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Poll: Turrets for Rebound Rumble
What is your opinion on using a rotating turret for this year's game? How far should it turn? How would you use it?
*This is for my own curiosity, and will not effect 256's decision making process* |
Re: Poll: Turrets for Rebound Rumble
We felt that the ability to score with any robot orientation is important especially since the number of balls is fewer than we'd like. It is easier to pick up a ball and go for another one and still be able to shoot. We think the benefits outweighs the complexity.
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Re: Poll: Turrets for Rebound Rumble
We considered this, and actually did it for Aim High, but it adds weight, complexity, and doesn't add any features we can't do with drivetrain. Yeah, I guess we can't drive sideways and shoot, but if we're touching the key, defense will be a challenge. So we stop, turn and aim. |
Re: Poll: Turrets for Rebound Rumble
Well, we decided that it is too risky to shoot form afar, so we are already lining up with the fender, and it should not be a problem.
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Re: Poll: Turrets for Rebound Rumble
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Back on topic, the turret adds a huge amount of complexity and complication in design where it would not have been before. 90% of that functionality can be done by moving the drive train. |
Re: Poll: Turrets for Rebound Rumble
Here's something one of our members put together showing the relationship between distance and accuracy.
![]() I will leave it to others to determine if a turret is necessary, but the precision required to sink shots from long distances is substantial. It may be possible that hitting the backboard and bouncing balls in will be more forgiving. We don't yet have good data on that. |
Re: Poll: Turrets for Rebound Rumble
The key doesnt start at 12 feet it starts at 101 inches, which is less than 9ft.
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Re: Poll: Turrets for Rebound Rumble
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Re: Poll: Turrets for Rebound Rumble
We got our turret made tonight, although the robot to put it on, and the shooter to put on it, are not really even started. We are looking for about 45 degrees maximum travel, but that can be changed pretty easily, it's capable of close to 180, I think. We want to just have enough travel in the turret to do what's needed, which is to get the shooter aimed at the basket when we park on the key.
The complexity of our turret is not very high, but then we don't have it working yet, so we are not sure if it has sufficient complexity :) The turret we made in 2009 worked well and was also relatively simple. |
Re: Poll: Turrets for Rebound Rumble
I would say go for the turret.
that way, if you get pushed, so what. esp. if you have camera code ala Aim high that can track the target... you get pushed, the turret auto-aims and you can still (hopefully) make the shot. not to mention all the legal motors... the AM gearmotor looks to be an excellent turret motor; it reminds me of the globe motors, which my team's bot in 2009 used for a turret control... it worked well, dare I say perfect. |
Re: Poll: Turrets for Rebound Rumble
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Re: Poll: Turrets for Rebound Rumble
We are adding a turret for two reasons:
If either of those things weren't true, I would support a non-turreted shooter for my team. We just did well last time with a COTS lazy susan type bearing setup that we're refining for 2012. There's rarely a question of "best" in FRC. There is only "best for your team". That said, a turret for many ball shooters is a decision with a much lower opportunity cost than, say, a swerve drive. Thus you will likely see turrets at the top of play no matter what. |
Re: Poll: Turrets for Rebound Rumble
There are many factors that go into whether or not building a turret is the "best" strategy for this game.
1. Prior experience with turrets (off-season or previous years). 2. Whether you can get the desired precision with the drivetrain. 3. Motor allocation. 4. Time taken for iteration and development. We ultimately decided against the turret due to several of these factors (one of which has yet to be determined). It comes down to realistically looking at what you can achieve, and what resources you are willing to allocate to achieve it. For us a turret may have been achievable, but it would require allocating more of our resources than we were willing to use in it's development. Whether or not this puts us at a competitive disadvantage is yet to be seen, but it is less likely to put us at a huge disadvantage compared to attempting to do more than we realistically can. |
Re: Poll: Turrets for Rebound Rumble
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Re: Poll: Turrets for Rebound Rumble
We talked about a turret for many of the reasons already mentioned, and we have done it before and it would be fairly trivial to implement. However, we find it critical to keep the CG as low as possible, and adding a turreting mechanism adds weight up high and potentially moves shooter weight higher. Given how easily one can turn the robot to aim when protected in the key, and the relative scarcity of balls, we don't think it's worth it.
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