Chief Delphi

Chief Delphi (http://www.chiefdelphi.com/forums/index.php)
-   General Forum (http://www.chiefdelphi.com/forums/forumdisplay.php?f=16)
-   -   Problems with tuning shooters using AM basketballs on Practice Field? (http://www.chiefdelphi.com/forums/showthread.php?t=104278)

Chris Hibner 06-03-2012 16:37

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
Quote:

... (using encoder counts from GetRate, not RPM):
Just in case anyone is interested, if you want to convert the GetRate output to RPM, do the following simple thing:

In Begin.vi where you OPEN your encoder, in the DistancePerCount input, wire in 60 / (EncoderCountsPerRev).

For example, if you are using a 32 count per revolution encoder, wire 1.875 (60/32 = 1.875) into the DistancePerCount input. Now you have RPM.

(The WPI detailed help lies - you don't get Hz from GetRate. Actually, you do get Hz if you don't wire anything into DistancePerCount.)

pfreivald 06-03-2012 17:25

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
Quote:

Originally Posted by Chris Hibner (Post 1140254)
Just in case anyone is interested, if you want to convert the GetRate output to RPM, do the following simple thing:

In Begin.vi where you OPEN your encoder, in the DistancePerCount input, wire in 60 / (EncoderCountsPerRev).

For example, if you are using a 32 count per revolution encoder, wire 1.875 (60/32 = 1.875) into the DistancePerCount input. Now you have RPM.

(The WPI detailed help lies - you don't get Hz from GetRate. Actually, you do get Hz if you don't wire anything into DistancePerCount.)

Well, our RPM values are all wrong, then... but it doesn't matter, because we've calibrated ranges using raw encoder values. We don't care about units as long as it works!

andreboos 06-03-2012 18:01

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
Quote:

Originally Posted by pfreivald (Post 1140292)
Well, our RPM values are all wrong, then... but it doesn't matter, because we've calibrated ranges using raw encoder values. We don't care about units as long as it works!

I was wondering how you were launching at .25 RPS :P

pfreivald 06-03-2012 18:12

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
Quote:

Originally Posted by andreboos (Post 1140316)
I was wondering how you were launching at .25 RPS :P

Methinks perhaps you misunderstood either way. Our shooter PID is accurate to within +/- .25 rps... It's difficult to launch balls at that speed!

MrForbes 08-03-2012 23:41

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
Quote:

Originally Posted by Ether (Post 1140084)
Is that a written report? If so, could you ask him if he'd be willing to post it?

It was a science fair project....and it took Grand Prize :eek: so I guess we'll keep the feedback system on our robot

Ether 08-03-2012 23:57

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
Quote:

Originally Posted by squirrel (Post 1141249)
It was a science fair project....and it took Grand Prize

Well send him my congratulations !!!



Bruceb 09-03-2012 16:26

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
pfreivald what pid are you using? Is it a canned one or all your own development? What are you using for RPM sensing?
Thanks
Bruce

pfreivald 09-03-2012 20:41

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
Quote:

Originally Posted by Bruceb (Post 1141423)
pfreivald what pid are you using? Is it a canned one or all your own development? What are you using for RPM sensing?
Thanks
Bruce

Well, the whole thing abruptly stopped working this morning -- some weird electrical short. Last night on the practice field it was pretty darn consistent! :eek:

We were using the default LabView PID, with the kit/AndyMark encoders for feedback.

bentjeans 12-03-2012 20:46

Re: Problems with tuning shooters using AM basketballs on Practice Field?
 
Just returned from my first competition. What a rush! Wanted to offer a few other points that I haven't caught mentioned in this thread:

1) Many teams have similar shooter designs. They all have some minimum spin up time before they can expect to deliver a good shot. Many then delay second shot for shooter to come back up to speed. This can kill your hybrid mode!! Watch some of the game videos... all three alliancemates fire off their first shot at the same time. The missed shots bouncing off are deflecting what might have been good shots.
1a) We put a toggle switch right on the driver station for whether or not we want a 4 second delay before shooting in autonomous mode. I think the only match where we did not use it, it was because none of our alliancemates had any hybrid shooting capabilities.
1b) Show up to the competition knowing as exactly as possible what time your balls are going to be shot so you can coordinate with alliancemates.

2) If you make it to the elimination rounds, they restock the field with ALL new balls! If your shooting in your last match went great, you're going to be sending them out of the field if you don't make an adjustment and are not a dumper or a catapult.
We were fortunate in two ways on this point. Firstly, we had a student that thought to ask if the balls would be changed. Secondly, we had easily adjustable RPM for shooting.


All times are GMT -5. The time now is 04:15.

Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi