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General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by z26 on December 05, 2016, 02:22:12 pm »
I cannot see the video in the last post, "This video is private"

Btw i have no solution to your problem, but you inspired me to give another go at a failed project of mine.  Thanks for that :p
General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by tob.s on December 05, 2016, 12:38:59 pm »
Also thought about adding reverse thrust to that missile, set the lauch to double speed ( so the flightpath should have its highest point directly above the target ) and stop the missile midair when directly above the target, so it will fall down at the target from directly above ( maybee even accelerating as soon as pitch hits -90 )

in the meantime i tried using a hypercannon

General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by MarvinMan on December 05, 2016, 07:55:41 am »
For small missiles it may be possible to use plasma cannons as a form of propulsion to deliver a fixed impulse.

On planets, missiles will always overshoot at long ranges due to the low gravity at high altitudes and the curved ground dropping away beneath them.

You could try not being especially accurate with the launch and always overshoot the target, then use an air brake/reverse thrust to switch to a more accurate final trajectory when close to the target.
Take a look at my AutomaticBallisticRocketTurret the rocket should be easy enough to separate from the rest of the turret. the jet just has a thrust of 2,000 and I turn it off after velocity = 2,000

mind you my speed is so fast I don't really worry too much about getting that ballistic drop until the range is REALLY far.
General Discussion / Re: accurate & reliable way to launch stuff at a certain speed ?
« Last post by tob.s on December 04, 2016, 07:01:37 pm »
changed the design of my launcher a bit so it uses a larger rocket with fins. Also now using a fixed launch angle of 45° and instead just varrying the missiles speed based upon distance ( d=vē/g   if launch at 45° and startpoint and impact point at the same height ). Tends to shoot a bit too far at high distances, but hits accurate at distances around/below 500

General Discussion / accurate & reliable way to launch stuff at a certain speed ?
« Last post by tob.s on December 04, 2016, 04:36:31 am »

tinkering on ballistics again, atm i have troubels getting my jet-driven projectile to accelrate nearly instantly to a certain variable speed (desired vfront between 50 and 150 ) - atm im using a pid and a counter ( maths operator&multiplexer ) to shut the jet off some 10th seconds after launch and/or as the desired speed is reached. In theory the pid shouldnt alow the projectile to get faster than its setpoint, but if the kp is to high, the initial thrust is so high that the projectile reaches speeds above the setpoint - if the kp is to low though, the projectile doesnt reach the desired speed fast enough. With some trial & error i reached a good precision when using a fixed velocity. However i want to optimise the projectiles flightpath for an relatively flat arc ( so instead of lauching almost straight up when a target is close, the projectiles launch speed should be reduced until a launch at 45° would hit the target )

I also used fast pistons  to toss grenades before, but it doesnt seem very precise / affected by framerate

any ideas ?
General Discussion / Re: Progress on Navigation ?
« Last post by MarvinMan on December 02, 2016, 09:05:01 pm »
Simply getting within a set distance of the target is the main objective for combat bot navigation systems now, so for most of the match the bots aren't simply bouncing off of walls.

Maintaining a small map of the local area around a bot probably isn't that unfeasible, just a big copy paste job. Deciding what to do with that information is likely to be the bigger challenge.
General Discussion / Re: Progress on Navigation ?
« Last post by tob.s on December 02, 2016, 06:23:59 pm »
though my old erazer Acl bot used such a relatively simple setup and layed down some nice high speed manouvers, it also could easily get trapped in an edge, oscilating left and right and also missed its target quite often ( it was meant to ram it with lasers )as target following and wall avoidiance fought each other. So thats what im trying to get away from, as u basicly just bump from wall to wall wich doesnt look very smart - perhaps i started at the wrong end and its better to make a bot that turns only by fixed angles as base for further ideas - it might simply things.

as for the coordinate system idea i can only thing of it helping to align your bot to stay paralell to walls, knowing the bots relative position though wouldnt help with pathfindings unless u had a map of the arena, but thats beyond the visual programming possibilities
General Discussion / Re: Progress on Navigation ?
« Last post by z26 on December 02, 2016, 06:09:38 pm »
I've made this for absolute coordinates.  As long as the reference continuums are level and that were talking about a blueshift style map it works quite well.
General Discussion / Re: Offering an idea
« Last post by tob.s on December 02, 2016, 05:40:09 pm »
just trying to get it to work, but im not exactly clear how to translate the musical standards to something rawbots understands - im using a korg nanokontrol 2 to generate midi, then use this ( ) as midi to osc bridge ( u have to set the osc out port to 8000 in the settings xml file) wich seems to work nicely as i monitored incomming osc data with this However my Osc message look like "noteOn" "94" "127" where notOn is the type of event, 94 is the number of the corresponding note and 127 being the velocity ( = loudness of the note )
so i guess for rawbots it should be /noteOn/94 but it nothing happens - maybee ill try with touchosc later to see if it works when using the exact settings shown in the video

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