This page describes the types of equipment available in the Battle simulation.
Engines
An engine is required so that the robot can move. Engines are categorised by the following parameters:
Available engines:
Name | Cost | Top Speed (m/s) | Turning Speed (deg/s) |
Engine.2.50 | $100 | 2.0 | 50.0 |
Engine.3.70 | $200 | 3.0 | 70.0 |
Engine.4.90 | $300 | 4.0 | 90.0 |
Sensors
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:
Available sensors:
Name | Cost | Range (m) | Beam Width (deg) | Turning Speed (deg/s) |
Sensor.10.60.40 | $100 | 10.0 | 60.0 | 40.0 |
Sensor.12p5.80.55 | $200 | 12.5 | 80.0 | 55.0 |
Sensor.15.100.70 | $300 | 15.0 | 80.0 | 70.0 |
Batteries
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:
Available batteries:
Name | Cost | Capacity (energy units) |
Battery.50 | $100 | 50.0 |
Battery.75 | $200 | 75.0 |
Battery.100 | $300 | 100.0 |
Turrets
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:
Available turrets:
Name | Cost | Movement Range (deg) | Turning Speed (deg/s) |
Turret.0.0 | $100 | 0.0 | 0.0 |
Turret.60.50 | $200 | 60.0 | 50.0 |
Turret.120.80 | $300 | 120.0 | 80.0 |
Weapons
A weapon is required to inflict damage upon other robots. Weapons are categorised by the following parameters:
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, firing before the weapon is fully charged is still possible if desired.
Available weapons:
Name | Cost | Charge Time (s) | Energy Usage (energy units) | Damage (points) | Munition Speed (m/s) |
Weapon.2.4.2.3 | $100 | 2.0 | 4.0 | 2.0 | 3.0 |
Weapon.3.5.4.3p5 | $200 | 3.0 | 5.0 | 4.0 | 3.5 |
Weapon.4.6.6.4 | $300 | 4.0 | 6.0 | 6.0 | 4.0 |
Solar Panels
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:
Available solar panels:
Name | Cost | Efficiency (energy units/s) |
SolarPanel.1 | $100 | 1.0 |
SolarPanel.2 | $200 | 2.0 |
SolarPanel.3 | $300 | 3.0 |