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Messages - z26

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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

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)

Challenges / Re: Mini challenge: Extreme hill climb
« on: April 06, 2017, 12:02:33 am »
no hooks allowed?

what are the rules on continuum mass manipulation?

Introductions / Re: Petit Scarabee
« 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.

Screenshots & Videos / Re: Wheeled mass driver
« 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

Screenshots & Videos / Re: Wheeled mass driver
« on: February 24, 2017, 08:19:49 am »


If anything confuses you feel free to ask me about it.

Screenshots & Videos / Wheeled mass driver
« on: February 23, 2017, 09:45:08 pm »

I've made this bot a while ago and its unfinished, but with me being busy + new rawbots coming eventually (will turn it obsolete probably) I think its better that I share it right away.  If anyone wants the blueprint feel free to request it (it also contains a complicated vision system that probably impact the game's performance, but that is easy to remove)

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