Battle - Equipment

This page describes the types of equipment available in the Battle simulation.

When you purchase an item of equipment, you specify your desired values for each parameter on that equipment. The cost of the item is calculated from a function of the equipment values - the coefficients of this function are stored in the simulation server's configuration xml file. The EquipmentDesigner tool can be used to easily calculate the cost of your equipment selection. Note that if the formula for the cost of some equipment produces a result less than zero for your choice of parameters, the cost is treated as if it were zero - ie you do not get a credit.

Engine

An engine is required so that the robot can move. Engines are categorised by the following parameters:

  1. The top speed, in metres per second. When the throttle is set to 100%, the robot moves forward at this speed, when the throttle is set to -100%, the robot moves backward at this speed.
  2. The turning speed, in degrees per second. The speed at which the robot will turn from its current orientation to the set desired orientation. A robot is able to turn without moving forwards or backwards at the same time.

Sensor

A sensor is required so that the robot can sense other robots and active munitions. The light blue outline shows the area which the robot's sensor can sense within. Sensors are categorised by the following parameters:

  1. The range, in metres. The distance from the robot within which other robots or munitions can be sensed.
  2. The beam width, in degrees. The width of the area over which the robot can sense other robots or munitions. The beam extends 1/2 of this angle to each side of the direction the sensor is facing. The maximum beam width is 270 degrees.
  3. The turning speed, in degrees per second. The speed at which the sensor will turn from its current orientation to the set desired orientation.

Battery

A robot uses energy for actions such as firing its weapon. A battery is required to store the robot's energy. Batteries are categorised by the following parameters:

  1. The capacity, in units of energy. The total amount of energy which the battery can hold.

Turret

A turret is required for the robot to be able to indicate in what direction its weapon will fire. Turrets are categorised by the following parameters:

  1. The movement range, in degrees. The range over which the turret can move, 1/2 of this value to each side of the direction the robot is facing. The maximum movement range is 270 degrees.
  2. The turning speed, in degrees per second. The speed at which the turret will turn from its current orientation to the set desired orientation.

Weapon

A weapon is required to inflict damage upon other robots. Weapons are categorised by the following parameters:

  1. The charge time, in seconds. The time which the weapon takes to charge to full capacity after it has been fired. The weapon will charge automatically when not fully charged, unless the robot has insufficient energy.
  2. The energy usage, in energy units. The number of units of energy required to charge the weapon to full capacity. While the weapon is charging, energy will be consumed at a rate of (energy usage) / (charge time) energy units per second.
  3. The damage, in points. The number of points of damage which a munition fired by this weapon will inflict if it hits another robot, if the weapon was fired when it was fully charged. A weapon which is only partially charged will inflict an amount of damage proportional to how much it was charged when it was fired (ie a weapon which does 4 points of damage when fully charged will do 2 points of damage if 50% charged).
  4. The munition speed, in metres per second. The speed at which the munitions travel, relative to the robot's speed at the time of firing.

Note that the weapon charging follows a quadratic relationship, so for example after 50% of the charge time has elapsed, the weapon is only 25% charged. This means it is more energy efficient (ie more damage inflicted per unit of energy consumed) to wait until the weapon is fully charged before firing. However, it is still possible to fire the weapon before it is fully charged if desired, provided it is at least 1% charged.

Solar Panel

A solar panel is required to collect energy, to replace what has been consumed by actions such as charging the weapon. Solar panels are categorised by the following parameters:

  1. The efficiency, in energy units per second. The number of units of energy which the solar panel can collect per second (when the battery is not at full capacity).