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Messages - MarvinMan

Pages: [1] 2 3 ... 16
1
General Discussion / Re: Is the development still being rebooted?
« on: July 02, 2018, 08:46:36 am »
Welcome.

The only thing I've seen is this: https://rawbots.github.io/, although it doesn't exactly seem official. I think there was meant to be some sort of announcement months ago, but obviously nothing appeared.

2
Introductions / Re: Im back too!
« on: June 10, 2018, 09:35:46 am »
Welcome back.

I don't know what the deal is with that new site, but it does at least offer a more legitimate source to download the game, and presumably gets a little more publicity too.

3
General Discussion / Re: Rawbots development restart discussion
« on: June 04, 2018, 08:05:25 am »
There is of course this thing that appeared recently:

https://rawbots.github.io/

Still only has the same version of the game we've had for years and a load of old videos, but someones bothered to put it up.

4
General Discussion / Re: Rawbots development restart discussion
« on: March 02, 2018, 04:51:48 pm »
Apparently gmail thinks Rawbots forum updates are spam.

Anyway, there are a few of us still here, and the domain name got renewed recently.

5
General Discussion / Re: Rawbots development restart discussion
« on: September 24, 2017, 11:17:37 am »
Welcome!

I suppose it has been rather quiet recently, especially with the server going down for a while. But there are still a few of us here, and the server came back, so we're not going to just disappear again any time soon.

6
Introductions / Re: Petit Scarabee
« on: May 10, 2017, 07:37:44 pm »
We've been here 4 years already, it's not like we're going away any time soon.

It is a bit odd how we got that those couple of posts about new rawbots, and then it went silent again.

7
General Discussion / Re: A question
« on: April 14, 2017, 01:25:59 am »
Welcome back!

+1 on XFM, it is pretty much a standard part of the install these days.

We are hopeful for there to be a new version of the game, although things do seem to have gone quiet again since the last couple of demo videos.

8
Challenges / Re: Mini challenge: Extreme hill climb
« on: April 07, 2017, 04:02:54 pm »
I wish I knew how to stop the terrain getting screwed up like that. It only seems to happen on some of the stardust style maps.

Hopefully I've still got the half built version somewhere, as that must have loaded properly.

9
Challenges / Re: Mini challenge: Extreme hill climb
« on: April 06, 2017, 07:55:32 am »
I'd have said everything like that is fair game for this challenege.

Using hooks implies a walker-like design, which won't be trivial, and I expect mass drives would be tricky to control in this application.

BTW, did the map load correctly? I've just tried to open it again and rawbots has decided that the ramp is now off in space in two pieces somewhere between the planets.

10
Challenges / Mini challenge: Extreme hill climb
« on: April 05, 2017, 11:12:57 pm »
Extreme hill climb mini challenge!

Here's a quick challenge while we wait for the new version of Rawbots to surface. The goal is simple: make it to the top of the ramp, complete the zero-G hairpin and safely get down again.

Easy mode: anything goes. Use jets for as much free propulsion and downforce as you want.
Hard mode: no active downforce. Only use fins for downforce, so you have to keep going or you'll drift off into space.
Extreme mode: none of the above. Show off some more exotic solutions to the problem.

Map


11
Screenshots & Videos / Re: Marvins Creations
« on: April 05, 2017, 09:40:34 pm »
Engine powered car

There isn't really much point to this other that it looks cool. It's a 3 cylinder plasma cannon engine fitted with a propeller. Produces a kinda useful amount of power from 12 caps. The dream is to put an engine like this into a plane that can fly under its own power, which may be feasible with a double acting (two cannons per 'cylinder') design and more caps per cannon. For now it's just fun to crank it over by hand and watch it spin up to speed.

Operation/Controls:
C/T- Trottle. Release set to 0. Controls capacitance, but the caps don't get a chance to fully charge so this doesn't have much effect.

Blueprint


12
Challenges / Re: Autonomous Combat League
« on: April 05, 2017, 09:23:11 pm »
I had a go at reworking the broadsides reversible drive & navigation system. The result is fast and doesn't get stuck, but unfortunately it's not really well suited to having a turret and armour fitted.

It is however fast enough that it nearly doesn't need armour, so it should still be useful as a target bot to test turrets against.

On an unrelated note, I'd forgotten how much code was in the turret of my original combat bot. It's probably not going to be fun trying to untangle and modify it to use the XFM inverse trig functions.



Blueprint

13
Introductions / Re: Petit Scarabee
« on: March 29, 2017, 09:38:17 pm »
Welcome!

The forum is pretty slow at the moment, but we are still here. We're supposedly getting a look at the new Rawbots in april, so things should get moving again when that happens.

There is also this thing: http://www.rawbots.com/

14
Screenshots & Videos / Re: Marvins Creations
« on: March 13, 2017, 11:07:45 pm »
Bird bot V0.5

This has taken many, many attempts to get to a state that could be called working, which really is a testament to how well Trooks flapping glider worked back in the days of old rawbots. This flapping bot is capable of vertical takeoff and generating forward thrust. Each wing is split into a front and rear section, whose phase and amplitude can be controlled ta move the balance of lift forwards and backwards and provide forward thrust. When the wings are not flapping, the twisting lets them work as control surfaces to some extent, although the pitch ends up being inverted. It's actually quite realistic how the flapping can be cut in mid air and it will continue to glide before turning the flapping back on. The bot isn't especially polished, and the roll control is kinda tricky, but I thought people would like to see it.

Operation/Controls:
G- Toggle flapping.
H- Toggle deploy tail fin. Probably not a good idea.
Y/I- Pitch.
F/P- Roll.
C/T- Adjust forward thrust. Release set to 0. Can usually be left set to full forward, and setting to reverse probably kills a lot of the lift.

Blueprint


15
Screenshots & Videos / Re: Marvins Creations
« on: March 11, 2017, 09:59:02 pm »
Propeller plane V3.1

This is a much more refined version of the original propeller plane. The structure is much stronger and more aerodynamically stable. The main landing gear is now retractable, and a steerable tail wheel has been added. Pitch control has been moved to the tailplane, and the main lifting surfaces can act as flaps, permitting low speed takeoffs. The two blade fixed pitch propeller currently fitted is fully capable of vertical and interplanetary flight and produces relatively little torque when up to speed. I also started to add a cannon, which is somewhat synchronised to the propeller, but needs some work.

Operation/Controls:
G/H- Throttle.
Y/I- Pitch.
F/P- Roll. Some trim is automatically applied.
D/U- Yaw.
O/E- Yaw trim. Mostly redundant since adding automatic yaw control.
C/T- Lift(flaps) trim.
A- Toggle flaps standard/takeoff.
L- toggle landing gear.
Q- Cannon.

Blueprint


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