What do you like doing most in RA2/RA3/robot combat games?

Building robots
Local single player battles with manually-controlled robots
Local multiplayer battles  with manually-controlled robots (PvP with controllers or a shared keyboard)
AI-only tournament battles
Other?  Please comment below.

Author Topic: Robot Rumble 2.0 - Robot Combat Simulator - Under Development  (Read 121833 times)

Offline 8bean

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #2360 on: December 25, 2021, 10:33:38 PM »
I still have to check out the recent updates. Haven't played this for at least 2 years

everyone is cracked now
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Offline Gulden

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #2361 on: January 13, 2022, 06:46:23 PM »
New Bleeding Edge is out.  It hasn't been thoroughly tested yet, so don't be surprised when unexpected things happen.

New Bleeding Edge build: JAN13

This build fixes some issues with welding around hinged groups (everything that spins/rotates)
An important thing to know is that the first placed object on a hinge/chain/belt/etc will be the root component of said group,
this root component part is invincible for now.
Parts that dont have a physical connection to the root component or hinge/chain/belt/etc will fall off on spawn, just like unwelded parts on the chassis.
This can be tricky to fix, because the highlighting of unwelded components it currently not working for hinged groups. This will be fixed later.

The fixed welding causes EVERYTHING apart from root components to be capable of getting damaged, including spinners.
The strenght of a part is mostly determained by the material and the material thickness, set by the slider in the materials tab.
You should always try to get this thickness slider as high as possible on weapons and armor, since this will greatly improve the strength.
You should imagine parts you place as being hollow and that the slider determains the thickness of the walls of the hollow part.
So to get the physical thickness of your part, you should multiply the slider number by two, it will then also be correct with the scaling value.
(A 0.1 scale box will be 10mm thick, the slider will go to a max of 5mm and and the part will then be solid and maximum strength)
There will likely be bots that need fixing, but most weld issues can be fixed by putting an axle through the hinge/chain/belt and the root component.
Just make sure everything is touching physically; parts cant float in midair in the real world either (unless some substances are used. Probably.)

Please report any issues with getting things to weld in #rr2-support and things that seem to actually be bugged in #Bugreports and #Bugchatter
Have fun playing, idlove to hear what you thing of this new build!

[Bugfix] Added massScaleFactor to the strength of sprung hinges (no more weak)
[Change] Upped all spring strengths to be 1:1 with before I broke them
[Bugfix] Added missing sounds to some pneumatics
[Bugfix] Fixed a bug in Weld Manager to have it calculate welds on hinged groups
[Change] Damage is now applied to all individual components and their welds
[Change] Belts etc should no longer dissapear at random


I could make another LvD.  That would be cool.

Offline Gulden

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Re: Robot Rumble 2.0 - Robot Combat Simulator - Under Development
« Reply #2362 on: January 19, 2022, 12:25:23 PM »
This is my job here now.

New bleeding edge: JAN19!

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!
[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!


I could make another LvD.  That would be cool.