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Post by Siege Knight on Feb 12, 2015 0:23:55 GMT
Platform: OSX (Someone please test on Windows) Rate: 90% Issue: Depending on which side of the block pistons are added, they sometimes don't activate correctly. Restarting the simulation with "spacebar" changes the pistons which activate. Reproducing Steps: Please see the attached images imgur.com/a/4dQ13Side by side comparison: (Piston on bottom - fails, piston on top - works)
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Post by isilzha on Feb 23, 2015 18:54:38 GMT
When you start getting more complex machines with more ports this happens more and more, with more parts, to the point where it never works properly. I reverse-engineered the popular vehicle assembler machine - that works fine. I expanded on it significantly - it adds a second set of guns, but on top of that, I made it so the vehicle could fire off it's cannons - eject the spent ones, then return to the assembler to rearm. This involved creating multiple rotating sections with replacement parts: Some of the parts never fail, while some parts fail often. The steering block of the arm that grabs the center-cube sometimes fails. The biggest issue are the left and right "turn tables" above. Any of the wheels or pistons on those sections have a fairly high chance to fail to work at all. If they don't have the same number of working wheels, the speeds don't match, and the machine cannot operate. If matching pistons don't work, it cannot operate. The idea is to be able to reload the vehicle 4 times. So far I have only ever been able to do a single reload due to random part failures. After 50+ stop/starts (including reloading the bot and game) I have not had a single run where every part actually worked. Other parts never fail. The steering blocks and pistons of the large towers up front (for loading secondary guns) never fail, neither do the moving wheels on the initial vehicle construction.
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Post by Siege Knight on Feb 24, 2015 3:29:49 GMT
Try Changing the orientation of those pistons that are failing. eg. instead of placing it on the bottom of the block place it on the top, the effect should be the same. This seems to fix the problem as I outlined in my original post. When you start getting more complex machines with more ports this happens more and more, with more parts, to the point where it never works properly. I reverse-engineered the popular vehicle assembler machine - that works fine. I expanded on it significantly - it adds a second set of guns, but on top of that, I made it so the vehicle could fire off it's cannons - eject the spent ones, then return to the assembler to rearm. This involved creating multiple rotating sections with replacement parts: Some of the parts never fail, while some parts fail often. The steering block of the arm that grabs the center-cube sometimes fails. The biggest issue are the left and right "turn tables" above. Any of the wheels or pistons on those sections have a fairly high chance to fail to work at all. If they don't have the same number of working wheels, the speeds don't match, and the machine cannot operate. If matching pistons don't work, it cannot operate. The idea is to be able to reload the vehicle 4 times. So far I have only ever been able to do a single reload due to random part failures. After 50+ stop/starts (including reloading the bot and game) I have not had a single run where every part actually worked. Other parts never fail. The steering blocks and pistons of the large towers up front (for loading secondary guns) never fail, neither do the moving wheels on the initial vehicle construction.
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Post by rockyspears on Feb 24, 2015 22:21:43 GMT
Without looking hard at this beast, "wooden" blocks affect thing attached to the wood faces differently to those attached on the "end" faces. Spinning blocks sometimes work and sometime do not move at all if attached to the "metal" faces on the ends.
There is another discussion of this on here.
Rocky
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