Rover collisions are determined by first moving each of the rovers then treating the ones that ended up in the same cell as a collision. This means that rovers that are an even number of cells apart from each other (for example, point to point, or 2 empty cells between them) will not collide, they will pass right by each other. Rovers that are an odd number of cells apart (facing each other with 1,3,5, etc empty cells between them) will eventually end up occupying the same cell resulting in a collision.terriandralph wrote:I'm not sure if this is a bug or I just don't understand the concept correctly...
For obstacle probability, the readme says "the probability of an obstacle being applied to a rover. 1.0 means obstacles will always affect rovers. 0 means all obstacles are effectively bypassed."
If I set the obstacle probability to 0 and have one rover follow a few squares behind another rover, the second rover does not collide with the second rover after the first rover bounces off a wall and meets with the second rover (which is what I figured would happen). However, if I follow a third rover a few squares after the second rover and the third rover meets the first rover after the first rover bounces back from the wall, there is a collision, sending the third rover in a perpendicular direction.
The obstacle probability controls the likelihood that an obstacle will affect a rover. For example, set up a rover moving east, and somewhere to the right of it put a horizontal mirror, and set obstacle probability to 1.0. The rover will reverse direction when it encounters the mirror. Now move the obstacle probability to 0. The obstacle will have no effect on the rover, it will pass right through the obstacle. Values between 0 and 1 set the probability that obstacles will affect the rovers.
You could use the pattern capture slots for this. Set up the pattern you want to rewind to then select a capture (downward triangle) on one of the pattern slots at the bottom of the gui. When you want to reset the pattern click the restore button (little square with triangle on top) to restore the matrix to the pattern that was captured.terriandralph wrote:I don't know if anyone else is having this problem, but when I set up a pattern starting on beat one (which seems to be with the rover two squares from a wall), I would like to be able to "rewind" the pattern so that it will reset to that position. Currently what I am doing is letting the pattern play so that I catch the pattern in the start position.

