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Recycle Rush: Speed, Torque, or Both
Now that we have all had a week+ to contemplate our strategies and designs, there is an aspect of this game that I would like to open a discussion on.
The field that we play on this year is about half of what we have used in the past. Granted there are only 3 robots on it, and there are a lot of game pieces, but over all, the area we drive in has been greatly reduced. So the topic I would like to discuss is, "What do you aim for with your drive train design?" With the field being smaller, is top speed a consideration? With the tight quarters, do you place an emphasis on torque to help with maneuverability? Is too much torque going to be a problem? Will a good balance of both be a better choice? Single speed or multispeed gearbox? 2 CIM, 4 CIM, 6 CIM, 4 CIM + 2 mini's, all mini's? Holonomic, Mechanum, Swerve, WCD, 4 WD, KOP? All of these can also be answered by "other" of course and I'm sure there are other considerations I have not mentioned so feel free to bring them up. As you walk through your answers, please give a bit of your reasoning behind your choices. |
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I think 10 fps is the magic number for 99% of teams this year (independent of drive type).
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Re: Recycle Rush: Speed, Torque, or Both
Imagine you have 2 robots which are identical in every way, except that Robot A is geared for 8 fps, and Robot B is geared for 16fps but has the motor voltage limited to 50%. Which robot has better fine control of small slow-speed motions? |
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The word this year is precision.
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Robot B. |
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It seems to me that the high gear ratio, for higher speed, would help with control at low power and low speed because the drive would be 'less responsive' at low power, thus helping with fine control. (And, I thought I'd be different.) |
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It would be harder to deal with the inertia of the car if it were stuck in second gear and had less torque. You'd try to move some small amount, but it wouldn't react until you applied lots of power, and once it started moving, it would be harder to stop. I believe that the robot geared for 8 feet per second would be much more maneuverable and well suited for precise control, especially with skilled drivers. Lower gear ratio means more torque, and more torque means faster response. It's easier (to a certain point) if the robot responds faster. I don't believe 8 fps is too twitchy. |
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EDIT: Accidentally mixed up the robots |
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OC you will probably need enough precision to get totes onto the step without falling. |
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First, since you are utilizing a pulse width for your transmission of the speed signal, and these microcontrollers only have so much fidelity in their creation of an arbitrary length pulse, being able to utilize 0 o 100% power in robot A instead only half of your available discrete 'steps' of width will give you better control of the motor speed. Second (and most importantly), in order to start moving from a stand still, there are static frictions that must be overcome in the gearbox and in the wheel-carpet system (if your are turning). These static frictional will be overcome and turn into kinetic ones once a certain torque is applied, and since that torque happens at a 50% lower motor voltage level on robot A than it does on robot B, robot A will have much finer control. In a high speed drive, if you go to make a small adjustment, odds are you have to apply a high enough motor voltage that once you do begin to move, you have already overshot your target. Once the static forces are overcome, it is possible to slow down slightly depending on the difference in the coefficients form static to kinetic, but once again robot A will be able to withstand motion at a lower speed, which I believe would be roughly 50% lower than robot B. Those are my thoughts, and as for the balance of speed vs torque, for those reasons I think it is still important to balance torque and speed this year correctly. Just because there is no defense doesn't mean it is a good decision to gear your robot as fast as possible. |
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Before I can give a detailed response with my opinion, I need to know one piece of information. How was "the motor voltage limited to 50%" achieved? Did the full range of the input just get divided by two, thus yielding half the number of steps of control resolution and half the maximum output? Or, did the voltage just get capped at 50%, thus yielding half the number of steps of control resolution and half the maximum output? Or, did the delta between each step of resolution in the input get divided by two, thus yielding the same resolution, but half the maximum output? |
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This years game if it was just me and no team and I actually did mechanical I wouldn't focus on those factors I would focus these two factors.
1. Footprint: That is to say the amount of actual space you take up during the actions you need to perform to score. The smaller the footprint the more breathing room you and your team have. The ideal is the individual teams robots footprints should never overlap cause nobody likes stepping on toes. 2. Consistency: The game pieces chosen this year are really well thought out. I mean it doesn't make sense that we are in a landfill full of totes I understand but the way these totes effect design choices and specifically how it counterbalances different drive base choices. Mecanum has been known to have weight problems. I've seen some sloppy driving on skid steer getting stuck in a corner in a bad way. |
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Any limit to motor voltage in code vs gearing changes will almost assuredly hurt overall performance in basically every metric: acceleration, electrical consumption, control, and heat input to the motor. One need only consult motor power and efficiency curves to confirm. |
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