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Low Bar
Is your team planning to go under the low bar?
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Re: Low Bar
I am not surprised that most/all teams are saying they plan to go under the limbo bar.
The problem will be that about a week from ship date (bag date, whatever), teams will start to discover that their robot won't be able to scale the castle as they had planned or won't be able to open the Sally Port as planned or won't be able to shoot into the high goal as planned and still be able to limbo. Then comes the hard decisions. Do they keep the limbo and just not do those things they had planned or do they add some feature to their robot that allows the skill but disallows the limbo? I could be wrong but I think at best we'll have 50% limbo bots once you exclude robots that have no other skills beyond just being able to limbo. Callin' 'em as I sees 'em. Dr. Joe J. |
Re: Low Bar
I agree with Joe, teams will probably get to crunch time and have to decide whether it is still worth going under the low bar or using one of their other mechanisms.
<sidestory> Joe, my Dad (Patrick who works in Tech Org at iRobot) and I were talking about you and your thoughts on the competition at literally the same moment you posted your reply. Crazy right? Go iRobot!</sidestory> |
Re: Low Bar
Yup, we decided to not try to put any mechanisms on our robot, aside from a simple ball collector/shooter that will fit under 15" at the center, 12" at the ends. The shooter might hit the high goal. It will hit the low goal.
If we get ambitious, we might think about adding another mechanism...but so far, no one on the team has presented any feasible ideas for how to do the other parts of the game. |
Re: Low Bar
We are going under the low bar, and after doing the math, our original design to hang will not be strong enough. We will probably end up removing that part of the robot and worry about the shooter. We designed a shooter that can shoot 16 feet (atleast), and consistently make it in.
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Re: Low Bar
For those who are planning on going underneath the low bar, are you considering scaling the tower? If so, how important compared to other objectives do you consider having the ability to do both? Currently, are robot will be capable of going underneath the low bar easily, however we're unsure if we would like to scale the tower as well (partially due to time too).
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Re: Low Bar
As week 3 ended our team has went under the low bar and several of the defenses. We have current plans for several prototypes that could also scale the tower. We have set a priority to fine tune our shooter and defenses. But will be a tight fit but we do have a spot to scale the tower.
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Re: Low Bar
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It will be interesting to see how this all plays out... |
Re: Low Bar
These short robots are also light. A removable scaling mechanism should be doable for many and still be under 120lbs.
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Re: Low Bar
We are building a low bot that will scale, shoot H/L goal and cross all defenses, in theory. We'll see week 1 if it all works, I think it will. Plus we have an awesome auto planned
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Re: Low Bar
Can those robots going under the low bar still:
-Scale? -Shoot high? -cross all defenses (except maybe C because no one seems to care)? -get a 2 boulder autonomous? -all those answers at the same time? That is where it gets interesting! ;) |
Re: Low Bar
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I think that shooting high is a bit harder, but still lots of teams will do it. the main problem will be scaling, it is very hard to put almost 2 meters of climbing mechanism into 40 cm robot (sorry for metric system lol), especially if you want to shoot high and scale the tower. you will see the best teams do it all, but I think that it will be 20 teams max. |
Re: Low Bar
As always, we started wanting to do everything. Scaling went first. Having the low bar available for the go-to boulder cycle was far more important. Note that we must be in a certain configuration (not starting configuration) to make the low bar. It is a configuration we will naturally have after loading and before launching a boulder, so it shouldn't slow us down.
Edit: I realize now that this is misleading. Our primary design goal is to be a sapper bot (knock out defenses), but we also recognize that the only "unlimited" points in the game come from scoring boulders in the tower. As such, we have as a close second requirement to be able to score in the high goal, preferably over a tall defending robot, which (as a low bar robot) means a high, relatively slow launch angle. After working through a drive train design (weeks 2 and 3 mostly) this is where most of our skull work is going. Pickups are a well enough understood question that we are designing them to also work the category A defenses (portcullis and cheval de frise). |
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