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Active Tournaments / Re: Metallic Action 17(Singups Closed!)
« Last post by Kelimpel on Yesterday at 05:36:52 AM »
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Active Tournaments / Re: Metallic Action 17(Singups Closed!)
« Last post by Kelimpel on Yesterday at 05:02:38 AM »


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DSL TC Showcases / Re: Lilly's Bedroom Robotics: DSL edition
« Last post by Koi_YTP on January 21, 2022, 10:01:36 AM »
**** monthly updates from now on, I just post my bots here when I have them splashed.  2.5 update for Sakura-chan.
 
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Robot Rumble 2.0 / Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Last post by Gulden on January 19, 2022, 12:25:23 PM »
This is my job here now.

Quote
New bleeding edge: JAN19!
Today we bring ARM DAMAGE and ENERGY DISSIPATION!

Arm damage: how does it work?
Anything that is not classed as a wheel or spinner and that has a tip speed of more than 0,6 m/s will become an arm capable of doing damage.
The arm does damage based on the kinetic energy it stores at the moment of impact. Kinetic energy is generated by the moment of inertia and speed of the arm.
The damage done is altered by how direct the hit is, how much the material being hit flexes and by what part is doing the impact: Maximum damage will be delivered at the outer tip of the arm and only half damage will be done if you are hitting with a point half way the arm!

Hold up, does that mean my flipper can do damage as well?
Yes, although a flipper generally starts its stroke in contact with the opponent and thus has a very slow- or even no impact, so they wont do much damage.
(Unless there is a mile of acceleration distance and the flipper hits the opponent at massive speed... but then it is basically a hammer...)
Energy Dissipation: how does it work?
So, without getting into really heavy physics: think of hitting a really thick piece of hard steel with a hammer: you will never be able to damage it and it just kinda "gongs" your energy away.
This is now simulated in the game! Every weld/component of a certain material can take a certain amount of abuse without breaking and deforming, in physics we call the point the Yield Strength. (point where something breaks off is the Ultimate Tensile Strength)
You need to beat the Yield Strength with your damage in order to do permanent, lasting damage. Materials like AR-Steel and Titanium have a high yield strength but can still take allot of abuse after they have been permanently deformed and thus are very tough.
Materials like rubber are very elastic but instantly break once you cross this elastic point and a material like Carbon fiber has a very high strength and is a bit flexible, but it will instantly crack once you go above the yield strength!

Okay cool physics and all... but how exactly does the game do this?
Every weld has a maximum amount of hit points (~= ultimate tensile strength * overlap * length * thickness^2).
And every weld has a yield threshold (~= yield strength * overlap * length * thickness^2).
The damage needs to be more than the yield threshold, if it is not enough then the weld will dissipate the damage away and no damage is done.
If the damage IS more than the yield treshold, then all the damage that goes over the yield will take hit points away!
Repeat until broken!

NOTE: Notice how the hit point equation has thickness^2, if you make something twice as thick, it will be FOUR times as strong!
Changes:
[Added] Allot more material variables to help aid in simulation of flex etc.
[Added] Hammer damage! or as I call it "arm damage", swing something at your opponent and it will now do damage! atm it doesnt really care about the hammer head shape (pointy, blunt etc.), but that will come! IMO they are still a bit too clippy, i have some ideas reduce this.
[Added] Energy dissipation! You need to beat a certain energy threshold before you can damage a component/weld. This fixes wheels being broken very easily by spinners AND in the test box AND it much improves the strength of the Tires and Rims, and makes spinners (or in general very thick materials) stronger.
[Change] Switched collision detection of arms to a different option to hopefully reduce clipping and jitter
[Change] Upped the Default Contact Offset from 0.0001 to 0.001, this greatly reduces clipping but might result in slightly different collision interactions (a spinner suddenly slightly hitting the ground)
[Change] Switched collision detection of spinners to a different option to reduce sniping
[Change] CDC can no longer be enabled on chassis components (this caused groaties)
[Change] Enabled the rotation part of Arena damage again.
[Bugfix] Test area props now have correct masses
[Bugfix] Below 100a, the ESC amp limit will round to 1 instead of 10, to make the small ESC,s usable again!
[Bugfix] Fixed all calculations around hinged groups (it was bad...)

Enjoy and let me know what you think!

Windows:
https://drive.google.com/file/d/1RAorIkj3rjT2zgyWq2vcL1uEpOTJPQ1r/view?usp=sharing

MAC:
https://drive.google.com/file/d/19ci37Sr4PJObkl1dHbfSdQWycIgMpAQG/view?usp=sharing
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Active Tournaments / Re: Sakura Sunrise - in-season
« Last post by Koi_YTP on January 16, 2022, 01:19:31 PM »
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Active Tournaments / Re: Metallic Action 17(Singups Closed!)
« Last post by Kelimpel on January 16, 2022, 08:34:51 AM »


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Active Tournaments / Re: Metallic Action 17(Singups Closed!)
« Last post by Kelimpel on January 16, 2022, 05:03:32 AM »
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Robot Rumble 2.0 / wiring your controller
« Last post by eishiba on January 15, 2022, 10:54:30 PM »
How does one wire their controller to your robot?
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Active Tournaments / Re: Metallic Action 17(Singups Closed!)
« Last post by Kelimpel on January 15, 2022, 06:57:37 PM »
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Modifications / Re: Does anyone have the square extender 7 and razortip 7 components?
« Last post by Nika2.0 on January 15, 2022, 06:33:28 AM »
So how do I get those components?
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