Subject:
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Re: Quarterback Passing Efficiency?? -- Hear me out!!
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Newsgroups:
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lugnet.build.mecha
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Date:
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Mon, 21 Feb 2005 02:19:07 GMT
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Viewed:
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867 times
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In lugnet.build.mecha, Brian Pilati wrote:
Okay, I am back with more information.
Speed and Strength
IMO these two are really inverses of each other. A speedy mech is not strong
becuase it lacks the ability to carry enough armor. Now on the other hand a
strong mech, because of the size and weight will not be speedy.
IMO, the easiest way to judge speed and strength is the joint. Each joint can
really carry so much weight. With that in mind we need to assign a number to
each joint. That number will determine speed and strength. 1 being the fastest
but the weakness and 10 the slowest but strongest.
Here are a list of joints hat I have seen with their according assigned number
(remember I am just a newbie and am mostly winging this (PLEA FOR HELP!)). I
have assigned the speed and strength according to real life weight (remember z24
is light but takes a lot of other pieces to support the movement, consider it a
package) and then by how much real-life weight it can support. Obviously, as
Mark stated the library will need to be updated in order to accomadate all of
the joint types.
Part
| | Peeron Number
| | Speed/Strength
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| | 2555
| | 1
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| | 30383
| | 2
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| | 482
| | 2
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| | 44301
| | 3
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| | 4315/4213
| | 4
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| | 3937/3938
| | 4
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| | 30365
| | 5
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| | 3647
| | 6
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| | 203
| | 6
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| | 48169/48170/48171
| | 7
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| | 3648
| | 8
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| | 32173
| | 8
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| | 3649
| | 9
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Okay, so how does it work now. A mech designer would enter the joint type and
the system would tally the numbers.
Then since Speed and strength are inverse the system would take the following
action.
1- Divide an arbitrary number by the joint tally.
2- Divide the joint tally by an arbtrary number
3- Sum the resultants
4- Divide by 2
5- Take the inverse.
The arbitraty number I have chosen is 50. It real life it would be found by
taking the sum of all Mech styles, the number of joints multiplied by each joint
type and then taking the average. I dont want to figure that out right now
since we are just talking. The ideal Mech has a combined speed and strength
score of 100%
Need an example
A small mech has a total joint tally of 32
1- 50/32 = 1.5625 (Really fast)
2- 32/50 = .64 (Really Weak)
3- 1.5625 + .64 = 2.2025
4- 1.10125
5- 90.8%
Now another mech has a total joint tally of 91
1- 50/91 = .549 (really slow)
2- 91/50 = 1.82 (really strong)
3- .549 + 1.82 = 2.37
4- 1.18
5- 84%
Now another mech has a total joint tally of 78
1- 50/78 = .64 (Really slow)
2- 78/50 = 1.56 (Really Strong)
3- .64 + 1.5625 = 2.2025
4- 1.10125
5- 90.8%
Did you notice that example one and three scored the same. The first was fast
and weak; the third slow and strong but the end result is both are weighted the
same. Is that good or bad? Neither, just the system would not favor one style
or size of Mech to another.
Brian
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Message has 2 Replies: | | Re: Quarterback Passing Efficiency?? -- Hear me out!!
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| (...) Okay, so maybe, I am a little interested in this project and Sundays are great relaxing days for me. So I wrote a perl script to calculate the ideal speed and strength variable for each mech type: Humanoid, Reverse Knee and Quad. Here are the (...) (20 years ago, 21-Feb-05, to lugnet.build.mecha, FTX)
| | | Re: Quarterback Passing Efficiency?? -- Hear me out!!
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| (...) After a night of pondering, I have found more parts that create movement. I have also thought (any suggestions) that we should have a separate speed and strength number. Some parts are faster than their weight or visa versa. Here is the new (...) (20 years ago, 21-Feb-05, to lugnet.build.mecha, FTX)
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Message is in Reply To:
| | Re: Quarterback Passing Efficiency?? -- Hear me out!!
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| (...) So I am back with more information. As I have started to think this through I have determined, IMO, that what we are trying to do is score our Mech/Mecha against the figurative "Perfect" Mech in the areas of Articulation, Speed and Strength (...) (20 years ago, 21-Feb-05, to lugnet.build.mecha, FTX)
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