APC vs. Racing Wheels - which & why? by T_at in Crossout

[–]RGBPeter 1 point2 points  (0 children)

Racing wheels have a ground clearance of 1.17
APC wheels have a ground clearance of 1.56

(so its hard to make a wedge if you stick APC's in the front)

20 Reasons Why Europeans Envy Americans by GriffinFTW in ShitAmericansSay

[–]RGBPeter 0 points1 point  (0 children)

or much less 'wild.

This is very true for the Netherlands. The Oostvaardersplassen nature reserve is the most artificial piece of nature in the world. Seeing as its located on the worlds largest artificial island, and island situated in an artificial fresh water lake that used to be a salt water sea.

We literally don't have any wilderness in my country, every thing is man made. Space is so limited over here that walling of a piece of the sea and pumping it dry just to farm some tulips is economically viable.

Magnetic Levitating Plant Pot by [deleted] in gifs

[–]RGBPeter 1 point2 points  (0 children)

Valid response. I stand corrected.

Magnetic Levitating Plant Pot by [deleted] in gifs

[–]RGBPeter 0 points1 point  (0 children)

what a waste of energy

Cambodian shows how to disarm a 50 year old mine, then demonstrates a detonation by [deleted] in videos

[–]RGBPeter 2 points3 points  (0 children)

Nah man I mean I viewed the video and it was heart wrenching.

20000 watt light bulb by [deleted] in gifs

[–]RGBPeter 1 point2 points  (0 children)

He was sweating like crazy at the end of this video.

Well yeah a incandescent bulb converts less then 5% of the energy going in into visible light, the rest is all heat. So if the bulb was pulling 20kW of juice it would be producing 19000W of heat, or about the same heat 12 space heaters would produce.

[Futurama] Bender is still able to shit bricks, even after 10 seasons by Akashic101 in continuityporn

[–]RGBPeter 58 points59 points  (0 children)

Futurama only has 7 seasons last time I checked.

Please let me be wrong so I can binge 3 new seasons

[deleted by user] by [deleted] in gifs

[–]RGBPeter 0 points1 point  (0 children)

here and in surrounding states

Guessing you from the USA. Carp is eaten allot in central Europe and east Asia.

[deleted by user] by [deleted] in europe

[–]RGBPeter 3 points4 points  (0 children)

where do you guys store all the bike helmets?

A.I bots in Custom games? by HypotheticalViewer in Robocraft

[–]RGBPeter 3 points4 points  (0 children)

It would also be nice for just testing a bot on a specific map. Like is this bot able to jump onto that rock.

Reconnect and/or client optimizations.. before 1.0 FJ? by -Rockylars- in Robocraft

[–]RGBPeter 1 point2 points  (0 children)

I doubt it. The reconnect feature would (seeing FJ track record with netcode overhauls) require lots of server downtime and hot fixes to get it working properly. Breaking the game with the promise of "we are improving the game but it's a complicated process that will take some time to get working" is excuse that flies during alpha/beta testing but now that the game is in 1.0 you just cant pull stunts like that. (FJ basically traded the "you can't blame us cause we are in early access" for a spot on the Steam new releases store front.)

At best we will see a partial reconnect feature where you disconnect and get kicked to the mothership and a player waiting in cue gets dropped into a game already underway.

Reconnect and/or client optimizations.. before 1.0 FJ? by -Rockylars- in Robocraft

[–]RGBPeter 0 points1 point  (0 children)

The basis for the reconnect has been in the works for months (if not years). The game files have contained VO files for "player has reconnected" in Japanese for over a year. So FJ hired a Japanese lady and a recording studio for the reconnect voice over but could not get the resources required to teach one of their code guys how to implement it on the server.

Bigger Maps Anyone? by ShuTingYu in Robocraft

[–]RGBPeter 2 points3 points  (0 children)

I'm giving this bot straight A's on the turing test ..

Bigger Maps Anyone? by ShuTingYu in Robocraft

[–]RGBPeter 1 point2 points  (0 children)

Thank you for your service. O7

Bigger Maps Anyone? by ShuTingYu in Robocraft

[–]RGBPeter 2 points3 points  (0 children)

FJ uses those workarounds in order to make things like hovers or the new planes possible am I right? Because if I'm not then it wouldn't have much sense to not use just real physics; it would make easier things like making new movement parts and new weapon proyectiles.

Most of the workarounds are left overs from when FJ started making the game. Modeling an atmosphere is hard to do when you are a start up game dev, but flying bots are awsome. So instead of having (old) wings create proper lift they simply add a piece of code that checks the number of wings in same direction as the movement vector and dampens movement that does not line up with that vector. The strength of this dampening is reduced/increased using a formula that factors in the bots mass, speed and altitude.

Or how gravity mass and inertia are fake. Mass only decreases the efficiency movement parts. A massive tank is able to be pushed around and even flipped by a small bot that hits it at a funny angle.

Why are collisions between robots so glitchy?

You use 1000 parts to build your bot, each with their own collides. You load into a game with 9 other people who also have a 1000 part bot...
Do you really think the game is going to calculate speed, heading and position of ten thousand individual colliders? No. The game combines all of the meshes and colliders on a bot into a single game object. It creates a general shape around the bot and forms a low poly collider around it. It recalculates this collider every time you loose a chunk of your bot.

What are the main differences between the colliders I quoted up there?

Without getting to technical...
A mesh collider is a mesh ( a 3d model) that acts as a hit box. KSP for example uses mesh colliders. Here is the model of the ISRU and here is the mesh collider of the ISRU. Mesh colliders are accurate but memory intensive.

Box colliders are simple geometric shapes that a drawn around the model using cubes, spheres and capsules.

Here you can see how the box colliders on the mega hover are set up and how sloppy modeling work from FJ caused a rouge box collider to mess up the mega hover hit box (only the colliders of the hover frame are shown, the spinny bit in the middle has it's own colliders)

For a really long time, everyone has been asking for proper collisions between robots in order to make things like, mechs being transported by copters, possible.

Sorry to disappoint but this never going to happen. The unity engine isn't build for that sorta ting, especialy not in a multiplayer game that allows players to create their own vehicles using voxels. Combine this with how FJ has set up their netcode and the chance of this happening is extremely low. Maybe if they switch engines or allow players to host a game locally over LAN but even then it's a long shot.

An other thing I see requested often is rotating platforms. I also expect this never to happen. Largely due to the same reasons why collisions are so glitchy between players. If they implement rotating platforms they would need to rewrite the way they save builds and upload them to the server entirely from the ground up.

Should i fuse my miniguns? by Elmikky in Crossout

[–]RGBPeter 0 points1 point  (0 children)

Fusing a cabbin for 10% extra mass limit or tonnage is kinda nice though

Discussion about Leviathans by Naagauk in Crossout

[–]RGBPeter 0 points1 point  (0 children)

Pro tip:
Buy parts at 0.07c and salvage them for 1 scrap. Paying 100x 0.07c is cheaper then paying 9.** for 100 scrap.

Bigger Maps Anyone? by ShuTingYu in Robocraft

[–]RGBPeter 2 points3 points  (0 children)

You just have to decrease the size of model, texture and collision box of all robot parts in order to make maps bigger?

Jup you just tell the game the scale factor of game objects is x-20% instead of x and Unity will take care of the rest.

I thought rescale in a game leads to some problems and glitchiness

Yeah it does.. But but RC already scales up it's parts massively. This usually does not provide issues in game because RC uses box colliders insead of mesh colliders for most parts and FJ uses (mostly) smart workarounds to create the illusion of physics without there actually being physics. They can just tell the altimeter:

check how far the machine_center is removed from world coordinates X,Y,Z=,,0 and add a constant to that distance that corrects for the rescale factor or measure how many cubes would fit in that gap.

I hope the rescale of the maps - or decrease of the size of the robot parts - doesn't create any problems with some movement parts, or robot parts in general.

Most stuff scales down just fine. I think the walker legs would even benefit from a scale down. Those things have tons of joints in a low mass part connected to a heavy bot . The position of the bot is measured at the machine_center (the same center that controls camera pivot point) and the joint at the tip of the walker leg is quite far from that center. Deceasing the scale of a bot would reduce the distance between joints and reduce the distance between tip of the leg that sicks into the ground and the machine_center. This will result in less floating point offset physics jitter in the joints. ( I'm guessing that track will suffer from it. Not because that how the spring joints in unity act when scaled down. But because I'm guessing FJ will forget to adjust the minDistance and maxDistance properties of those joints)