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Messages - kix

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141
Showcases / Re: Kix has made Robot Rumble 2.0 bots
« on: June 16, 2020, 04:00:07 PM »
Axes are fun.
General Disruption

Im fond of the outline thing i am doing


Also my pro strats on winning next SvL

142
DSL TC Showcases / Re: bloodys loud house showcase
« on: June 15, 2020, 06:10:34 AM »
I see what you were going for, but that axle is just too thin, irl it would snap but just touching a wall, also those typhoon teeth look eh on the bar itself

143
DSL TC Showcases / Re: bloodys loud house showcase
« on: June 13, 2020, 01:48:44 PM »
You have to be more aware of the weight.

144
DSL TC Showcases / Re: bloodys loud house showcase
« on: June 12, 2020, 07:10:30 PM »
Optimizaions i guess:
-Use only 2 battlepacks for batteries. I assume youre are using too much batts. It will be enough if you have 4 motors (although it might be 3)
-Lower the armour class. Idk what current armour are you using but its its ST10 its overkill, maybe even TI10
Those rear suppors may be too long, you could use 60 cm extenders and possibly save 6-8 kilos of space (or something like that idk i havent played in awhile)
Possibly remove those wheel discs, that you added. It does look better, but you are also wasting around 20 kilos

145
Modifications / Re: dsl stuff
« on: June 12, 2020, 07:04:40 PM »
All of the sh**ters that rely on those parts are gonna have fun time.

Let them suffer, stability is more important

146
Showcases / Re: Kix has made Robot Rumble 2.0 bots
« on: June 09, 2020, 08:23:10 AM »
very interesting design although the self righting bar makes it look very strange imo
Kinda has Revenge Of Trouble & Strife vibe with the srimech

Anyways, tried to make a Compact drum.
Blackout - Bootleg Adidas stripes included


If you wondered how compact it is

147
Hey all!
Robot Rumble 2 has now an official server!
https://discord.gg/tXwYay9

Come and say hi!

148
Showcases / Re: Kix has made Robot Rumble 2.0 bots
« on: June 07, 2020, 03:48:38 AM »
The Original:

the one with actual functioning srimech:

149
I thought that eteks were prone to overheating too easy. But then i was running them at 48v (although iirc they can easily take 48v)
But shouldn't your headbanging verts survive less time?
I am using brushless motors for verts, and unlike brushed they can take higher voltages easily afaik

150
I thought that eteks were prone to overheating too easy. But then i was running them at 48v (although iirc they can easily take 48v)

151
We just heard back from the community college.  They won’t be ready for in person tournaments until October.  That means we have some time.  We will put out this as a stable release tomorrow morning, then take our time getting damage, pneumatics, and crushers working properly.
That gives you more time to prepare as people say.

152
kix, I forgot to ask, but does the new botlab shader keep your GPU cooler?  The new shader should be slightly more efficient.
Tbh, kupa limited the game to 60fps, so my gpu already got cooler back 2 builds ago

Also an idea in controls section. God editing incoming:
Yeah ok this forum is ass and because i cant insert attachment at all i have to upload it to youtube

153
Now i wonder if we could keep the collision but just make the parts have a hole. Ik roblox has that feature iirc

154
We do!

How many people do you think might be interested?  Due to family constraints I can only commit to three hours.  Maybe 8 robots total?  That would give us time to talk about stuff as we are going.
Yeah 8 robots is pretty great. If youre thinking of it as a proper tournament. I remember doing 32 bot tournament in few hours, single bracket wise so 16 shouldnt be a gamble, 2 bots per person. Due to timezone differences, i most likely wouldnt be able to do more than 3 hours so thats a thing. You say that youll be ready in two weeks. Any possible date? Tbh date isnt really a problem, im really more interested in time

155
We do.  We just started using Discord last week and it has been great so far.
Nice, so how would we go arrangement wise? Im free this week

This week we are finding and fixing bugs.  Next week I'm building real-life robots.  What about two weeks from now?  That will give me time to figure out child care too.
I might be available in 2 weeks. Yall have a server ill be able to join for the tournament?

156
We do.  We just started using Discord last week and it has been great so far.
Nice, so how would we go arrangement wise? Im free this week

157
Thank you!  I get it about burnout.  How would you guys feel about a parsec tournament with the developers?  We could come up with a list of improvements while we are at it.
It would be nice. You guys have discord? We prefer to host it there as voice chat is a godsend

158
This build is intended to be the summer tournament build.  CodeSilver, kix, would you mind taking a look at it with an eye for how it will play on Parsec/online?

After this build we are going back into development and adding new features and breaking things. :)
Ill see what i can do
Work, mental state overall and not caring about this forum meant that RR2 has taken a backseat, by a lot actually. I still havent tested the build of the game, but ill download it in a few hours most likely
Also wouldnt it be better for the tournament to have damage on?

159
Eureka!  The instability occurred because Physics Tick Rate was set at 100 ticks/second.

So:

100 ticks/sec = spinners break at 3000 RPM
200 ticks/sec = spinners break at 6000 RPM
300 ticks/sec = spinners break at 9000 RPM
400 ticks/sec = spinners break at 12,000 RPM
500 ticks/sec = spinners break at 15,000 RPM

Edit:  I suppose we need to design the game so it runs well at 300 ticks/second.  The right answer is probably still to limit the actual RPM to 2500 or so, then fake it above that value.  Things that would need to be faked:

RPM
kinetic energy
angular momentum
motor back EMF / back torque
air drag

It is ironic to me that in order to run the game so that it will handle the cheapest spinner robots (beetleweight spinners at 15,000 RPM), you have to have a more expensive CPU.

Tbh, its 2020, and from what i have heared, either people can run it at 400+tick no problem, or they cant run it at all.
So there should not be a problem to run it at 9000 tip rpm without faking. The question is, how high can we go tickwise? 1000?

IMO faking is a good possibility, but im not a fan of it very much

160
kix,
I have been fighting with stability for Green Banana’s 7000 RPM spinner.  I can’t get it to remain stable.  I’m at my wits end, and suspect that I might need to make some drastic changes to spinner physics to make it work.

Ugh.

Edit: min's Poison Arrow is mostly stable.  It has a lot of gyro lift, but it doesn't self-destruct like Green Banana.  As far as I can tell, the biggest difference is that Green Banana has a very small spinner.  Poison Arrow has a wide drum.  Two thoughts:

1. It takes less radial force to apply a stabilizing torque to a wider drum.

...or...

2. Things are wonky because 3000 RPM coincides with 50 revolutions per second.  At a 100 fps physics tick rate that means that the spinner rotates 180 degrees, computes physics collisions and restoring forces, rotates 180 degrees, computes physics collisions and restoring forces, etc...  At 3000 RPM, the physics forces are always one direction, then 180 degrees opposite, then back to the original direction.  This is the perfect recipe for resonance and exploding spinners.  It is even worse at 6000 RPM.  At this speed the weapon is always in exactly the same position, but with a massive speed.  This means it is always going to experience a huge force in one direction.

To permanently fix the problem I suspect that I will have to somehow keep the real speed of the spinner below 2500 RPM or so, while having a "virtual speed" that goes higher.  It is a mess conceptually.  It breaks physics.  I don't like it.  Agh.
I dont think i really have that issue, i will have to check it again, could be a build problem possibly?

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