I did after that hint.
CyarSkirata
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
https://gametechmods.com/forums/robot-rumble-2-0-showcases/cyar-skirata's-rr2-sh...
I've posted the bot in case testing might help figure out what's wrong.
https://gametechmods.com/forums/robot-rumble-2-0/robot-rumble-2-0-robot-combat-s...
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.
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. :)
https://gametechmods.com/forums/robot-rumble-2-0/post-your-bots/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.