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Messages - CodeSilver23

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101
Would it be possible to have parts warp visually based off of damage received? And maybe more total damage taken = slower spin up time and maybe motors shutting off entirely?

102
What changes were made to physics? And what was the reason behind it? Feb 16 had it pretty spot on, so I guess I'm just confused as to why that needed adjustments...

Prior to the most 28 February build, there were two scaling factors in robot reconstruction:

1. massScaleFactor - Introduced in the very beginnings of the robot workshop.  This was originally set to 0.1.  We had some difficulties very early on trying to get driving to feel good for heavyweights, so this scale factor was introduced to bring the mass of the chassis down to approximately 10 kg.  This just happened to work well with wheel masses of 1 kg.
2. sizeScaleFactor - Introduced about a year ago when we started focusing on beetleweight driving for Bugglebots.  At the time, I couldn't understand why heavyweights drove fine, but beetleweights would randomly float and flip on their sides with no user input.  The only thing I could do that seemed to have any effect was to increase the scale (but not the mass) of the beetleweights so that they were similar in size to heavyweights.  This created all sorts of problems, so I settled on a scale factor that depended on the weight of the robot, but made typical beetleweights be approximately 1.5 times their original size.

In the 29 February build, I set both mass and size scale factors to 1.  We had found and eliminated the root cause of the problems that the scale factors were designed to address. 

The massScaleFactor created a part management problem where we had to manually adjust component torque and force values.  This was prone to error, and causing all sorts of random problems and inconsistencies now that Wham is creating a bunch of components.

The sizeScaleFactor created a problem where what you saw in the robot workshop didn't match what you saw in the arena.  In general, robots were way too big for the arena.  Moreover, scaling was inconsistent between robots.  One robot's A40-300 motor would be a different size than another robot's A40-300 motor.  This made it very difficult to create arenas at the correct scale when every single robot was scaled differently.

I am confident that eliminating the sizeScaleFactor was the right thing to do.  I am less confident that eliminating the massScaleFactor was the right thing to do, as it has exposed a few more things that I didn't anticipate.  One of them is an interaction with another bit of code that causes vertical spinners to more easily flip backward (Circumvolution and S3).  One of them is the fact that the increased weight is pushing down harder on the wheel joints, causing robots with low clearance to scrape against the floor (Nuclear Crisis).  I think these things are fixable, but it is a work in progress.
Reason I'm asking is because SvL's arena free-cam might not be compatible with the most stable version of the game, Feb 16. Still crossing my fingers on it, but if not, I'm a little worried about how all the entries will react to the removal of the MassScaleFactor. Hopefully, this all works out in the end and I can get started on filming.

103
What changes were made to physics? And what was the reason behind it? Feb 16 had it pretty spot on, so I guess I'm just confused as to why that needed adjustments...

104
DSL TC Showcases / Re: DADDYDJENT'S ultradsl-s/irl showcase
« on: February 29, 2020, 06:51:29 PM »
Jail time?

105
I genuinley dont even know why did he ask
Because you were too much of a beta male to ask him yourself.  heck

I ****ing did you blind cuck
Lmao I know that I’m just screwing with you

106
I genuinley dont even know why did he ask
Because you were too much of a beta male to ask him yourself.  heck

107
And I'm sure this is obvious now but I'd say it only applies to parts which are 'Is Scaleable = True'. I have to be honest and admit this would be helpful.... When I was building reps finding out you hadn't scaled a robot correctly was incredibly frustrating. And even now as I'm rebuilding the stock robots I could do with scaling some up/down (the new Royal Robby - as an example, could do with being scaled up from how I built it).
Oh yeah about reps, do you want to join the rep building team over on discord, Wham?

108
Maybe a picture would help?

Why do you want to change the scale of the parts?  Aren’t they scaled correctly now?
No that’s not what we mean. We’re just saying that in general it would be a nice addition to the game.

109
A scale factor of 1.5 (typical for many of the robots in the 110 kg range) would make the robots mass increase by a factor of 1.5^3 = 3.375X.  This would put the robots at 371 kg.
That still only takes like 5 minutes to fix. Rescaling each individual part takes 10x longer.

110
Tournaments / Re: SvL Season 2 Special Announcement
« on: February 28, 2020, 10:19:46 PM »

111
You should be able to make something very similar (or even better and smaller!) with the Wheel Builder components. Granted they're not perfect currently and probably as weak as the current 3 inch wheel, but that is what they are there for :)
Yeah I think the issue with the health of the new wheels (not the 3 inch foam one) is that the weight of a 3x3x3 scaled rim is not even .1 kg, but the tires at that scale are like 16 kg.

112
Also circumvolution is only a 16kg spinner, and at that size its... Not really supposed to be durable

I don't know anything about Circumvolution (tried Googling it and nothing came up), but one of Tombstone's blades weighs around 30 kg alone, so I think it would make sense for a 16 kg bot to be OHKO'd by that weapon.

If a robot simulator is desired, I definitely think that OHKOs should be a thing, but I understand if certain bot building limitations make it hard to design a bot to prevent that from happening.  I imagine one would have to design a frame, the way the frame is bolted or welded together, how the body plates attach to the frame, etc.
Circumvolution isn’t a replica, it’s an RR2 bot made by Cyar Skirata.

113
Tournaments / Re: SvL Season 2 (Signups open!!!)
« on: February 21, 2020, 07:28:59 PM »
Wait a second, is this going to be using the latest/close to the latest build? A lot of stuff got changed including weights of motors and such. I think I submitted them on the October build and my bots are kind of broken now. Are we allowed to update them still?
They all work fine for me. What build are you using?

114
Tournaments / Re: SvL Season 2 (Signups open!!!)
« on: February 21, 2020, 03:43:48 PM »
Ah, crap. I forgot to ai mindblown. can you do it?
All spinners will be using the default AI.
It has two control systems, one for the middle disc and one for the angled ones.
Ok I’ll figure something out.

115
Tournaments / Re: SvL Season 2 (Signups open!!!)
« on: February 21, 2020, 03:24:04 PM »
Ah, crap. I forgot to ai mindblown. can you do it?
All spinners will be using the default AI.

116
Tournaments / Re: SvL Season 2 SPLASHES!!!
« on: February 20, 2020, 08:40:13 PM »
Splashes for all 88 bots can be found here: https://imgur.com/a/khIIPR3

117
Tournaments / Re: SvL Season 2 (Signups Closed)
« on: February 20, 2020, 04:19:39 PM »
I probably should announce that signups are now closed. Splashes coming soon!

118
Tournaments / Re: SvL Season 2 (Signups open!!!)
« on: February 20, 2020, 10:30:31 AM »
So I've decided to make an SvL Fandom Wiki. Atm, I only have 3 pages, so it's light years away from being up-to-date, but if anybody wants to check it out and maybe add to it, here's the website: https://svl.fandom.com/wiki/Stars_v_Legends_Wiki

119
DSL TC Showcases / Re: Danangoo's DSL Showcase
« on: February 20, 2020, 09:52:50 AM »
I really like how leapfrogger looks. I think it’d be kinda cool to have the top of it work as a rear-hinged flipper.

120
hey i wanna ask, how do ya acces the arena builder or is it still locked away?
Atm it is currently unavailable.

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