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Robot Idea
When first saw 254's Barrage in this video http://www.team254.com/frc2014-reveal/ my first reaction was holy smokes that is really really impressive. My next thought was that this looked very similar to the type of shooters used in the 2012 game "Rebound Rumble". What I was thinking was modifying 254's desigin silightly so a turret like the one featured on 118's 2012 robot (https://www.youtube.com/watch?v=1qWiIx_SzIE). This would allow 360 degree shooting and the ability of angle adjustment. This could make a 3 ball auto scoring all three in the hot goal possible because of the quick re aiming of the shooter. With a good vision processing program for assisted aiming this could be very interesting and will probably be pursued by my team. What do you guys think? I will probably start CAD soon ish.
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The reason that turrets were very popular in 2012 is probably due to the relatively narrow goal (a standard basketball hoop) that required more precise left/right aim. In games such as 2013 and 2014 where the goal spans the entire width of the field, it's not nearly as advantageous.
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The reason they were way more popular in 2012 than 2014 is because this year it is about 10,000x harder to implement. Just think about the space restraints. And the huge bulky assembly you would have to rotate. And there is no hope of using a lazy Suzan. And to make it worse, you have to be able to feed the ball into the shooter vertically. I'd be very impressed by anyone who makes it happen effectively. |
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The only turreted robot I saw this year was from 2826: http://youtu.be/KwtabB9_04k
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https://www.youtube.com/watch?v=zfak...ature=youtu.be http://www.chiefdelphi.com/forums/sh...d.php?t=127191 |
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The complexity outweighs the benefits. Fixed shooters were still perfect for 2012.
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Turrets are one of those things that has hypothetical value, but rarely translates into improved performance for a vast majority of teams. While some of the 90-95th percentile of teams can execute them well enough that it can help give them an advantage (without sacrificing robot quality elsewhere) in order to become a 99th percentile team, for the rest of FRC teams, they tend to end up wasting resources and decreasing precision. Like swerve and octocanum drives, turrets are cool, but in terms of on-the-field performance, a majority of teams would be better served by investing their resources elsewhere.
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Why spin the whole shooter around? Why not just have two shooter wheels and two hoods opposite each other? 254 already had their shooter hood actuated, it's a common feature on that sort of design. Just make the whole robot symmetrical.
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Maybe if 254 could've shot both ways they'd have won champs :rolleyes:
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Dont think I made this entirely clear but we were looking at this because it would be difficult and not easy to do. We are just coming out of our rookie year and did not have the best working bot in the world to say the least. This could be a challenging but rewarding experience for the team (I think) to help grow and develop us to make a veteran team style robot. Was not meant to be an improvement to the Cheesy Champs robot but simply a change so we don't just photocopy their robot.
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The other thing I would suggest, if you haven't done this already, would be to figure out what worked and what didn't work and why it did or didn't work this last season. (Example: Intake wasn't up to par. Why? Intake wheels kept falling off. Why? ____ What do we do about it for next year? _______ Just an example from what I saw of you guys at IE, by the way.) One of the best things to do, when copying/iterating someone else's design, is to figure out WHY X was done in a certain way. It might bring something to light in your own process that is lacking. So... why did so few teams use a turret this year and in 2008 (particularly compared to 2006 and 2012)? Why did 254 opt to have a capability for a 3-ball automode? Why did this, why did that... you get the picture. (Some of those may be publicly available.) |
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As a mentor for a rookie team in a similar situation, what we're doing is running through a full build season without the six week time limit using a past FRC game. This way, we're not only tackling the design and manufacturing part of build season, but the game analysis portion as well. EDIT: EricH beat me to essentially the same point. |
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That being said, incorporate this into next year's game with prototypes on kickoff and during early build season. As mentioned below, what particular abilities might be a large psychological influence during competition? What abilities might stand out as unnecessary during qualification events, yet blend into the crowd during the World Championship event? Another point to keep in mind regarding 254's 3-ball is the psychological impact. In the rare case that 254 wasn't doing the choosing during alliance selection, the fact that they have the ability to perform a 3-ball autonomous mode would yield a large influence towards the decision. Similarly, a 2-ball autonomous mode was a big deal during districts and regionals, even lesser so during district championships, and quite average during the World Championship. |
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