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Messages - cjbruce

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121
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? ;)

Bleeding Edge Build?

122
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.

123
Spinner wobble is working now.  As the spinner gets more and more damaged, it wobbles more and more.  This makes driving more difficult.

Also, @tashic found and fixed the bug with the A40-300 (New) motor.  Go tashic!

New build coming soon...

124
Ok off this topic: I have a possible idea:
Burst pistons that you have could be resizable. Smaller the piston is, less co2/hydraulics/nitrogen can enter the piston, thus less pressure and less powerful flippers. Maybe split between vertical scaling and horizontal scaling? So we can make short but wide bursts, or tall and slim ones

Pneumatics are on the list.  We need to get electrical distribution systems working first though.

125
Whether the script can calculate the amount of throw-off by the size of the bounding box of the spinner?

Yup.  I have the radius of the spinner already.  Just do maybe 5% of the radius.

126
Ooo...  How about spinners get wobbly once they lose half their health?  It would throw off the driving of the robot, and it might be worth it to just spin up if you really needed to.

How do you mean? Like they vibrate on the axle rather than detach??


Rotate all of the components 5 degrees off axis, and shift the COM by 1 centimeter for a heavyweight (less for beetleweights).  This should give a really annoying wobble.

Oh!!! So not enough to throw the robot around but just enough to vibrate it? Throw the driving off, ect.? I like it.

Exactly.  The bent spinners I looked at on Saturday were a maximum of 5 mm off center.  I think 10 mm would be a little more obvious for the purposes of the game.

127
Ooo...  How about spinners get wobbly once they lose half their health?  It would throw off the driving of the robot, and it might be worth it to just spin up if you really needed to.

How do you mean? Like they vibrate on the axle rather than detach??


Rotate all of the components 5 degrees off axis, and shift the COM by 1 centimeter for a heavyweight (less for beetleweights).  This should give a really annoying wobble.

128


Thanks, haha. I would also say about some sort of particle effect coming from damaged motors but in reality I'm fairly sure they don't do this - all the smoke, ect, that comes from damaged components comes from things like the batteries. Another thing to consider?

Yes to particle effects!!!

I don't care if it isn't strictly realistic.  More player feedback = better.

EDIT: Particle effect for anything with electricity flowing through it.  Batteries should smoke like crazy.  When a piece of electronics goes bad it should give off a puff of smoke, then spark.  Motors should do this too if they get hit.  Lots of smoke, then sparks.

129
Ooo...  How about spinners get wobbly once they lose half their health?  It would throw off the driving of the robot, and it might be worth it to just spin up if you really needed to.

130
Also, we had a lot of electrical problems where wheels would become intermittent.  They would work sometimes, but then stop working or stutter for a few seconds, then work again.

131
Visual deformation looks terrible right now.  It would take a lot of work to make it subtle and probably only mediocre looking.  Not worth the time, IMO.

An LED system could work.  Maybe that is enough?  I’m not so keen on a “self healing” mechanic.  It just seems like this is so gamey and not at all representative of the real world.  I think I would be a lot more okay with hits putting a robot off balance though.

After all - Power LEDs are required in real life robots, so might as well use this to our advantage.

And if not self restoring I like the idea of slowing down an opponent. That could also play into our previously mentioned idea about instead of just eliminating a robot on instant knockout, doing a 10 second count down. In real life competitions once a robot has been immobilised they still count it down rather than just going 'Oh your bot aint moving it's out'. Then players can dance around the arena for a bit, ect. lol. Maybe with this in mind we could make robot's less responsive as well as gradually slowing down? Twitching motors, one drive motor slower than the others, ect. ect.

There is some precendent for slowing down an opponent.  Wheel guards are notorious for this when they get bashed in.  Wheels get stuck or they move really slowly.

I like it.

132
Visual deformation looks terrible right now.  It would take a lot of work to make it subtle and probably only mediocre looking.  Not worth the time, IMO.

An LED system could work.  Maybe that is enough?  I’m not so keen on a “self healing” mechanic.  It just seems like this is so gamey and not at all representative of the real world.  I think I would be a lot more okay with hits putting a robot off balance though.

133
Current form of self damage is the weapon falling off which happens unrealistically often and its very sensitive, id recommend more of an internal shock

Which again - goes back to my thing about the damage system being moved to the health of internal components including impact damage ;)

But how do we communicate to players that damage is accumulating?  The nice thing about something falling off is that it is very visual.

90% of the robot KOs this weekend were because the little wires that go to the receiver popped out after a hit.  It is an incredibly unsatisfying way to lose.  There is no warning, and it sucks when it happens.  Your robot stops working.

Even though losing like this is completely realistic, I don't want RR2 players to feel like every time they lost it was because of an unlucky hit.

134
Totally agree.

The game makes a distinction between hitting an opponent and hitting an immovable object.  It would be straightforward to increase self damage for large diameter spinners.

135
This past weekend I had the opportunity to watch about 30 different spinners fight each other, then walk through the pits to see what damage had occurred.  The spinner robots were all around 85 pounds, and they mostly had small-ish vertical spinners.  They were only a handful of horizontal spinners in the mix.  A few observations:

1. Most of the horizontal spinners broke.  The broken ones I looked at tended to have weapon axles that were more than 8 inches apart.
2. When a spinner broke it was because the entire axle came out.  This occurred due to a combination of axle bending (long, thin axle = bad) and frame bending (warped frame = axle pops out).  A 1500 Joule spinner with an 8" long x 3/4" diameter steel axle bent and popped out every time it hit anything solid.  They lost two consecutive axles that way.
3. The spinners were driven mostly by Ampflow A28-150s or A28-400s at 24 volts.
4. Most of the horizontal spinners were larger than 12" in diameter.
5. None of the vertical spinners broke.
6. Most of the vertical spinners were less than 12" in diamater.

Some inferences:

1. Larger diameter spinners break more often.
2. Spinners with bearings farther apart break more easily.

I'm thinking of maybe trying to incorporate the "larger spinner = more dangerous to itself" idea into the game.  My Tombclone has a long bar.  Maybe it is more prone to self damage by accidentally hitting the wall or the floor?  It also tends to send itself flying.

136
For this next build I have combined spinners into a single damageable object.  This means that the whole spinner will break off together.

My Tombclone will break off Circumvolution's spinner in a single hit every single time.  It makes for really short fights.

Ah i really love this thing you said, maybe you should enable an option to disable breaking stuff off if on an axle

Just out of curiosity. Does the multi part spinner get combined HP as a single component, or does it have the HP of the base part?

It adds up the total health of the spinner components and consolidates them into a single number.  Right now health = mass * (health per mass of the material).  More mass = more health.

Circumvolution Spinner = 250 health
Tombclone Spinner = 500 health

Tombclone can do thousands of Joules of damage on a single hit, so Circumvolution's spinner is destroyed every single time.

137
For this next build I have combined spinners into a single damageable object.  This means that the whole spinner will break off together.

My Tombclone will break off Circumvolution's spinner in a single hit every single time.  It makes for really short fights.

138
We're working on the A40-300 (New) problem.  Still haven't found anything yet.  We don't see anything wrong with the motor prefab.

Here is the drawing for the NPC T64:

http://robotcombat.com/products/images/npc-64038.pdf

Here is the drawing for the A40-300:

http://www.ampflow.com/a40-300.GIF

They both use the same motor diameter (4 inches), but the T-64 has an integral gearbox that makes it 10 inches long.  The A40-300 does not have a gearbox, so it is only 7 inches long.

139
I haven’t seen it.  Is it for the old motor or the (new) one?
New one, try attaching a wheel to the motor that isnt in 0/0/0 position and then go to the test bot section

I see it now.  I have no idea what is causing it.  Definitely will look into it!

140
I haven’t seen it.  Is it for the old motor or the (new) one?

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