arena gmfs is kind of a pain though.  Dummy's compiler doesn't like node parents, and Serge's doesn't like lights.  I think it's possible though.

16
Real Robotics Discussion / Re: BattleBots 2018 - Discussion Thread
« on: August 27, 2018, 01:59:26 AM »
Sooo im going to say that Warhead is still feeling the pain from its encounter with Minotaur in 2016, They look like they are having a truckload of fun though

That's what I was wondering, if the hit from Minotaur created some tiny fracture in the dome they didn't notice.  It's just bizarre to wrap my head around the idea that a fight that happened 2 years ago could still have effects on fights today.

17
Tournament Archives / Re: CENTAURI - Online Tournament | SBV
« on: August 27, 2018, 12:53:13 AM »

18
Stock Showcases / Re: RedAce's Stock Market
« on: August 19, 2018, 03:43:41 PM »
Looking good.  I see you implemented the octagon chassis setup, only on a different bot.

2WD rammers can get by on 2 small battery packs for power, so you could theoretically get a much smaller chassis.  Might have weight to upgrade the razors then, certainly if you replaced the T connector with an extender.

19
Stock Showcases / Re: UberPyro's Stock Showcase
« on: August 19, 2018, 03:28:11 PM »
Pausing while battles load also causes other bots to spaz out at the start of the match though, which can give you an unfair advantage if the opponent flips over.  I can't see any tournament host doing that.

The cause of your AGOD is probably the vertical Snapper orientation.  I've noticed that horizontal Snappers tend to be a lot more Havok-stable and less AGOD-prone.

And yes, 54 bear claws sounds very scary.  Are they on 4 motors or just 2?  I can't tell.

20
Tournament Archives / Re: CENTAURI - Online Tournament | SBV
« on: August 19, 2018, 03:08:58 PM »

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