Recent community posts
I've been thinking about rollers for wheels, after my attempts to build some ate the entire frame rate
What I'm wondering is if it would be plausible to have an object that has significant friction in - say - the X axis, but none in Y or Z.
Assuming directional friction is possible in the engine, it would allow rollers on wheels - or in other places - to function without having to complicate the game's calculations with moving hinges.
When the paint system gets properly built, we need the option to make custom paint shapes and to use coordinates to place them. I'd never be able to make a paint job like this without those two things
I've tried it, putting the forks on two gearboxes. The first at 10-0.1 and the second at 10-0.5. The forks move at the right speed, but they're completely useless.
If I try to lift them with any weight on them, they just go limp and fall back to the floor after about half a second.
It would be really handy to be able to set how fast a motor turns, or to have a higher limit to how big of a ratio you can set on a gearbox. My Panic Attack rep has difficulty using its forks for anything but conventional flipping, because I can't make them move slow enough despite a 10-0.1 ratio.
I was just thinking, somebody with more social media stuff than me should tell NerdCubed about this, it's exactly what he's said he wants just about every time he's played a robot battler. :)
If I had to take a guess - with absolutely no experience regarding how the game might work but access to a lot of robots to observe - I think it might be in some way related to the robot not being applicable for the game's spinner mechanics.
So... I built a heavyweight full-body spinner, with a miniscule part count for me of only 23. (Including the chassis.)
When I spin it up to speed in an actual battle, half the time the game crashes to menu on the spot.
And the other half, more often than not it crashes anyway as soon as I hit the opponent.
Just tested it now. It doesn't veer as much but it is still a thing, I'm starting to suspect the hinged wedge on the front might be the culprit.
p.s. Yes, a hinge on a 06August bot. I used a beetleweight motor with a small wheel attached, gonna swap that for an actual hinge and see if the veering persists.
Sweet. I'll let ya know if the problem persists.
Thinking about it actually, would it help if I give ya the bot file?
edit: That would be so you can find out whether the bot's traction issue is the same one you're fixing.
I've built a four-wheel drive push bot, and for some reason it handles like a shopping trolley that can't decide whether to veer left or right. Every time I start moving I just have to guess and hope.
EDIT: I've found out mere minutes after posting this latest reply that it's a bug everyone has been having, so presumably isn't exactly an obscure issue you'd only be able to look for in my three bots.
The robot workshop doesn't work properly for me. If I try copy-pasting something, I can't interact with any other part of the robot from that point on, until I click on the copy of the part. At which point the copy vanishes.
Fun fact, the biting mechanic actually makes crushers much more viable, even without having hydraulics yet. They pinch wedges much more nicely and there's... another interesting side effect when dealing with robots made more out of shapes than chassis sculpting.
See post 172. :)
I am on windows, but I... don't actually know what the program directory is.
edit: Well, I know it's presumably a directory full of programs, but I don't know how I'd reach it or quite what it would do
edit 2: I just stumbled across the path to reach it near the bottom of page one of the bot sharing thread. Had to look in LocalLow instead of Local, but aside from that it worked. :)
Probably my last comment for now, the way the spinner blur works at the moment rather ruins the appearance of all but the simplest spinners.
UPDATE: On a related note, I'm trying to make a motor powered axe, and the bot keeps bouncing into the air. When the blur happened in testing, I eventually realised the game's reading it as a spinner, and doesn't seem to like the floor to enter the area through which the "spinner" would rotate if it went the full circle.
I can't figure out how to do anything with belts or chains. I can put a pulley on a motor, but how am I supposed to add a second pulley elsewhere and link the two?
UPDATE: I've found how it works now, but that leads me to another issue. I'm wondering if we'll be able to drive multiple pulleys with one motor in future, so we can drive all the wheels on one side with that one motor?
I built a replica of Razer (technically series 2, no wings) in the previous version. Do you have any plans for hydraulics in future versions, and/or for crushing damage? If I can figure out how to find it in the file structure I could send you the bot if you like - probably once I update it to belt drive - as a pre-built sort of test bed for that sort of thing.
Speaking of sending bots, the Stinger replica I built has a tendency to wreck itself by swinging its mace, might be useful to look at what physics are in play there? My other thwackbots don't have that problem.
UPDATE: Stinger doesn't actually break itself on the damage system in the new build, so I was able to see what was happening. You'll probably find it useful to know that right now a small enough object doesn't have to hit the floor all that fast to clip through it.