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Tournament Archives / Re: Frontlines - A Ironforge Tournament (Episode 4 Available!)« on: May 27, 2020, 09:01:19 AM »2
Ironforge TC Showcases / Re: Kelimpels Ironforge Showcase« on: May 08, 2020, 06:56:21 PM »
A hybrid, oui oui.
The design is... pretty creative. I don't think it's very efficient though if you're goal is to win a tournament. I have some ideas that will help you lose weight. Firstly, Having both front wedges and back wedges is nice if you're into bilateral symmetry but it won't help the bot much in battle. It would be better to remove the back wedges since they won't see much use. On top of that, you're spending a huge amount of surface area on the back chassis wedge - it would be better to squish up the back of the chassis to the components as tight as possible (move up the components too if possible) so that the treads are actually hanging further back than the chassis. This should save a ton of weight, and you can use some of that to armor up the bottom/back/top of your robot. Having a burst motor with spinning ninja stars on the end is ... interesting. Clamp bots (somewhat a gimmick) usually have a servo motor, not a burst motor, bring down their weapon. Alternatively, hammer bots normally do use ninja stars, but not spinning ones. I would take out the spin motor and just put in a huge array of stars - you want to spam in order to maximize your damage, without overloading your beta. Also, servos are better than bursts for the side clamps too, though I'm thinking this bot would be really hard to AI. The most efficient setup would probably just be to have static arms and use a few rows of the scythes to corral opponents / protect the bot. 3
Tournament Archives / Re: Frontlines - A Ironforge Tournament (Sign Ups Start May 10th!)« on: May 08, 2020, 03:47:25 PM »Are there any banned components within ironforge itself? Ironforge is very different from DSL - it was designed to be balanced for the DSL-S format. Unlike DSL, there are relatively few options to choose from as far as weapons and armor as concerned as to create a tight metagame among bots, and all of these components were meticulously balanced. DSL is nice for the gazillion replica parts and all the options to design robots exactly the way you want them, but IF is going to be more competitive. 4
Tournament Archives / Re: Frontlines - A Ironforge Tournament (In Discussion)« on: May 06, 2020, 05:50:25 PM »
IF DSL-S? I guess I have to come back from the dead for this one...
Edit: a JD for a DLS-S battle is a bit unusual though 5
Robot Rumble 2.0 / Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development« on: February 27, 2020, 07:01:32 PM »
I've spent a lot of time thinking about this stuff (you know, dreaming about my ideal robot game), and here's my idea. Clearly motors / batteries / control boards and such cannot intersect with each other in any case. Weapons and extenders / plates / armors should be able to intersect, but only if they are on the same axis as each other. This means that weapons coming off of two different motors should not intersect, neither can they with a weapon coming off the chassis, but 2+ weapons on the same motor can and weapons coming off the chassis can. Though this seems to make a lot of sense, there are still a lot of more complicated issues from here to solve. For example, suppose a weapon intersects the path of a spinning bar. One way to handle this is to sweep the hitboxes of all items attached to spinners into disks, this way the hitbox is the entire path or where the component could be at any time. This applies both when trying to attach the bar and when trying to place components in the path of the bar, and this way no parts ever intersect. An alternative solution would be to allow things to intersect paths, but allow the robot to have internal physics with itself so that the weapons collide with each other like in real life. Another thing to consider is that in RA2, we actually allow weapons to cut through armor as long as the plate / chassis is not completely bisected by the path, because theoretically you could cut holes in the parts. I'm thinking this is less of an issue in RR2 though, because we have enough control to mold things to whatever shape we want (e.g. its realistic now). Edit: Having the ability in-game to allow all intersections would definitely be nice though. The equivalent in RA2 is using the sergepatcher hack. An even more advanced idea would be to make it so that you select the build mode when first creating the robot, and then this sticks with the bot as a certificate for legality in tournaments, or validation could be handled separately by checking for collisions. 6
Robot Rumble 2.0 / Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development« on: February 26, 2020, 09:11:27 PM »ya but can you sload in this game 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. 7
Robot Rumble 2.0 / Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development« on: January 20, 2020, 01:54:06 PM »Now that hotkeys are a thing, how about giving me ideas on what features you want to have available on keyboard and with what key to activate it. x, y, z to focus the x, y, z box for editing position arrow keys / wasd + shift + space for quickly adjusting positions, preferably with a way to control step size almost every single button on the interface should have something bound to it just to speed things up an undue button toggle table / room existence a way to select components very far away since I remember it being easy to necro robots that way (a tree view of the components would be the best way to do this though) toggle zoom-in blur toggle coordinate system to be based off parent component or just normal xyz coordinates align center of current component with center of another in a particular dimension, e.g. hold x or y or z while clicking on a different component or something some of these just need options settings rather than a hotkey 8
Robot Rumble 2.0 / Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development« on: January 18, 2020, 09:06:11 PM »I'm well aware of this, it's just that in very precise builds like my Nightmare build it's too difficult to math out where everything should be, and the build time would go down rapidly if there were movepixel-esque controls rather than having to edit the coordinate, see if its close enough, edit it again, etc.I haven't looked at this in a long time but something that allows for very precise movement with wasdqz or wasd-shift-space in amounts of ~0.01 a la movepixel was one of the things I remember wanting.You can edit the coordinates of components to like 3 decimal places I'm going to quote the old post I made in here, because it outlines some stuff that really ought to have hotkeys. Is there anyway I can see what features are planned for future versions? Anyway, I have some suggestions after building in the botlab for some time. A lot of suggestions and a lot of them are complex, so I don't expect you to agree with all of them or try to implement much of what's here in the near future, I know you guys are busy. 9
Robot Rumble 2.0 / Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development« on: January 18, 2020, 03:40:32 PM »
I haven't looked at this in a long time but something that allows for very precise movement with wasdqz or wasd-shift-space in amounts of ~0.01 a la movepixel was one of the things I remember wanting.
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Ironforge TC Showcases / Re: The Mighty Reier's "legal monopoly on this meta" Ironforge extravaganza« on: December 28, 2019, 06:43:21 PM »Aneurysm is cool though i have no idea why are you using tribars for drive lmao, is this an ironforge thing ? is it because tribars have high hp and wheels don't ? If it wasn't clear, the tribars don't have motors on them, the motor is for the drum. I'm not Reier but the tribars are used as casters in much the same way as old DSL VSes that use long DSL bar as stabilizers or partially static wedges like Mako. It's just the tribars are shaped well for leaving the weapon open to be hit, while having areas that can sit on the ground on both the top and bottom that allows for easy invertible drum designs. Obviously Reier is carrying not just IF but most of DSL-S on his shoulders, one look at Reier AI and the amount of detail in the robots is painful. There are a few other good builders but not many people post DSL-S style bots nowadays at all really. 11
General Support / Re: Nothing new, just another person having issues w/ judge AI« on: November 23, 2019, 08:02:39 PM »
Where does the ai fail? Does the battle start? Can the robot drive around fine?
If the robot can drive around but the weapon doesn't fire then its probably a StartAngle issue, i.e. try all of the different start angles from -2pi to 2pi in increments of 0.5pi (if you've been reading other threads though I'm guessing you've already tried that). I would investigate it myself but I don't know how weapon skins work. I don't see anything else wrong in the binding. Anyway, good luck. 12
Challenge Board / Re: Badger vs Code Red [IF HW]« on: September 26, 2019, 01:09:29 AM »
Turn speed infinity much?
Anyway, that battle was actually pretty fun to watch. 13
Off-Topic Discussion / Re: Seagulls, the villains.« on: August 21, 2019, 07:19:03 PM »
When I read this title I thought it was a Wen tournament or something.
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Tutorials and Tips / Re: AI-ing (.py files, coding, nose-orienting R+D, and help)« on: May 02, 2019, 10:54:49 PM »How do you make your own PY file? I was looking into making one for my Wandering Spinner bot type...Philetbabe's AI Chart but without a decent working understanding of python programming there's no point 15
DSL TC Showcases / Re: Diablo reinstalls RA2« on: May 02, 2019, 10:49:59 PM »Would an NPC work for this weight class? NPC fast is the ideal motor for a fast middleweight. Hazardous Contraption is a good example that uses them and it also makes use of the hypno wheels that provide ultra low ground clearance along with the npcs. Though I'm not sure how much weight you have to play with considering that the bursts and batteries probably take up a good amount of weight. 16
DSL TC Showcases / Re: Diablo reinstalls RA2« on: May 01, 2019, 08:49:48 PM »
Yeah this is clearly not an irl build or intended to be so lets talk dsl standard
Nice flipper, though those motors are definitely slow for a middleweight and there are a number of improvements that could be made to improve the build. Mainly, flippers tend to do better when the flippers are large, i.e. 80 or 120cm angled sheets, and most robots use a more wedged chassis style to accommodate that (though it isn't necessary). The razors are going to hurt the effectiveness of the bot because it reduces the amount of area has for the flip zone and makes flips harder to pull off, I would recommend moving them more towards the top to prevent robots from going over but be careful that it doesn't affect the bot's ability to self-right. Lastly skirt hinges that sit on a metal hinge make for much wedgier wedges and that should help a lot with getting under other robots. 17
Tutorials and Tips / Re: AI-ing (.py files, coding, nose-orienting R+D, and help)« on: April 30, 2019, 09:23:06 AM »flipper checks if its opponent has set invertible to true in its AIfrom the very top of clickbeetle's flipper2.py 18
Tutorials and Tips / Re: AI-ing (.py files, coding, nose-orienting R+D, and help)« on: April 29, 2019, 04:01:57 PM »
from the very top of clickbeetle's flipper2.py
Quote # Flipper2.py last updated 7/24/12 by Clickbeetleit tries to be smart by not flipping things that are immobilized the stock flipper.py is mostly the same thing except without the extra controls to fire, spin, and srimech. I'm not sure how well it works though and at the end of the day I don't think the ai is that important. 19
Tournament Archives / Re: 100% robots« on: April 29, 2019, 06:01:22 AM »
If you're running a tournament its a very good idea to learn how to AI, especially because you'll have to deal with that stuff somewhat just when adding and removing robots from the game. It's not that hard. There's plenty of resources in the tutorial index.
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Showcases / Re: Post Your RR2 Bots« on: April 28, 2019, 04:58:11 PM »
That level of detail is absurd, I seriously don't know how you're so good at this
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