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Originally Posted by 114Klutz
Is there an accuracy functionality for the always facing turrets?
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Yeah, the value you enter in the editor under 'score %' DOES affect their in-game performance. The only thing not implemented is the rotating. It's not really meant to be a driver-training simulator, but rather something to give a general answer to tactics questions like "if we're against 3 really good robots with two weak alliance partners, how can we win this?"
Score % is the line in the editor that affects their ball-scoring ability.
Here's some tips on the editor:
+/- buttons
1. It's meant to also be used as a scouting tool so you can possibly get data on others robots while watching them in a match. If you click on the '+' and '-' buttons, it is the same as saying "ball went in" and "ball missed", and it will adjust the scoring % (or ball catch %) accordingly. So if you see their human player toss a ball at the robot and miss, you should press '-'. If you see him toss a ball and the robot catches it, you should press '+'. Similarely for the robot shooting. Note that all percentages are between 0 and 1. If you screw it up and want to start over from scratch, press the 'reset aids' button and it will reset the internal counters to zero.
Aid buttons
2. The aid buttons will open another window that will allow you to estimate robot speed by clicking a start position on the field, and clicking an end position a few seconds later. It will calculate and display the velocity that a robot would need to move between those locations. The angular velocity calculator is harder to use. Basically, you draw a line indicating a robot's current heading relative to the field, then draw another one indicating its heading a few seconds later. It will calculate the angular velocity in deg/s and display it for you. Obviously this won't be very accurate because it's hard to guess when a robot will start turning, but it should give you a lower-bound for robot rotational speed.