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pmangels17 29-01-2012 13:37

Turret/Tower Height
 
Hey teams. just wondering where you find the sweet spot as far as the height of your shooter tower. First, Are you using a spinning turret or a tower with a spinning shooter?. How many degrees does it turn, if it does at all? Finally, how tall are you guys making your tower? I figure it doesnt need to be more than a foot of tower space, but then again maybe some people are storing balls in the tower. What do you guys think?

n1ckd2012 29-01-2012 15:20

Re: Turret/Tower Height
 
Our shooter axel is 50 inches from the ground. Not sure if there is a sweet spot. We are tall so it's harder block our shots. Shooter has tiltbut no turret.

More details at 2012.discobots.org. Link to our daily log is at the bottom of the page.

Grim Tuesday 29-01-2012 16:42

Re: Turret/Tower Height
 
We put ours at 24" to make balancing and going over the barrier easier. If we go to the back of the key, we can't be blocked and we saw no reason to shoot from anywhere else.

MrForbes 29-01-2012 16:58

Re: Turret/Tower Height
 
Quote:

Originally Posted by Grim Tuesday (Post 1115963)
If we go to the back of the key, we can't be blocked

How do you figure?

Flimsor 29-01-2012 17:04

Re: Turret/Tower Height
 
[quote=n1ckd2012;1115915]We are tall so it's harder block our shots.
QUOTE]

That's not neccesarily true. You could have a tower that's low to the ground and be right up against a taller robot, and all you have to do is just change the angle. The thing you need to take into consideration with the height of the tower is how that affects the center of gravity. You need to make sure its low enough for traversing the bump and/or bridge (if you're doing either). Low cg's will come in especially handy when trying to balance. I'd say a heigh of 30 or 40 is good. That's what we've got.

Grim Tuesday 29-01-2012 20:20

Re: Turret/Tower Height
 
Quote:

Originally Posted by squirrel (Post 1115980)
How do you figure?

The trajectory that we fire at ensures that the ball is above 60" by the time it hits the front of the key.

Front being defined as the part closest to the baskets.

DonRotolo 29-01-2012 20:24

Re: Turret/Tower Height
 
Quote:

Originally Posted by squirrel (Post 1115980)
How do you figure?

We'll do it one better: The ball is above 60" by the time it reaches the vertical projection of our bumper. If we're touching the key, no reasonable defense strategy is going to see an opposing robot "bump" us, so we *hope* that'll do.

Our shooter's top is around 50" as well.

MrForbes 29-01-2012 20:45

Re: Turret/Tower Height
 
Quote:

Originally Posted by Grim Tuesday (Post 1116122)
The trajectory that we fire at ensures that the ball is above 60" by the time it hits the front of the key.

An opposing robot is allowed to be on your key (and block your shot, if your shooter is low). They receive a foul if they contact you while you're on the key.

I guess you could assume that no other robots will try to block you while you're on the key, but that may or may not be a valid assumption.

lemiant 29-01-2012 21:51

Re: Turret/Tower Height
 
Quote:

Originally Posted by squirrel (Post 1116145)
An opposing robot is allowed to be on your key (and block your shot, if your shooter is low). They receive a foul if they contact you while you're on the key.

I guess you could assume that no other robots will try to block you while you're on the key, but that may or may not be a valid assumption.

In my opinion this is a pretty safe bet, they could just drive forward quickly and they'd get the foul. In fact, tempting opposing robots to sit in front of you in the key could be an even better scoring strategy than sinking baskets :yikes:.

372 lives on 29-01-2012 22:21

Re: Turret/Tower Height
 
Hey teams. just wondering where you find the sweet spot as far as the height of your shooter tower. First, Are you using a spinning turret or a tower with a spinning shooter?we have a spinnining robot. How many degrees does it turn, if it does at all?it can turn 360 Finally, how tall are you guys making your tower?we will not have a "tower" I figure it doesnt need to be more than a foot of tower space, but then again maybe some people are storing balls in the tower. What do you guys think?i think your robot will fall over the first time you shoot a ball.

why are you so obsessed with spinning towers?

jon-s 01-02-2012 15:58

Re: Turret/Tower Height
 
We're avoiding a turret because we'd heard that during the 2006 competition, drivers would get confused by the driving chassis and turret turning independently (using tracking systems). It's also more complication that is not necessarily needed.

I think the main danger with towers is that they can whip around on the bridge, when crossing the barrier, or when your robot is hit by other robots (and can then break off without a significant amount of bracing). They also alter the center of gravity quite a lot. While you may not fall over when shooting, a robot with a tower possibly may when crossing over the barrier (especially when hit by another robot) or more likely, when crossing the bridge.

Our shooter is about 28-30in high right now. We've configured the shooter so that it can't be blocked by other robots. It is still vulnerable to being rammed.

We're aiming to be able to shoot from several places on the field.

Tylernol 01-02-2012 18:04

Re: Turret/Tower Height
 
Our shooter is a one wheel design with the axle mounted at 36 inches high. We're using a small amount of vertical space plus the angled space from the front of the bot to the back (Where our shooter is located) to store the balls.

waialua359 01-02-2012 18:07

Re: Turret/Tower Height
 
Quote:

Originally Posted by jon-s (Post 1117957)
We're avoiding a turret because we'd heard that during the 2006 competition, drivers would get confused by the driving chassis and turret turning independently (using tracking systems). It's also more complication that is not necessarily needed.

I think the main danger with towers is that they can whip around on the bridge, when crossing the barrier, or when your robot is hit by other robots (and can then break off without a significant amount of bracing). They also alter the center of gravity quite a lot. While you may not fall over when shooting, a robot with a tower possibly may when crossing over the barrier (especially when hit by another robot) or more likely, when crossing the bridge.

Our shooter is about 28-30in high right now. We've configured the shooter so that it can't be blocked by other robots. It is still vulnerable to being rammed.

We're aiming to be able to shoot from several places on the field.

Doesnt most teams have one student driving the robot and the other working the controls?

wireties 01-02-2012 22:59

Re: Turret/Tower Height
 
Quote:

Originally Posted by DonRotolo (Post 1116125)
We'll do it one better: The ball is above 60" by the time it reaches the vertical projection of our bumper. If we're touching the key, no reasonable defense strategy is going to see an opposing robot "bump" us, so we *hope* that'll do.

Our shooter's top is around 50" as well.

FIRST Team 1296 is at 52" - also seems safe to me

Grim Tuesday 01-02-2012 23:26

Re: Turret/Tower Height
 
Quote:

Originally Posted by squirrel (Post 1116145)
An opposing robot is allowed to be on your key (and block your shot, if your shooter is low). They receive a foul if they contact you while you're on the key.

I guess you could assume that no other robots will try to block you while you're on the key, but that may or may not be a valid assumption.

If they do try this, we can drive forward and bump them, under no penalty to us, and a three point penalty to them.


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