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21
Challenges / Mini challenge: Extreme hill climb
« Last post by MarvinMan 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

22
Screenshots & Videos / Re: Marvins Creations
« Last post by MarvinMan 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

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Challenges / Re: Autonomous Combat League
« Last post by MarvinMan 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
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Introductions / Re: Petit Scarabee
« Last post by z26 on March 30, 2017, 03:09:20 am »
Our last interactions were in a skype chat where we came up with 2 pistons engines.

Not everything shared between us ultimately ends up in this forum.
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Introductions / Re: Petit Scarabee
« Last post by MarvinMan 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/
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Introductions / Re: Petit Scarabee
« Last post by le_cerf on March 29, 2017, 09:13:55 pm »
Feels like it's dead again....
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Screenshots & Videos / Re: Marvins Creations
« Last post by MarvinMan 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

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Screenshots & Videos / Re: Marvins Creations
« Last post by MarvinMan 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

29
Introductions / Re: Petit Scarabee
« Last post by Sleeping_Owl on February 24, 2017, 09:57:09 pm »
web.archive.org has part of old forums from 2013
30
Screenshots & Videos / Re: Wheeled mass driver
« Last post by z26 on February 24, 2017, 04:56:53 pm »
Yes, no.  the 3 continuui stages  are axially spaced apart by a small gap, which I've done to be sure they don't clash, but I don't know if that is truly necessary.  This can be seen visually by spawning the blueprint, the blocks are first aligned before they spread out.

Two types of accuracy errors are present: firing not in a straight line and firing with much less velocity than wanted.  The second type is more frustrating in my opinion.  It can happen even when there is only a single continuum left in the cannon
(i guess this happens because the block is interacting with the piston head, should I add a gap there?)

Rockslide is surprisingly easy to distract by shooting at it, it's just not made to filter out random parts flying around.  This helps my cannon a lot, but should be partly preventable by ignoring parts moving TOO fast.  A more complete solution would be more complex however.

This physical cannon has a good ammo parts to total parts ratio.  Maybe a more accurate 4 cannons with 6 continuui each would be possible, but the aiming and shooting system would be much bulkier. having a 1 or 2 x 6 system (one cannon on each end with a secondary weapon might me the most sensible, pragmatic option if the goal is to make an acl bot, but making something with only a physical cannon would be more impressive.

Normal segways need to lean to go forward/backwards.  The jets however apply a force directly to the center of mass, while the wheels only manage the vertical aiming angle (balance) + turning.

I've experimented with a complex camera system to avoid wasting shots, but that system is cpu intensive and the bot is very sensitive to performance issues (ruins the cannon accuracy)  Make sure you don't have a lot of code loaded in the vp screen or the bot will suffer
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