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Messages - z26

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General Discussion / Re: THE ABRT V2! now it FLYS!
« on: March 14, 2019, 06:47:57 am »
My bad lol, sorry Im dumb.

Flying whale is a good description, it flies quite slowly but looks as if gravity had no effect on it.

General Discussion / Re: THE ABRT V2! now it FLYS!
« on: March 13, 2019, 10:49:35 pm »
That thing looks pretty cool, but its quite top heavy.  I'd advise lowering the center of mass, it would look more stable.

To visitors: if the forum looks quiet, its because most of us are on the discord mainly. invite

Community Notices / Discord
« on: February 24, 2019, 01:14:03 am »
I like Discord's interface so I've made yet another community for rawbots there for when the forum closes. The point isnt to keep rawbots alive but to have a place to keep former rawbot players in contact.

Keep in mind that I'm currently I'm the only member.

General Discussion / Re: help
« on: February 09, 2019, 06:32:41 pm »
As I told Gun in chat with him, I left the editor go offline cause I thought no one would use it.  I've put it back online now, which was really easy.

A long time ago I was in the process of making a better version of it that would allow you to import maps too (or add hexes that don't fit in the grid) but I lost interest because not many people play the game anymore.

Challenges / Re: Autonomous Combat League
« on: January 27, 2019, 08:41:35 am »
Oh, welcome!

unfortunately, this forum has been extremely quiet for a long time. The original makers wanted to restart development, but they eventually vanished.  Since then, nothing has happened here.

This forum may disappear in two months.  Maybe we could archive it somewhere at least.

Screenshots & Videos / Re: Marvins Creations
« on: September 28, 2018, 06:18:33 pm »
just checked, and not always. a line of 5 continuums tied by long voltaic arcs, with one end fixed with a hook and the other end bent, then fixed with another hook keeps its tension if its hypercubed or if the game is saved.

I tried the same setup, but while also connecting the two extremities with a second line of continuums.  hypercubing or loading displaced the position of the second line.  the assembly was still under tension overall, but there no stress BETWEEN line one and line two.

I guess that the internal stress of a stucture is relieved, but not the stress that comes from external forces bending the structure.

Screenshots & Videos / Re: Marvins Creations
« on: September 28, 2018, 02:21:33 am »
Thanks, its much clearer now.  I'll still need a bit of time to process the data, but I really like your test rigs :D

about the piston thing... I just did a reconfiguring continuum to test a concept and it seems to work (but only for anchored application because of phantom forces :( ).  Have two continuum each attached to to a solid attach point.  Then, attach both of these to a third part (can be a fin if you hack map files, must have at least two attach points otherwise) but do so in a way that the two arcs conflict with each other on what the position of the third part should be.  Now, by setting one of the continuums's mass to 0, you can weaken one of the connection and give near complete authority to another, thus changing the position of the third part.  This seems more rigid than pistons, but again phantom forces...

This might not be useful for prop planes, but there might be some applications nonetheless.

UPDATE: the technique itself seems useful, but a big problem is that when saving, any stress in the voltaic arcs is relieved, which stops anything from functioning.  My bigger worry is about how map files works: I'm not sure its possible to create a feature like that even using manual file editing.  Even just being swallowed by an hypercube then spit back cancels the effect

Screenshots & Videos / Re: Marvins Creations
« on: September 27, 2018, 05:16:46 pm »
Nice analysis, a screenshot or two of your testing rig could be a nice addition.  Your graphs don't show anything on my end however.  I'm not quite sure on what the single letters mean, I assume v is velocity of plane, w is veloctiy of prop and t is thrust? what is f?

If I understand correctly, changing fin angle might be a better way to regulate speed than changing the rpm?  Also, what about prop diameter? is increasing that equivalent to increasing the prop speed while decreasing rigidity of the rotor?

Edit: about the graphs, they do show when I open with google sheets instead of looking at the previeew, every 0 cell show a divided by 0 error which is kinda ugly.  Not a major issue of course

General Discussion / Re: Is the development still being rebooted?
« on: July 09, 2018, 06:49:43 am »
Seems like Neil isn't joinable on facebook anymore

Introductions / Re: Im back too!
« on: June 10, 2018, 08:05:53 am »

By using a lot of lava hexes and a water planet I've actually made an ocean planet with a damaging lava surface.  It takes some time to load because there are many hexes but it works.
download link:

I think there was supposed to be an announcement about rawbots this month, but nothing has happened so far except from this new website

Terrain / (Website) Terrain editor
« on: March 17, 2018, 11:48:23 pm »
I've made this site a while ago, it allows you to make rawbots maps with a 3d editor, then export them to a file.

Currently you need to click once to place each tile, this is slow and I plan to fix this eventually especially if there is demand.

Feel free to comment

Misc / Rawbots absolute coordinates
« on: March 17, 2018, 11:19:26 pm »
I know the forum is quite calm recently, Nevertheless I've been working on scripts for rawbots.  This one is a simple python script.

You know how in rawbots map files (you can open them like a gzip archive to look at the text inside) parts and terrain have a "local_to" line?  Said line specify an origin point the part follows.  This allows cool things, like having a bunch of terrain all grouped together.  By moving/rotating a single point, every linked tile is going to move with it.  Those points are called xform.

What if a part is connected to one of those xform, but you want to know the real, absolute position of the part for whatever reason?  I've made the following python script to calculate that information.

Feel free to report any questions or bugs.  The script requires a single module (numpy) and runs with Python3.

Code: [Select]
from numpy import array, radians, degrees, cos, sin, matmul, arctan2, degrees

#(optional) Enter the name (example: hex1@16451481) and the type of the object (example: small_hex_earth)
name = "name1"
type = "energy_bridge"

#Replace the zeroes of the 4 lines below by the proper values, then run the script.
xyz = array ( ((0),(0),(0)) )  #position of child object
origin_x,origin_y,origin_z = 0,0,0 #position of xform
angle_x, angle_y, angle_z = radians(0),radians(0),radians(0), #euler angle of child object
origin_anglex, origin_angley, origin_anglez = radians(0), radians(0), radians(0) #euler angle of xform

def eulertomatrix(x,y,z):
    matrix_x= array((( (1),(0),(0) ),
                        ( (0),(cos(x)),(-sin(x)) ),
                        ( (0),(sin(x)),(cos(x)) )))

    matrix_y= array((( (cos(y)),(0),(sin(y)) ),
                        ( (0),(1),(0) ),
                        ( (-sin(y)),(0),(cos(y)) )))

    matrix_z= array((( (cos(z)),(-sin(z)),(0) ),
                        ( (sin(z)),(cos(z)),(0) ),
                        ( (0),(0),(1) )))

    return matmul(matrix_y,matmul(matrix_x,matrix_z))

def matrixtoeuler(matrix):

    #I stole these from an excel file.  Strangely, the y-x-z formula is the one that works
    #Also, the order of arctan2 parameters is inversed in libreoffice vs numpy.

    gamma = arctan2(matrix[1,0],matrix[1,1])  #matrix[0,1],matrix[1,1]

    beta = arctan2(matrix[2,1]*sin(gamma) -  matrix[2,0]*cos(gamma),  matrix[0,0]*cos(gamma) -  matrix[0,1]*sin(gamma))

    alpha = arctan2(-matrix[1,2],  matrix[1,1]*cos(gamma) +  matrix[1,0]*sin(gamma)) #inverted

    return array( ((degrees(alpha)),(degrees(beta)),(degrees(gamma))) )

origin_anglematrix = eulertomatrix(origin_anglex, origin_angley, origin_anglez)
object_anglematrix = eulertomatrix(angle_x, angle_y, angle_z)

finalpos = matmul(origin_anglematrix, xyz )
finalpos[0] = round(finalpos[0] + origin_x, 4 )
finalpos[1] = round(finalpos[1] + origin_y, 4 )
finalpos[2] = round(finalpos[2] + origin_z, 4 )

finalangle = matrixtoeuler(matmul(origin_anglematrix,object_anglematrix))
finalangle[0] = round(finalangle[0],4)
finalangle[1] = round(finalangle[1],4)
finalangle[2] = round(finalangle[2],4)

{name} . position [{finalpos[0]},{finalpos[1]},{finalpos[2]}]
{name} . rotation [{finalangle[0]},{finalangle[1]},{finalangle[2]}]
{name} . permissions 31
{name} as {type}
energy_bridge_b local_to gaia''' )

General Discussion / Re: Rawbots development restart discussion
« on: March 03, 2018, 04:30:29 am »
Indeed, I've been playing rawbots today.  We're still there, but we kinda keep to ourselves.  We do have a skype group chat that is a bit more active than the forum, if you are interested.  I have to admit that dilluting our presence on several platforms is not the smartest move given how little activity there is.

I've told these devs already that communication is important, but they don't seem to share the sentiment from their actions...

Screenshots & Videos / Re: Owl's builds
« on: April 12, 2017, 04:52:49 am »
The transmission is pretty cool.

Challenges / Re: Mini challenge: Extreme hill climb
« on: April 07, 2017, 04:14:32 am »
A while ago i've made a second bot for the loop, using mass driving tech that can stay upside down for an undefined amount of time.
I guess my easy entry of this is already ready

the slinky is a "walker" that can easily do this, doesn't deserve the extreme category imo

Oh and yeah, your track totally is a interplanetary roadway.

sorry for sucking the fun out of everything :p

(actually making a roadway between two or more planets might be cool, might give a sense of how smaller the map is than it looks)

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