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FRC T-bone-ing and Hexagonal drive
Is T-bone-ing just when two robot clash head to head? Also what are the benefits of a hexagonal drive train?
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T boning is when the front of one robot hits the side of another robot.
Hexagon drive train lets you build a robot without as severe of "corners", might be easier to get around other robots or obstructions. |
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T-Boning is when one robot "crashes" into the side of another robot. It's one of the most popular and easy ways to play defense because when you ram into the side of another robot and they try to drive forward, they're going to go in circles because the side of their robot that you are driving against can't move. This is furthermore effective because it technically does not count as pinning a robot. The advantage of a hexagonal drive train is that you cannot T-bone them because they don't really have a flat side to push against.
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Re: FRC T-bone-ing and Hexagonal drive
T-boning is when one team is pushing against the side of another robot, creating a T shape if both robots are long or both robots are wide.
Sometimes hexagonal bumpers help so that a team can only push their bumpers against a component angle of your side bumpers, allowing you to get out of a T-bone. Depending on how the team T-boning you orients themselves, hexagonal bumpers may not work. Watch defense played on 971 in this match. Occasionally when a robot makes contact to the side of their robot, they can roll out quickly. Occasionally they can't. https://youtu.be/G07Ci0VcUjs?t=40s It certainly can't hurt to make your bumpers hexagonal, but you should ask yourself two questions before you decide to do so. Is my team a major target of defense? Is this the most effective use of my resources in handling defenders? |
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T-bone-ing is when one robot's front pushes another robot's side. If the robot being pushed has traction wheels, this increases the friction on the pushed robot's wheels to the point where it cannot move. It is debated whether or not this should count as a pin, but as of 2014 it did not.
By hexagonal drive do you mean a normal robot with a hexagonal perimeter or a drive system where each side has an omni wheel? EDIT: sniped x3 |
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Are there any technical advantages of a hexagonal drive?
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P.S. If you are going to make a odd-sided drive, make a nonagon. 100% of nonagonal robots have won Einstein. EDIT - I didn't know CD automatically sensors "curse words" |
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One solution to the T-boning problem that is much simpler to implement is to make your bumpers out of different types of fabric. Many teams use a high friction cloth (such as emery cloth) for their front and back bumpers so that they can T-bone other teams, while using low friction cloth (such as sail cloth) for their side bumpers. so that other teams have difficulty T-boning them.
EDIT: Emery cloth is way too abrasive to be used on bumpers |
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What are the consequences of a hexagonal drive then? Can you send me a picture of the nonogonal robot?
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Wait is the nonogonal robot 148's tumbleweed?
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Are hexagonal drive train any better at turning?
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Right now on 3476, we are practicing sowing with these new materials, that's more important to us then working with a new hex frame. |
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Dear Enterprising Student, It's not a good idea. Sincerely, Every Other Team |
Re: FRC T-bone-ing and Hexagonal drive
The important thing to remember here is that a hexagonal frame perimeter is an ENHANCEMENT and not a necessity. Don't sacrifice build time to design a hexagonal drivetrain unless you think that t-bones are what's holding you back.
In my opinion, only the top ~5% of FRC teams can both benefit from a hexagonal drivetrain and have the resources to build one without sacrificing elsewhere on the robot. |
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The emery cloth thing was a mistake on my part. I heard the word tossed around a couple years back when I was a freshman. In retrospect, what I heard was probably a joke because I just did a little research and making emery cloth bumpers would be insane.
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See this guide for a good summary of how different drivetrains behave in different scenarios: http://www.simbotics.org/files/pdf/drivetraindesign.pdf You might look under the Applying Principles section for bits about wheelbase and track width and stuff like that to answer your question, but the presentation as a whole is fairly comprehensive and very useful to someone just getting into drivetrain design (which I presume you are interested in) and exploring beyond the buy-a-kitbot-and-put-it-together level of mechanical and physical analysis. |
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Most teams shouldn't make this a priority. Putting, say, a week into a hexagonal drivetrain won't make your robot better than putting that same amount of time into the things you mount to your drivetrain. You've gotta walk before you can run. If you're already running, build a hexagonal drivetrain. |
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Can anyone elaborate on what exactly is happening with the plywood in the bumper in a robot like 1678 pictured above? Is it separate pieces cut and joined somehow?
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Their 2014 robot was even simpler than this year's robot IMO. Surgical tubing catapult, Vex ballshifters IIRC, dual intakes, and ball stabilizer. If somebody could get a closeup of the way they made the hex chassis, that would be interesting to see. |
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As with everything in FRC, each team needs to make their own analysis to decide what choices will give them the greatest utility. |
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I don't want this post to leave teams thinking that if they build a hexagonal drivetrain they'll miraculously be better robots when they still can't handle the game object efficiently. A drivetrain won't win you an event, what you mount on top will. |
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Especially in weaker regions, a drivetrain alone can get a team into the playoffs for most games. |
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That being said, a drivetrain by itself won't win an event, but a bad drivetrain will lose you that event. The three most important elements of a robot are drivetrain, drivetrain, and drivetrain (Mr. Bill Beatty, in paraphrase). However, I would consider rapid acquisition of game objects to be a close fourth--and if you can acquire them, you can presumably remove them from your robot. tl;dr: A good robot--which is a combination of a good drivetrain, a good manipulator system ("on top of" the drivetrain), a good drive team, and a good strategy--is essential to winning an event, but different teams' mixtures of those four elements can all win. |
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Sure, there are exceptions, but I don't think Ty's assertion is incorrect. You're generally not going to win an event because you have a stellar drive train alone. A bad drivetrain can certainly lose you an event, but a good one isn't going to win without a functioning manipulator, drive team, and strategy.
Bumper profiles and bumper fabrics are things that are important for the 90th percentile teams trying to become the 95th or 99th percentile teams. They are far less important for the 50th percentile team. Rather than spending time, money, and manpower into researching bumper shape/material, it's probably better to invest that into, say, intake shape/material. |
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I don't understand what all the fuss is about when it comes to their complexity. Instead of going all-out like 971 in 2014, many teams can easily make something like the kleinbots' offseason CAD or 148's x009 prototype.. Both of these accomplish the same goal as a hex-chassis but with much less complexity and required knowledge.
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Bottom line is hex adds complexity. In some cases it might not add much, but if you're going to get tripped up on that you should probably be doing KOP or a transition drivetrain like VersaChassis anyways. |
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If you're already doing a custom built chain-in-tube WCD (or any other 6WD+ design with all live axles), is it really that much harder to do a hexagon? It looks to me like it's just moving the corner wheels to the inside of the tube/channel and adding some blocks to mount the angled bumpers. Making the bumpers with the odd angles shouldn't be that much more difficult than a rectangle; the hardest part would be cutting and sewing the cloth to give a tight fit.
This is probably not a 50th percentile team issue, but I suspect it's a good bit below 90th. |
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In 2014 3467 had some extra edges up our sides which were a necessity for our shooter packaging and not added for t-bones which ended up being a benefit in a heavily defensive game. We poured a lot of time and effort into the frame extensions, bumpers, mounting, & maintenance that didn't need to be spent there. I wouldn't advocate building another frame like that in the future and fully agree with Ty that unless you have an higher level of manpower, experience, & resources you should probably avoid trying this during build season. To help with t-bones I would prefer a drop down omni wheel or ball caster that teams can easily remove or add depending on their needs without locking our drivebase into a specific design/layout early in the year. Personally the bumper construction & mounting is what makes this frame style very hard to pull off easily. Quote:
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I have to agree that a good drivetrain won't win you an event, but a bad drivetrain will make you lose.
In 2014, our drivetrain was a sheet metal beauty. A marvel of engineering, to quote our chassis mentor. It only weighed 25 lbs IIRC, and it was sturdy to a fault. However, we spent nowhere near enough time making a manipulator, and we ended up with a robot that couldn't control the ball. At competition, we played lights-out defense, to the point where our opponents scores were consistently 40 puts below their average. We even started keeping a tally of how many robots we disabled throughout the season (we got to 9 in 2 events IIRC). But since we couldn't do anything with the ball, we never got picked for elims and we didn't make it to DCMP. In 2015, we only spent a few days making a quick VersaFrame and Nanotube gearbox mecanum drive chassis, and we spent a lot more time working on our manipulator. By competition, we had a 100% success rate for stacking (we didn't drop a single stack), which got us picked for elims at all of our events and advanced us to DCMP (almost CMP). However, our drivetrain didn't drive straight or fast, so we wasted a lot of time lining up with the scoring platform. Also, the unnecessary weight in the drivetrain kept us from adding the air storage tanks we needed to speed up our pneumatic elevator. If we spent a little more time on the drivetrain, we might have made it to CMP. Tl;dr - As a medium-to-low resource team, we did pretty well when we spent more time on the manipulator, but we could have done even better if we improved our drivetrain. |
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We pretty much made our bumpers the same way as you guys, except replace the 2x4 with a funky looking sheet metal piece. Sheet metal was bent in-house with a vise and hammer (we were still working out of a shipping container in 2014...) Agreed with everyone on this bumper shape not being a priority for most teams. We worked with 971 on the science behind it, mostly because we were tired of being immobilized mid-match when we just want to score points. The research we did before build definitely paid off in a game like 2014. -Mike |
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The bumper sides were in three pieces of plywood, connected by a sheet metal piece. The piece was bent at the workplace of one of our mentors. At first, we maintained frame-to-bumper legality by extending little metal tabs from the drivetrain to the plywood. Turns out, those tabs were pretty weak to side-on high-speed ramming. We replaced them with C-shaped sheet metal brackets extending from the drivetrain to support the bumpers, which I made by clamping the machined piece in a vise and whacking it with a mallet. |
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Plus, how many times have you been a great scoring robot with a fast drivetrain that performs well, only to be beaten by T-bone pins? The teams that need to beat T-bones to become competitive already know this, and the teams who are reading this thread who hadn't really considered the problem before probably have bigger things to worry about than this defensive edge case. |
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Can any teams that have used sailcloth for their bumpers give recommendations? There are a lot of options for materials. Which materials are best? Is there one that's clearly optimal for use on bumpers?
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A hexagonal robot (shown in blue on the right) changes the contact location and angle in an attempt to move that contact force closer towards (or completely across) the blue robot's turning center, reducing the leverage and producing less "T-Bone torque". But this can be subverted by notching the front bumper of the defensive robot (shown in yellow on the right). The notched bumper contacts the blue robot at almost exactly the same place, and with as much T-Bone torque as the scenario on the left. (although it might be a little reduced if the hex angle is sharp enough). An easier way to reduce the chance of getting T-boned is to move the turning center closer to the front or back of the offensive robot. If you moved the turning center on the blue robot all the way to the right of the diagram for instance, the yellow robot would produce almost no T-Bone torque (or even reverse or helpful) T-Bone torque. The turning center can be repositioned using permanent or drop-down omni wheels (as suggested earlier), or with swerve drives. Those features allow an offensive robot to "pick and roll" off a T-Bone pin. That's my understanding of things anyway. I'd be interested to hear if other people of different theories or data. |
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"Beat the defender, get into position and score." In 2014, the secret was to score quick enough that a safe zone wasn't needed. |
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Too many people in this thread are speculating. That puts a lot of noise out there for teams looking for good information.
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Wheels with rollers also can't cause a T-bone, since they can't push with any substantial force. Swerve drive can place a T-bone. |
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Our experience running butterfly in 2013 offseason made it seem well suited for that style of safe zone to safe zone sprinting, but we also ran a normal 6wd that year and had similar performance. It's hard to say for sure, there are many variables involved with the implementation (and how its' driven) that matter a great deal, so it's not as simple as X drive versus Y drive. The best thing to do is to proto and test what you want to run if this is a performance advantage you are going for. Designing your setup to be a modification of the AndyMark or Vex kit drives would make this iteration easier for most teams. |
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I've seen swerves get TBoned. I've also seen mecanum wheeled robots shove 6wd robots sideways.. Physics is weird sometimes, this is why we prototype. |
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Hexagonal and round robots have trouble fitting through doors in some venues. Williams Arena, I'm lookin' at you!
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Personally I'm a fan of active mechanisms to get out of T-bones. Using our offseason edition of our H-drive in 2014 we never got stuck in a pin unless it was against the wall. However, a hexagon is another way to achieve the same goal. If your team feels it's worth pursuing, go ahead and do it - speaking from experience, it really is an awful feeling to not even be able to control the movement of your robot just because someone's pushing you around. |
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We retrofitted our 2014 bot for a hex frame (Octoframe, actually) last fall and used it at an off-season event. There is a brief thread on CD about the experience:
http://www.chiefdelphi.com/forums/sh...30#post1406830 We weren't on the receiving end of a lot of T-Bone attempts at the event, but our driver did get a bit of experience with it. It helped a bit with T-Bones, but didn't appear to be a magic bullet. The biggest problem with bulged side bumpers came when we tried driving parallel to the wall. Once the tip of the bulge hit the wall, it turned the robot slightly toward the wall, which started an instant vicious cycle that sucked the bot tight into the wall. I don't expect we will try them again soon. |
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