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Messages - CodeSilver23

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61
So, an idea kept me up last night, and I decided to write everything down so that I could tell you guys. Hopefully it makes sense and doesn’t sound like gibberish.
I think I might have a solution in regards to damage physics and weapon impacts.
Issue: for the Feb 16 build, nonstops if not all impacts cause the weapon to stop moving completely, yet the impacts seem a bit weak. As for the newer builds, all impacts are big impacts and are extremely unrealistic.
Potential solution: use a randomizer to determine how damage is dealt and how they impact. The way the probabilities for each type of hit depend on the shape, type and size of the spinner. Something like a deep six will have a big hit probability of around 90 to 95%, small hit of 5%, and grind of 0%, whereas something like a Minotaur Will have A big hit of 10%, small hit of 20%, and grind of 70%. The potential maximum impact (PMI) will be determined based on the rpm and weapon mass. Something like Whiplash would have a low PMI, whereas a Tombstone or a SOW will have a very high PMI. Robots with a higher PMI will have quicker motor fatigue, meaning it will take longer to spin up after big hits. Now, about the 3 types of hits: Grinding will wear down armor but will not be able to break it, it will also cause it’s opponent to have slowly increased motor fatigue and with steel to steel will create lots of sparks. Small hits will pop its opponent away, will weaken larger parts, and will be able to break off parts with a low maximum hp. Big hits will be the only one that can break off large chunks of armor. Now you might ask, “why shouldn’t I just make the weapon have the highest big hit % and PMI possible?” The answer is simple: higher big hit %= quicker motor fatigue and higher PMI= more self-damage. Making a robot with a lower big hit % and PMI won’t dish out insane hits, but it will be much more reliable and will be more likely to survive a whole 3 minutes in a match against an anti-spinner.
If anyone needs me to explain, simplify, or expand on anything, just ask. I will do the best of my abilities to provide an answer.

62
DSL TC Showcases / Re: 8bean's DSL Showcase!
« on: March 30, 2020, 07:03:08 PM »
Purple Slurple

63
Tournament Archives / Re: Color Splash (Signups Closed)
« on: March 29, 2020, 01:04:08 AM »
Well this video was an acid trip and a half... good work!

64
Off-Topic Discussion / Re: GTM, I request your ass is tance
« on: March 28, 2020, 02:05:21 PM »
Perspective is key to not giving a sh**.

65
Tournaments / Re: SvL Season 2
« on: March 27, 2020, 02:24:53 PM »
Ok so I just got 100 views in just 1 day! I'm glad you guys are loving the series!

66
Tournaments / Re: SvL Season 2
« on: March 26, 2020, 06:21:21 PM »

67
Tournaments / Re: SvL Season 2
« on: March 26, 2020, 02:04:59 PM »
Episode 1 is now out!

68
Tournaments / Re: SvL Season 2
« on: March 23, 2020, 09:53:24 PM »
Alright so two announcements everybody. First off, Filming has finally started!!! We are almost done filming Episode 1, and so far every fight has been phenomenal! Special thanks to Kupa for making this arena possible. Also, Heat A just hit 600 views! Anyways I hope you guys are as excited as I am for Season 2! I'd love to hear your guys' thoughts and predictions on this upcoming season. What do you guys think the top five robots will be?

69
Showcases / Re: Minthemad's RR2 Showcase
« on: March 22, 2020, 01:54:38 PM »
Holy shot those are amazing. This gives me some really good ideas.

70
Tournament Archives / Re: GTM World Cup 2020
« on: March 17, 2020, 03:06:42 PM »
Maybe have a clip art of a globe in the middle and have a steel-gray background?

71
Tournaments / Re: SvL Season 2
« on: March 13, 2020, 03:57:42 PM »
Hobo figured out a solution to the free cam issue so I will be able to use the Feb 16 build.

72
Entire school district over here got shut down as well. Hopefully all of you guys make it through this okay.

73
I had 100% in the Feb 16 build.

74
Ok so wheelfix kind of has a purpose again, as It is able to nerf a lot of the damage.
Or... you could change the damage multiplier
I have to use both the wheelfix AND 50% damage for matches to be at least somewhat good.
Also the wheelfix is caused by placing a wheel onto the motor/pulley/gearbox, and then place the weapon onto that wheel. This causes the game to use the physics of the wheel and not deal weapon damage, but instead deals impact damage. Tbh, i feel like we should get rid of weapon damage and replace it with only impact damage.

75
Ok so wheelfix kind of has a purpose again, as It is able to nerf a lot of the damage.

Hmmm... Wheelfixing shouldn't be a thing anymore.  How does it work?

Need to fix this...
Please don’t “fix” this just yet. At least not until the damage is fixed.

76
Ok so wheelfix kind of has a purpose again, as It is able to nerf a lot of the damage.

77
Tournaments / Re: SvL Season 2 (Postponed until further notice)
« on: March 12, 2020, 07:27:18 AM »
I’ve got old builds if you need them
I don't see how this will help with anything...
I can try to give you a build that is stable and compatible with all the robots in SvL.


I’ve watched some of the first season and it was amazing, I imagine that this one will be better!
Thank you for trying to help, but I’m talking more about builds that aren’t even out yet. So unless you’ve secretly been a developer this whole time, this won’t be of much use. Glad you’re liking Season 1! What Heat are you at?
I forget. I’m assuming that  somehow you have the amt?
I personally don't have the AMT but Kupa is helping me out with the arena.

78
Tournaments / Re: SvL Season 2
« on: March 11, 2020, 10:00:25 AM »
You could like, wait until it's in full release before you start hosting tournaments?
Why would I wait 2-3 years to start my tournament back up when all I'm waiting for is a goddamn Free-Cam?

You could use the version of the game that was out when you were accepting entries, rather than banking on future versions maintaining compatibility when the game is still in development and patches are clearly gonna break stuff from previous versions.
I'm not as worried about the compatibility of the robots as I am about the Free-Cam and whether or not the game that its compatible with is stable.

Literally anybody who's played an in-development version of a game before could tell you that the chances of stuff from one development version still being compatible down the line are basically nil. You should have seen this coming.
Why did you feel the need to tell me this? It's kinda ****ing obvious that stuff in this game become incompatible eventually. I know how development works. Again, I'm more worried about if there's a stable build I can use the Free Cam on. The SvL arena that I currently have works on  builds Feb 16-now. I just am unsure if the version with the Free-Cam can work on Feb 16 when it's finished being made, as it's the most stable build.

79
Tournaments / Re: SvL Season 2
« on: March 11, 2020, 09:09:33 AM »
It's almost like basing your tournament around patches that aren't even out yet, in a game that's still in alpha/beta testing isn't a good idea
It may not be a good idea, but it's my best option.

80
I have extrapolated the torque-speed curves out at 48 volts.  It looks like we are going to run into a few interesting effects/issues:

1. The AmpFlow A40-300 is only rated to 24 volts.  Unless we can figure out how to do separate batteries for drive (24 volts) and weapons (48 volts), the A40-300 won't be an option for robots wanting a higher voltage for their weapons.  We don't have any brushed drive motors in the game that can operate at 48 volts.  I believe a lot of the heavyweight robot builders are running into this problem as well.

2. The ME0708 (or any of the really big motors) will exceed the current capacity of the available ESCs at 48 volts.  This means we will need to put on-off solenoids into the game for the really big motors.  They will only be controllable by an on-off toggle switch at 48 volts, and won't be reversible.

3. At 48 volts, the brushless motor is current-limited for most of its operating range.  This means it will provide the same 8.5 Nm of torque all the way up to 20,000 RPM.  A solenoid-operated ME0708 will provide 70 Nm of torque at the start, but will really rapidly drop off.

  [ Quoting of attachment images from other messages is not allowed ]
Whats an IRL example of 8.5 Nm?

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