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UpsideDown Frisbees
Our team's been having some trouble figuring out how to pick up the frisbees from the ground. If we're picking up one in a corner, we'll need a sensor to tell if it's upside down then flip it if needed. Has anybody come up with a good way to flip/detect a flipped frisbee yet?
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How do you know you need to flip them?
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Shoot them vertically :yikes:
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I'm not entirely sure of the disc that is actually being used because I have not gotten to see one yet, but, from playing Ultimate Frisbee, I can say that frisbees do NOT fly well upside down (unless you bomb them, which is terribly inaccurate and has poor consistency). Now, I'm not sure how well they would work out of a shooter, but I imagine that even with a consistent machine, they won't fly well upside down.
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In some tests today, we found a correctly launched frisbee flies perfectly well, upside down or right side up.
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Because of this, a disc is only thrown upside down in Ultimate if the thrower wants the disc to float down slower. This technique (either through a hammer/thumber/scoober) is often used to get the disc around/over a cup. When we go to competition, many of the human players will be throwing these types of throws in order to get the disk over the 8 foot high wall. With the float these throws generate, it is extremely difficult to get the disk into a vertical target. This makes the chance of a human player scoring next to nothing. |
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Clever idea, and I'll try my luck at accomplishing this feat. |
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Do you even need to pick them up? Make sure you take into account time to pick up, orient, store, retrieve your next frisbee and score vs. getting a full load from the feeder, getting to position, scoring, then returning to the feeder.
You may find that picking frisbees up is not worth the time and effort. I'm not saying one way is incorrect, only that there are many things that should be considered when making decisions on how to play the game. To help answer your initial question: have you touched/felt/manipulated an actual game piece yet? That will tell you pretty quickly how to go about what you want to be done, then you convert what you would do into machine motion. |
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In the end, your strategy/capabilities should drive this part of the design. |
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Another ultimate player here, completely agree with what ehfeinberg has been saying. Because ultimate is played more by the robotics population than basketball we'll see more "hail mary"s make it into the goals, but not much more. I wouldn't count on it being something you see every game; far from it, in fact.
Also, the 5 point goal is very misleading if you've ever played disc golf. In disc golf, if you hit the pole with the chains, you're pretty much guaranteed that it will fall in the goal. Here, that is not the case because of the different dimensions and the fact that a robot will be throwing them. |
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I am sorry but I have to disagree on all points. Teams that can't pick up won't be in the top 1/3 of all teams. |
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Taken from Wikipedia itself Quote:
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The restrictions this year on entering game pieces changes that dynamic. Because frisbees cannot be thrown until last 30 seconds (when pyramid climbing likely reduces frisbee demand), the only remaining frisbees (excluding feeder frisbees) are the 28 initially on the field. Splitting this amount between two alliances, and assuming 50% are made, leaves 7 frisbees per alliance on the turf for robots to collect. Clearly, some of the remaining 90 white disks will need to be fed through feeder slots. -Not to mention, frisbees may end up upside down or otherwise inaccessible |
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I hope that upside-down shooting is easy, so we won't have to automate disc flipping. :p
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What I would suggest to teams is to spend a little bit of time trying to figure out the scope and flow of the game. The challenge is your enemy. Know your enemy. Week Zero (Saturday/Sunday/Monday) is not a time to determine your strategy, fixate on nonessential rules (someone asked me about bumpers today. Don't ask me about bumpers until a host of other decisions are made in conjunction). If you can afford it, maybe go out and buy some discs, construct makeshift obstacles as stand ins for the pyramids. Get with a team of students on rolling office chairs or push around some old robots on some carpet with all of these elements to feel out the game. You think about a lot of things when you become an active participant when creating a scenario based off the game. You get a sense of the game. For example, teams will easily fall victim to the misconception that the field area is roughly equivalent to the Louisiana Purchase. If you take time to create a tactile or even make good use of the virtual simulation, you will find the "laws" of the game. The laws of the game are played out in the nature of the challenge and are not written in the rule book (like the field littered with more discs than an unkept gym closet). Discovering the laws after your robot is locked up does not a successful season make. This would all possibly be better addressed in the general strategy thread we have already, but you can't steal second base if you haven't even left the batter's box. For now, get some sleep for me while I wish you all good luck! |
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Though teams who have tested seem to report otherwise, it would seem that even if upside down discs didn't fly well, it would be easy enough for a shooter to just send it into the low goal for a quick point.
They are relatively easy to flip over though. Rolling a cart over it often flipped it back over. Perhaps just driving over one might do the same? You'd have to be careful for warping though... |
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In my opinion, the orientation of the Frisbee, either during launch or in flight, doesn't really matter if you're doing anything in the realm of less than 2ft. But I wouldn't really consider that "throwing," more of "lobbing" the disc.
If you're actually considering successfully and accurately throwing the disc over some significant distance, I can't imagine the discs being oriented any other way than right side up and being give a whole lot of spin: the way they're meant to be thrown. |
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(The real question......
....which I was hoping this thread would answer) Who has tried driving over flipped/rightsideup disks? |
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Don, I wouldn't be so sure. There's 51 DISCS in the ALLIANCE STATION. I think most teams won't be able to reliably hit their 17, never mind be able to pick up off the floor in a reliable manner that is efficient for feeding their shooter, within the new reduced robot envelope. I MIGHT actually go so far as to say that many of the topmost teams won't have floor pickup. Throwing frisbees is a much different animal to throwing compliant things like foam balls. I think the robot-fired full court shot will play a significant role this year. If I can park my super-reliable full-court shooter in front of a FEEDER STATION, and just fire all 51 DISCS into a goal from there, I'm gonna win most Qualification matches. |
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Are team decided to pick up any frisbee no matter if its upside down or not. When we run into an upside down frisbee it would be easier to put it in the lower goal for one point instead of worrying about flipping it or shooting it upside down. You can drive up to the low goal and easily shoot them in and get an almost guaranteed point which is better than nothing.
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One last note, game objects are limited this year more than they have been in the past. Last year, the balls returned to us, and in logo motion, number of game objects was irrelevant because there was only so many hooks. Make every frisbee count, and don't leave it to chance knowing both teams have an equal number of frisbees. What you can take away from them will be as vital as what we can score. |
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I think the implication of Paul's challenge is that you can be very good and not pick up. But another thing you have to realize is that the bar to be in the top 1/3 of teams is actually set fairly low. By OPR last year if you scored your starting balls (even in teleop) and balanced you are well into the top 1/3. |
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For some experienced teams it may be cost-effective to use a collecting system, but for the vast majority, the trade-off my not be in their favor. |
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I would think that if I had two strong shooters on my alliance, I would want at least want 1 floor picker to balance the alliance. Even if my two shooters are both fairly accurate, there will still be a good number of frisbees ending up missing, but then they will be right up next to the scoring wall. I would think it would be a useful robot that could pick up those missed shots and dump or lob them into the goals, even if it was just the first or second goals. I think the key will be knowing what to scout for in your alliance. Not every robot needs to floor pick, but I would venture a guess that an alliance without a floor picker will struggle in eliminations.
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When the human player does throw them, it's gonna be crazy and they are gonna fly everywhere! question,I didn't see where it said the human player can begin to throw??
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Watch this video it might answer your question http://www.youtube.com/watch?v=iyE4Ir6dkY8
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Last 30 seconds. G35 implies throwing, since the slots are oriented to prevent effective throwing.
G35: DISCS may be fed onto the FIELD only under the following circumstances: A. during TELEOP through the FEEDER SLOTS and B. during the last thirty (30) seconds of TELEOP over the FEEDER STATIONS. |
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