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5th Gear
Does anybody have any info about the 2011 version of 5th gear? Is there an estimated date of release, or anything like that?
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Re: 5th Gear
There's no official release date set, yet I do know the 5th Gear guys have been hard at work. If Blake doesn't get on here, I'll ping on him about it in the next day or so.
As a general rule of thumb, they don't like to release it until at least Week 4 of the build season. They don't get the rules ahead of time, so that basically gives them 4 weeks of time to develop the rulesets/models/etc into the sim. It also gives plenty of time for teams to come up with their own designs such that they shouldn't be influenced by the designs they see in the sim. Quite literally, they've had to code in 'magic' to the simulation robots to get their nuances to work properly in the PhysX engine. Unfortunately, that just doesn't translate into the real world. Go figure :rolleyes: silly software guys get all the easy stuff. |
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Thanks a bunch, that info really helped.
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David |
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and... You can sleep when you are dead. Blake PS: You are welcome |
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Ignore this post until you're done. (I'll be to busy playing 5th gear then to post)
Thanks a ton! |
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I'd like to thank Blake and the rest of the 5th Gear team for not releasing the software until after my first exams.
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In addition to doing Chris a favor ;), we had a few thing to iron out; but... I am going to stick my neck out and say that the initial release is literally hours away (should be less than [Edit] 48 [/Edit]). We have it "built", We are in the process of getting it onto/into a couple of download sites. Watch this thread for a link announcment. If you are at the San Antonio or New Jersey Regionals LM folks are going to set up 5th Gear there. I'm bracing my self for the inevitable flood of bug reports and requests for improvements - Go ahead and fire away once you have used it a little bit - First releases can always use improvement. After a quick search in this thread, please post new bugs/requests here and David, Jim and I will get to them as soon as we can. Blake |
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LM had our 5th Gear logomotion running all day Friday and will again be set up all day Saturday at the New Jersey regional. Stop by and be one of the first to try it out! (We also have some cool prizes too!) The San Antonio Regional should also have 5th Gear running Saturday.
As with any first release there are some issues to overcome but the 5th Gear team has done a great job getting this ready. Hopefully they'll be comfortable with a public release soon so more people can try it out. I know many people asked today if they could get Logomotion yet. As a side note... Blake I sent an e-mail (work address) out about half an hour ago with some of the issues we encountered today. No show stoppers thankfully. |
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Anyone have the link were I can get the 5th gear download? Sounds like it was working at the regionals.
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Mr. Ross, do you know if they're exhibiting the 5th Gear software at the Peachtree Regional again? We, over at CircuitRunners Robotics, have been the ones helping to set up and run the 5th Gear program for 2009 & 2010 at Peachtree with LM, but we haven't heard anything from LM, GeorgiaFIRST, or Jim Rundquist.
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So, "Yes", at Peachtree 5th Gear will be available for fun and for challenging other teams/mascots to contests in its vritual world. Blake PS: THANK YOU Circuit Runners for all of your help at the World Championships that were hosted in Atlanta. That will be a tough act to follow now that the Worlds will be in St Louis. |
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I'm (not so) patiently awaiting this software's release, hoping that we can use it for driver training before our regional this Thursday.
How long do you anticipate it will take to get approved on one of the two websites? If someone were to provide temporary public hosting for the file, would you be willing to pass it along? :) |
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Folks,
Go here (WPI's Think Tank pages) now for the initial 2011 5th Gear release: http://thinktank.wpi.edu/article/141 Once again - A BIG THANK YOU to WPI for their generous donation of downloading services that complement our LM download site. Ignore the "2010" in the Think Tank page title (we need to change it from 2010 to 2011). Please take notes on bugs you find, but also please give us a chance to post a list of known bugs (soon) before we fill this thread with duplicates. Once we put up our list, if you have more bugs/requests to add, then please do post them here. We expect a modest number of those reports. Like you guys & gals building the robots, we very nearly have to ship/release as soon as we finish coding and modeling; so our testing plans often get the short end of the stick... Enjoy! Blake PS: If you want to tell us you like 5th Gear; or especially if your team thinks it is a useful strategy/planning tool, or is a useful practice tool for drivers, coaches, and/or scouts; you have my permission ;) to post those messages any time - no need to wait! |
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I like 5th Gear and think it is a useful strategy/planning tool, as well as a useful practice tool for drivers, coaches, and/or scouts. :D
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Thanks for the hard work! There, I said it after it was done this time :D
Thanx, David |
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Hey I installed 5th gear, installed the latest drivers and whenever I try to start a server, the game crashes and asks me to install the latest drivers and they are the latest. |
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Don't worry Blake, I already have tons of bug reports for you. At least one for every FRC game, actually.
In all seriousness, thanks a ton for the release. I'm glad you guys implemented so many good new features like autonomous mode, "revolving" server / clients so you don't have to restart, and the ability to quit mid match. |
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I/we are using: .Net 3.5 SP1. You can get it from here: http://www.microsoft.com/downloads/e...displaylang=en DirectX 9.0c. You can get it from here: http://www.microsoft.com/downloads/e...1-50ceb6d8fa8d You need to use XNA 3.1. You can get it (actually you an MS installer package) from here: http://www.microsoft.com/downloads/e...1-98eb3e799ef2 You need to use Nvidia PhysX 9.10.0513. You can get it from here: http://www.nvidia.com/object/physx-9...13-driver.html Xbox controller (we use WIRED, not wireless, controllers) drivers are found here: http://www.microsoft.com/hardware/do...ategory=gaming We have not tested using wireless controllers. Notice that (for example) .Net 3.5 SP1 isn't the latest .Net version Microsoft offers. If you use later or earlier versions, you are diverging from what we develop on. Later versions of it (or of any of the other pre-reqs) should offer "backward" compatability, but I wouldn't bet my paycheck on it. Let us/me know how this stacks up against what is in your computer and/or what happens if you switch to using exactly what I listed above. Blake |
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NOTE TO EVERYONE INSTALLING:
If you are using the installation instruction linked on the WPI Think Tank page, the link to the XNA redistributable in the document is the WRONG version. 5th Gear needs the 3.1 XNA redistributable and the 3.0 redistributable is the one linked in the document. The correct XNA redistributable is at http://www.microsoft.com/downloads/e...1-98EB3E799EF2 Installing 3.0 on my machine caused 5th Gear to not open at all. Installing 3.1 fixed this problem immediately. Rangel - this could be causing your error. |
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Thanks, after installing this specific nvidia driver, it started working. Awesome Simulator. My favorite so far. Also, the turning for the robots are a little slow. Their entire overall speed of the robots could be increased as well. |
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Thanks! Deetman. |
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Bug/Request/Observations list from the week 1 regionals
Robots turn too slowly when responding to Xbox Controller (instead of keyboard). The field's graphics models creep out of position over time. - We have a fix for this and will deploy it soon. Rapidly issuing several throw requests from an Xbox controller crashes the server. The triangle is "jumpy" when held by the liftbot. Tubes can become unrealisticly entangled with the robot physics. Alt-Tabbing out of a Fullscreen client makes the Field and Game Pieces disappear. Client and Server score mismatch is not explained by the legends/titles on the screens. Individual robots' scores on the Server are all zeros. Robots sometimes (fall to the floor and) move erratically at the start of a match. The Armbot arm can get stuck in the floor. The Armbot arm is diffcult to control with the Xbox controller. Occasional unhandled exceptions due to exceeding the size of a collection. Interrupting the Client LM intro video between matches causes client rejections later. Too easy to get stuck on top of tubes. Too hard to pick up tubes with Armbot. Hard to get tubes from feeding slots. Easy to get stuck in the Feeder lanes. Arcade drive turns better than Tank drive. Strafing is too slow. Screen graphics mismatched with physics (graphics model creep? - See above). |
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For Logomotion, the lifter takes at least 5 seconds to turn 90 degrees using either the controller or the keyboard. The armbot can turn quickly, if the arm is retracted over the robot base. What I theorize is happening is that the game is calculating turning speed as a function of wheelbase length. That's why armbot turning speed drops dramatically with an extended arm holding a tube. For Lunacy, robots are simply unable to turn. The trailer also has a dramatic amount of "pull" on the robot. Quote:
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----- Now for some of my bug reports: Logomotion:
Overdrive: Just one! Balls that leave the field never return. They just roll off into the abyss. This makes the game kinda boring. :P Lunacy: See above comment about turning. The game is not playable. Breakaway: In the past, if a player rapidly hit the ball return key, some balls would roll along the edge of the player station then fall into the front zone. Now, these balls roll all the way down the edge of the player station and permanently off the field, into the abyss. --- Please don't take my list as a scathing criticism of this software. I love it and enjoy using it! |
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Bugs aside, me gusta mucho <3 got to the point where I started up my own server just to play with one player (me :)) I'll def. be playing this on Sunday-Wednesday when there aren't any regionals to be watching.
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FYI - The "old" games originally were each an individual work of art, we used different physics hacks to get each to play reasonably well. Over the summer we converted them to all use the same robot physics - We now need to get each to play well by changing parameters and not the rules of the physics. That will take some time to get right. FYI - Yes, deploying the Minibot early in a real tournament in the Quals gets you carded, and that card stays with you. Deploying a 5th Gear Minibot early, or on an opponent's tower, would not have a similar effect, because nothing / no one is going to keep track of the proper real-world penalty (a card) after the 5th Gear match is over. Assessing a 3 point penalty in 5th Gear matches is a compromise that inflicts some pain beyond simply not winning the race. The actual size of the penalty (0 to N points) is something we can tweak if folks don't like the current setting. We need something that deters misbehavior as strongly as a real card would in a real match. When I originally chose the magnitudes of 5th Gear Yellow and Red Card penalties, I think I set them at 10 and 30 points respectively. Someone more cheerful and forgiving than I ;) must have toned them down a bit. Blake |
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i am getting an error that says it has an uhandled exception: unexpected error occured...it won't even load. I have tried almost everything listed. still nothing. help please?
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In particular, the XNA and Nvidia PhysX software need to be at the rev levels I listed. You might be able to get away with newer DirectX or .Net; but maybe not. You might be able to use a wireless Xbox controller, but maybe not. You might be able to use an old Xbox controller driver, but maybe not. If you have tried almost everything listed, what is left that you haven't done? Blake |
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Thanks Blake!
Am I the only one having issues getting tubes on the field? Do you have to hit one key? All keys? I can only seem to get one to 2 tubes on the field and they come on random. I got it! I like how the time between a tube appearing and when I ask for it isn't exact like it is on the field! |
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I only use the throw command or the punch command, I don't use the reach-into-the-feeder command. |
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There is a delay between the request and the delivery. To experiment with it: Go to one side of the field and request one tube. Sit and wait. See when and where it shows up. Go to the other side, request one tube again. See when and where it shows up. Then request one tube, change your mind quickly and request a different tube. Then add a second player. Put both in the quadrant/side of the field and have each request a different tube type. See where the first request comes from. See where the second request comes from. Use several requests to exhaust one HP's inventory of a given tube type. Request one more of that type. See when and where it shows up. Generally the tube will come from the human that is closest when the request is made. However if that human is busy satisfying a prior request and has invested a decent amount of time into the prior request, or if that human doesn't have any more tubes of the type you want, then the other human will try to satisfy the request for you. I have a Tetris-style plan for displaying the tube requests each human is working on that I think is ready to go, but it needs some test time before I inflict it on the world, and fixing the Field graphics "creep" has been both more urgent and important. Thrown tubes are thrown at a single (one per human) aim point with a little randomness in their speed. I will improve that code to make the aim point somewhere near (probably ahead of) the requesting robot, but that change isn't at the top of the list yet either. I want to permit putting the humans into full auto (they choose when and what to throw), but that is rather low on the list right now. Things like manually telling the HP to quickly throw all the tubes they have left in a "storm", and being able to throw them in the way of your opponents (clogging up their lanes or their scoring zone) or toward your own scoring zone appear to be more important. Finally, I'm curious if they delays in the current HP code are legit (Too long? Too short? Just right?). Who paid attention to the regional broadcasts last weekend (or who has time to review some recorded matches) and can tell me/us how long it takes a real HP to get from request to release when throwing, pushing, or holding a tube? What about when the requested tube type is switched in the middle of satisfying a request? How much time does that add? Blake |
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I haven't had any time to play the new 5th gear between sleeping off Trenton and autonomus code to work on but I'll be sure to try and get a game up and give you lots of bug reports. Thanks a TON for all the time you guys put in to this, even if it does end up coming out pretty buggy.
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One thing I noticed is that the lift bot cannot score a triangle on the top row. In the field view it shows the triangle going onto the the rack but in the operator view the triangle is shaking so much it is bouncing between on the rack and underneath. When you go to release it just falls on the ground. This is some complex stuff it is like your own 6 week challenge! Great job it is a load of fun! |
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I would personally go with a 1 second throw timer instead of the 3 we have now, but I don't think it's THAT important.
I'd rather the armbot could score on top and the liftbot could turn well than fixing that. |
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I'm having a problem installing on win 7 x64, here's the error text
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Stand by. PS: The game does work fine on 64-bit Win7, but we have to get it installed first.... |
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Come on now ... What would you say are values that match reality for Throw/Push/Hold? And - Maybe I can create a simple way to activate super-HumanPlayer abilities and give you a 1-second option too. Blake |
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Back to the more general point. Even if someone one could average 1 tube per second when delivering a few initial tubes (through the slot or shoved over the wall); the current simulator is intended to approximate what happens in the steady-state situation of someone is standing empty-handed, with nothing pre-planned, who gets a request. To satisfy the request they have to turn/reach to pick up the tube and then either put it in the slot (that would be pretty quick) or aim it, start the throwing motion, and then actually throw/release it (that would take longer). I just can't imagine that taking a little as 1 second per tube on average. Doin' some brainstorming... How about this - In the initial 5-10 seconds of a match I/we could let you request up to 3 tubes that would be delivered very quickly, then the HP would slow down to a steady state speed that is about what we have now? The current assumption is that the HP is waiting for requests and is not (at least not successfully:)) able to anticipate what the three robots (drivers) will request. Would that simulate the behavior you get from a real HP+Analyst? or is something else needed? Blake |
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As far as the speed of the human player is concerned I think there is one situation where most HPs could throw tubes in under a second. In the beginning of the match, since there are little to no tubes hung, almost whatever tube the HP throws would be a good one that the robot could score. With this logic the human player could grab any random tube and not have to start empty handed and would only have to throw the tube during that 1 second.
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Just curious - do you guys keep working on 5th gear through competition season?
By the way, if anyone's bored, my high score is 48 so far. |
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Liftbot.
3 ubertubes up top, 4 squares up top, 2 mid, and a minibot. The most I have gotten with logos is 62: 2 mid ubertubes, two mid logos, and a minibot. I usually average 44-52. |
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I got my score using the armbot and mid row logos. I have to spend the last second of the match jostling the circle into the very small position where the piece scores.
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Taxes, business travel, putting on exhibits at Regionals, needing to buy a car, putting in overtime at work, vacations, etc. are all figuratively biting our ankles lately. About the high scores, are you limiting yourselves to just scoring tubes? The minibot can quickly add 30 points to a score pretty easily. Blake |
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Scoring strategies are based on several constraints in this version of the software:
Given that, you can either go for scoring as many squares as possible with the lift, or making mid row logos with the arm. |
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Ive been wondering is there any computers you can set up also nice game we are thinking about doing a demo with this game:)
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This may be a silly question, but how do I play on the same computer that I'm hosting the server with? I just want to practice.
I see in the instructions is says "you should be able to give the Client instance that single computer’s Loop back IP address of 127.0.0.1" but I'm unsure of how this works/ changes. Thanks for the help! |
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Start two separate copies of the software. Give either copy the job of server. Give the other copy the job of client. On the client's main menu, in the IP address field, put in "127.0.0.1". By default, In Windows, that IP address value allows two networking programs to communicate with each other through the operating system of the computer they are on. Their messages aren't sent to networks outside that one computer. Try it, see what happens. Blake |
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I got it running! thanks, its way cool.
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http://www.chiefdelphi.com/forums/sh...threadid=98115 http://www.vexforum.com/showthread.php?t=57829 Blake |
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Errrrr... Logomotion game... How to pick up tubes? :confused:
It may be weird, but if Im bored I will usually fire up 5th gear and play the breakaway game ^^. |
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