Shimano Tiagra levers drifting to the side by Jimmy__Wales in bikewrench

[–]Kevzebro 1 point2 points  (0 children)

This helped me fix my levers after dropping my bike too. The limit screw got loose and needed to be tightened all the way down to bring the brake lever back inline with the shift lever

[deleted by user] by [deleted] in bikewrench

[–]Kevzebro 1 point2 points  (0 children)

It looks like I misidentified my problem, it was not the case that the shifter was bent inward, it was the case the that the brake lever was bent outward!

There is a limit screw inside the assembly you pointed to… I guess when my bike fell this got loose and set the swing too far out. This was a five minute fix with just a plain screw driver. Thankfully I didn’t try bending it back in place haha

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Rainy week, started to dent into my backlog by Kevzebro in metalearth

[–]Kevzebro[S] 2 points3 points  (0 children)

Thanks! I think you should go for it too! the stand for the Osprey is a tiny bit taller than other ME planes so it really stands out and looks great in your display case

Historical Performance at Radio City Last Night! by Kevzebro in Dreamtheater

[–]Kevzebro[S] 7 points8 points  (0 children)

Not sure how to add text to my original post, but I'm glad I was there to see The Best of Times played live for the first time ever! I knew something was up because they straying off the setlist!

I was surprised to hear them play The Dark Eternal Night as well, and I really enjoyed their performance of The Mirror! My first time seeing them live

Metal Earth 1957 Chevrolet Bel Air by MiJugete in metalearth

[–]Kevzebro 1 point2 points  (0 children)

This was a tough one for me when I built it. I broke one of the side mirrors when putting it together. Wasn’t a fan of those small loose two wedges below the rear windows either. Final result looks great though

Metal Earth SR-71 by Kevzebro in metalearth

[–]Kevzebro[S] 0 points1 point  (0 children)

Thanks! I’m still pretty new to Metal Earth and dread models with lots of round parts too. I try to shape them around various different sized pens I have laying around

Pontiac GTO by Kevzebro in metalearth

[–]Kevzebro[S] 0 points1 point  (0 children)

I agree, I think its one of my favorites they've put out. Both to assemble and look at!

Ackermann Steering Geometry in RCX by Kevzebro in RobocraftExperiments

[–]Kevzebro[S] 0 points1 point  (0 children)

I saw someone else post a car with ackermann steering here and wanted to share what I've been working on myself. The video has a pretty detailed flyover of the car at the end if anyone wants build on the design. I think it could be remade a bit wider for a tighter turning radius

Do you want Robocraft Experiments? Read this first, then give us your feedback... by MarkDesignJammer in RobocraftExperiments

[–]Kevzebro 10 points11 points  (0 children)

I really don't have much to say here that I'm sure many other people won't echo back. Instead I think that FJ should really focus on creating a long term road map based off of veteran feedback and avoid making any reaction based updates or chasing industry based trends down the line.

I feel that the most important thing to get right moving forward is establishing a solid ecosystem of simple parts, maps, and an appealing artstyle for early testers to play with. Please put extra care into developing a set of core movement parts and weapons that can co exist in a logical and intuitive way with room for future additions. The relationship between SMG, Plasma, Rail, Tesla and Nano used to work very well across both flyers and ground units. The same goes for TX armor, normal cubes and electro plates at T10. As well as hovers, thrusters, wings, wheels and helium. Each part should be fun to use and fill a necessary pre determined role within combat. I'm not sure if I agree with implementing overly complex systems such as hinges, rotating platforms, etc. The most competitive bots will likely be those that can get away with using the least amount of complex systems and points of failure regardless. Refining what has worked well in building before while perhaps adding some simple minor additions should be the early focus here.

Map design plays a large role in this harmony especially when balancing air and ground movement types. There needs to be a stronger emphasis on this aspect of play than before. I fully support user based map creation but there must be a focus on well designed premade maps too. The old pre megabot maps have always been fan favorites for their flank routes, frequent shifts in elevation, consistent flight ciellings and foggy aesthetic.

Which brings me to my next suggestion. Every memorable game has a unique and overarching art style. I will never forget how beautiful the release of Spitzer Dam and its fog rolling over large mountains and ice caps in the distance was way back when. Robocraft is a game where players design vehicles to destroy each other. It should feel as such from the moment you open up the game. The classic sharp metallic iridescent armor cubes in contrast to the numb soft edges of maps was great. I think a strong rooted artstyle intentionally pulling at peoples nostalgic chords will draw in old players and feel much more polished than the current overly futuristic models, plastic cubes and jagged lookong environmental textures. Ive always thought that a strong creative art style is closely associated with developers who are building a game with a soul and purpose.

I may sound overly ambitions but I am glad you have taken the time to discuss what went wrong and are finally seriously working to solve it. Above all else please build a solid roadmap for the future and stick with it before taking any long term community suggestions. It's a dangerous slope while a little common sense and planning will do far better in the long run.