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Messages - CyarSkirata

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21
Also: Is it possible to turn off the pink COM spears of doom on detached parts?

Done!  Check out the Alpha build I just posted.

Oh, and if you mean the Jan 29 build, I was already using it when I asked that.

EDIT: Sorry for the multipost there, I kept checking back and seeing more things I needed to mention or reply to that were unrelated enough to feel weird adding onto existing posts.

22
The issue I have with that is twofold. Partly that there isn't really room to do that without clipping until multiple wheels can be belted to one motor, partly that the real thing - albeit with six wheels - had a wheelbase just as long as this one and handled fine.

Have you tried building the robot with 6 wheels? Having two wheels in the middle of the robot will most likely give Panic Attack more control when turning as it has more of a 'pivot point'.

If you're concerned about weight, you could always have the front pair of wheels motor'ed and the back ones mounted to a free axle?

Like I said in that same post, there isn't room. :/
There physically isn't enough space inside the chassis to do that without clipping parts.

EDIT: To clarify, the back end of the motor for each front wheel sits right where the gearbox axle would need to go for the middle wheel, even if I did remove the motors for the rear wheels. Unless I belted the middle wheels from the existing positions of the rear gearboxes, at which point the belt would be clipping with both the motor and gearbox.

23
Panic Attack turns fairly quickly with the keyboard if you don't try to drive forward or backward at the same time as you turn.

Okay... Now I'm confused.
I have the exact opposite problem. I can only get it to turn at a decent rate by getting up some speed and drifting it.

24
I believe that the solution for Panic Attack is to shorten and widen the wheelbase as much as possible, though I haven't tried.

The issue I have with that is twofold. Partly that there isn't really room to do that without clipping until multiple wheels can be belted to one motor, partly that the real thing - albeit with six wheels - had a wheelbase just as long as this one and handled fine.

25
I haven't said anything about it until now since it slipped my mind, but I've been having an interesting situation with Panic Attack these last few builds.

The slow-weapon version no longer gets phantom gyro until the main body of the srimech comes off the gearbox, but every version still has that issue from jan 17 of having too much traction to steer properly.

Also: Is it possible to turn off the pink COM spears of doom on detached parts?

26
A request from cjbruce, this arena is a replica of the real life arena his students fight their robots in! Perfect for the lighter weights.

How come every school in existence seems to have robot fighting except for any of the ones I ever went to?  :frown:

27
Me and Hobo checked a couple of my robots and found an actual, confirmable case of part size scaling up the health too much.

I have a robot with some crushing claws, each part's model being 2cm thick and set to steel 50. They each have a health pool of around 158hp.
Wheely big cheese has cylinders for wheels which are 44cm in diameter, 15 cm thick, and set to steel 1. They each have a health pool of 202hp.

Both the crusher weapon and the wheels are non-wheelfixed.

28
I'm getting into the nitty gritty of physics now.  I'm looking at wheel mass, axle mass, and center of mass locations.

So far I have found that Panic Attack's driving is dependent on the value of the "Wheel Mass Ratio" slider.  At 1%, Panic Attack drives great, but other robots' wheels wig out.  At 10% Panic Attack drives poorly, but other robots drive well.  At 50% Panic Attack is completely immobile.

CyarSkirata, can you confirm this on your end?

Yup, confirmed. It looks like for the first time we might be seeing Panic Attack do the same stuff.

29
Why is it geared up so much? Does it not function properly at a lower gearing?

It's geared down. Because it's horribly broken if it moves any faster than that, not to mention inauthentic.
Issue being that at the moment, it's even more horribly broken if it moves slow enough, unless you're willing to compromise every other bot by changing settings.

30
CyarSkirata, can you confirm this on your end?

I'll check it in the morning.

It might be because Panic Attack is so long, and that the wheel friction is too much for it to be able to turn. Maybe you can add wheels to the game that have less friction?

The wheel-base isn't actually all that far off square, and the handling problems are directly related to the srimech. They only happen in general use if I have the srimech geared down by a total of *more than* 100/1, and under those conditions the effect is reduced by having the srimech sticking up vertically, rather than pointing horizontally forwards.

31
Huh... Circumvolution with the claw suddenly doesn't get the problem anymore... Weird.

Well here's Panic Attack again, though I'm pretty sure this is identical to the last version I sent.
 

32
Also, Chris, did you see the video I posted a bit back of what the Panic Attack steering issue looks like?


It looks like you are using the 08January build for this video.  Do you still have the problem in the 12January builds and later?  For the 12January build I changed the arena floor from "Metal" to "Steel" so that it matches the Robot Workshop floor.  With this change I was able to make Panic Attack and Roller drive the same on both surfaces.

I have this problem in every build since part damage was added, and in the case of Panic Attack (and Circumvolution with the crusher) the severity varies based on how severe spinner gyro is in a given build, but always remains too much for the bot to be playable.

33
Also, Chris, did you see the video I posted a bit back of what the Panic Attack steering issue looks like?

I didn’t see it.  Would you mind resending the link?


34
Also, Chris, did you see the video I posted a bit back of what the Panic Attack steering issue looks like?

35
I have a possible idea for how to do multiple motors running a weapon.

What if there were a way of making the *weapon*  the start of the branch, maybe with a special axle or something, and having it be spun by two motors that extend from that branch?

If it worked, it might also be a solution to making hubmotors actually work as they should.

36
Shoot.  That means I need to figure out where the rest of the gearboxes are. :)

EDIT:  Here's what I am seeing with the first gearbox at 10:1 and the second at 10:0.1

There are three gearboxes between the e-tek and the crusher arm. One straight and two 90 degree.


Uh oh.  I hadn't considered that people would use rubber to circumvent weapon spinners entirely.  This is bad because it completely sidesteps the weapon damage system.  By placing rubber on a spinner, you are telling the game that this isn't a spinner -- it is a wheel.  Wheels don't get the (now invisible) Weapon_Blur_Cylinder, and so therefore can't damage anything.

I have an idea for a no-user-input-required fix that just finds the outermost component.  If the outermost component is rubber, it treats it as a wheel.  If not, then it treats it as a weapon.  This can be recomputed every time you knock off a piece, so that a spinning object can first be a wheel, then when its rubber gets ripped off it becomes a weapon.

I mentioned it because it doesn't happen, at all, but someone said something at some point that I took to mean that it was supposed to be a thing. So I thought it was a bug that it wasn't happening.

It would be useful to be able to make something not be a spinner though, without the extra few kg of wheelfixing. Custom wheels beyond a certain size are crippled by using the spinner physics.
Yesterday, in Parsec Rumble 2, Wheely Big Cheese danced into the pit because as soon as it left the floor it started doing weird soft gyro in the air, and when it landed it did weird moon-gravity dancing that made it hard to get both wheels back on the floor.

And while I'm on the subject of wheels: Rubber parts beyond a few centimeters on wheelfixed components (such as custom wheels) gets insta-destroyed by so much as lightly grazing another robot. Meaning - say - that it doesn't much matter how tough a steel cylinder custom wheel is, because the entire rubber tread on that wheel disintegrates once the two bots meet.

37
Showcases / Cabrales
« on: January 19, 2020, 12:32:03 AM »
It's been awhile since I posted anything here, so... have a cheese wedge.


This is an early version of the bot. At some point I'll post it in a more polished state.

38

And while I'm at it, here's the version of it where I was testing a crusher. You'll need to set a second one of the gearboxes to 10/0.1 to get the result where it barely steers in battle. Just like with Panic Attack, the issue doesn't effect it at all in the workshop test area.
  [ Quoting of attachment images from other messages is not allowed ]

I have been messing around with Circumvolution C, and I can't seem to get it to exhibit the behavior you were referring to.  With the gearbox set to 10:0.1, I see the same steering performance as with the gearbox set to 1:1.  Would you mind sending a copy of the robot where you see the effect?

One thing to note is that, in general, CPU usage is 4x higher in combat than it is in the test arena.  In the test arena, the computer only has to run a single robot's worth of physics.  In combat, the CPU has to run 2 x physics + 2 x AI code.  Not only that, but there are WAY more potential colliding colliders in combat.  Maybe this is the slowdown you are seeing?  Do you see a driving performance improvement if you set the physics tick rate to 100 ticks/second?

You need more than one of the gearboxes geared down, producing a total gear-down greater than 100/1. Try setting all three gearboxes at 10:1. So it should be 1000:1 total.

Also, while I'm here, I've still never seen the game stop considering something a spinner because it has rubber on it, but I feel like that's supposed to be a thing now.

39

The buggy spinners started midway through the fight, when nobody was even in the pit. I could still drive the robot fine. We got this to happen a second time, but nothing after that. We don’t have a consistent method of triggering the glitch. P2 was the main source of the problem. At some point the bar started teleporting off of the axle and was able to clip through the floor and other robots. The same thing happened to P1 later, but not quite to the same extent.

Would you mind sending the .RR2Bot files for P2 and P3?  I want to see if there is something weird going on...

P2 and 1 as in player.

The actual bots were Infrared and Circumvolution.
I can send the latter,
 

And while I'm at it, here's the version of it where I was testing a crusher. You'll need to set a second one of the gearboxes to 10/0.1 to get the result where it barely steers in battle. Just like with Panic Attack, the issue doesn't effect it at all in the workshop test area.
 

40
I've just done some testing with a crusher, and I can confirm that gearing anything down further than a total of about 100/1 results in the entire robot being incapable of rotating faster in battle (not in the test area) than the speed of the geared object itself.

Would you mind sending an .RR2Bot file, or is it possible to replicate this with Panic Attack?

Edit: Panic Attack is really difficult to edit because the robot is so dense.  Could you send an .RR2Bot file that shows the problem?

If your Mac is capable of reproducing the problem at all, then all you need to do is stack two gearboxes, set both to 10/0.1, and put a long steel block or something extending off the side of the axle.

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