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Is Stronghold the roughest game yet?
Aerial Assist in 2014 was bad because of the crazy defense, but this year it seems like even the game itself is trying to break your robot. And not only do you have to deal with defense and the defenses, everyone's drivetrains are built to climb over things that happen to be roughly the height of most people's bumpers. Add to that all the brawls between robots' intakes in the neutral zone and it starts to make sense why so many robots this year aren't performing at their best come finals. What do you think? Is FIRST Stronghold the roughest FRC game to date?
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Re: Is Stronghold the roughest game yet?
[sarcasm] Nah, Recycle Rush was rougher. [/sarcasm]
At least you're not fighting as much over the central resources (balls, cans, etc.) |
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I would say yes. Even the field can't handle it. At every event I've seen this year, there has been at least one robot that left a part on the field. Even some of the robots have decided they don't want to play and this year and made a break for it in autonomous! :yikes:
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Re: Is Stronghold the roughest game yet?
When it comes to field-to-robot damage, I would agree that this year is probably one of the most rough I've seen. In terms of robot-to-robot damage though, I would actually call this years game pretty tame. With the field as restricted as it was, and the rules on defense what they were, it made it difficult for many situations that would normally result in robot-to-robot damage to occur.
The issue you brought up with bumpers is more about weight distribution and the "bumper zone" being too large. This was also an issue in 2010 when teams had to mount their bumpers high, and would constantly end up driving up over each other, or pushing each other vertically. As far as manipulators go, basically any time there is a game where you have to extend some part of your robot outside your frame perimeter (ie, most games) you have the risk of damage to it. I for one, think they should bring back the line that used to be in every game animation that was something to the effect of "robots should be built robustly to withstand impacts from other robots and game pieces". If you're worried you might break it, make it stronger or bring a spare. ;) |
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It's probably the most brutal in the modern era but the 2v2 era had some doozies. 422 painted their offseason robot red in 2003 primarily to see how much paint they could put on other robots.
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This year is the hardest game on your bot in my opinion. Yes there were some hard hits in aerial assist... but the bots didn't drive over each other. And of course, field to robot damage is definitely the worst this year. The number of bots that broke down 2 or 3 matches into elims (because they had no chance to check the bot between matches) is insane this year.
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Yes. This year was rough.
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In 2014, the impacts were mostly in the bumper area from defense, as most teams had intakes that went over the large ball and folded back into the robot to protect them.
This year however, many intakes are lower to go under the low bar, and pick up the small balls, making for mechanisms that occasionally slam into defenses and the floor when crossing. There's also a lot of impact load on the drivetrain from repetitively slamming into the ground with 120-pounds of robot which causes problems with some drivetrains. So I would say this year is much worse for robot damage. |
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I'd say if you don't see hard robot to robot action at your events, you may want to look at some IN competitions sometime. Lots of hard defense in IN this year resulting in 2 red cards and some really heart breaking robot failures. Not sure if any teams have hurt feelings for other teams though. Everyone in IN seems to like each other. Anyway, the big surprise is that a huge amount of the robot to robot hits have been in the neutral zone. Lots of boulder fights and lots of trying to slow cycle times. This robot to robot roughness doesn't happen too much in quals but has definitely happened in elims a lot.
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But I still believe that a drive train repeatedly slamming into the ground from almost 2 feet high with a 120 pounds (not including battery) on top of it, is much more stressful on a bot. |
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There were some really intense fights over resources. Our intake basically needs to be completely rebuilt for St. Louis. Going after that rebound in your own court yard can get competitive.... |
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https://m.youtube.com/watch?v=D9aeWRQLmUY&autoplay=1 |
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YES..we build durable bots..this year we broke eight times
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We're spoiled by years of flat field games with no obstacles. People have gradually been moving their drivetrains closer and closer to the margins of strength assuming every game would have 4" wheels, simple obstacles, not jumping over things, etc. and this game threw all of that away. As a result, 16T sprockets, 25 chain drives, etc. are failing everywhere and people are saying the game is rough, when really the designs didn't adjust for the rigors of the game.
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Most brutal game I've seen in my 15 years of doing FIRST. The field is breaking robots while robots are breaking the field and now robots are starting to break each other. It's gonna get worse in St. Louis. Alot worse!
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Luckily, the only broken parts we had were this gear and a bent piece of 1x1 angle. That being said, this game is brutal to robots. Around the same time we had the bent angle incident, our hex shaft for the intake slipped out of it's collars and bearings after another robot hit us so we drove around for a match with it hanging in the robot.
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Re: Is Stronghold the roughest game yet?
The difficulty with this particular game stems more from the fact that teams' institutional memory of games before RR has failed. AA was rougher in robot-to-robot interaction, while Stronghold is rougher in terms of vertical drops and robot-to-field interaction. RR taught new students that FRC robots could be lightly built and survive, which is one of the longer lasting shames about that game.
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Tell me, (I wasn't a part of aerial assist) did bumpers fall off often in aerial assist? |
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The portcullis managed to break the 3/16 polycarbonate rails we intended for it to slide on when our driver hit it at almost full speed. It went up, hit its stops hard and then Newton took over with one of those pesky laws. Snapped the poly right off. |
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I'm not share if this belongs here exactly, and if it doesn't, feel free to let me know, I'm new to chief Delphi- anyways, a few problems that we have had this year:
Generally, the robot is actually holding up pretty well this year- we only had a few problems, and only three of them actually effected our matches -aluminum rivets on the front of our bot all suffered absolute failures, we replaced them with steel rivets and had no problems(no effect in matches, just a really bouncey electrical board) - we burned out a CANTalon somehow, (we think that it was a lemon) and it took down our entire CANBus. Fortunately we were on the batter when it happened(we did end up missing a match while we tried to find which component actually burned out, everything still had its lights on so we had to manually test each part) -A bearing on our climber failed, causing the climber to stop working -Our robot uses one shaft to rotate itself above the low goal. We use a 3/4" water-hardened steel shaft to do so. We twist it. It actually twists about 60° every 12 matches, when we usually swap a new one in- but for MSC we didn't swap it out at all, and we had no problems with it - CTRE's 18 gauge ferrels don't properly fit our 18 gauge wire, so we switched to 16 gauge ferrels and crimped them tight... Only problem is that the electronics seem to put too much pressure on them, causing them to break off inside of our Power distribution board, pneumatics control module, and voltage regulator- irreparably. (We lost radio power in a match due to that one) |
Re: Is Stronghold the roughest game yet?
Our robot has been roughed up a lot...
-The camera kept falling under our mount at St joe. Fixed by moving it back from the mount. -The outer walls on our aluminum tubing began bowing out in several spots. Fixed with steel brackets inside tubing. -The pvc guides for our shooter broke out during a match at St joe... Replaced with aluminum for traverse city Aluminum piece of customized kit chassis under battery bent after every finals match in st joe... Replaced with steel for traverse city Hubs for our polycord belts on our intake broke from hitting the low bar. Made a bracket to protect it... -main shooter backplate began to bend slightly at traverse city and then failed completely when our guides hit the berm at MSC... Replaced with our firmer backup. (But have to lift shooter when crossing berm... Who knew it would be our hardest defense at states?:yikes:) That's all I can think of right now but we fixed every issue we could and tried to make sure it couldn't happen again. :D |
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Finally did a full inspection of our bot today. Apparently some how, somewhere the transmission on the left side completly cracked and one of the 3 motors was dangling loose... I suspect if we had played even one more match, something bad would have happened.
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This year is still worse though. |
Re: Is Stronghold the roughest game yet?
This is the roughest game since 2006 - the last year before bumpers were added.
Robot to robot contact cushioned by bumpers simply isn't that nasty. Negative acceleration over the distance of bumper compression involves less g-force than a robot slamming into an essentially unmovable steel barrier with a portion of their chassis. If you add in the violent landing that occurs - even coming off the chili fries - you have a game that would test any robot. In addition, I have yet to see a robot to robot interaction foul called this year. In 2014, interaction inside the bumper zone was very frequently flagged. This year it is not flagged, and some tippy defensive robots have spent a good portion of their match time landing on top of other robots. In 2006, it was possible to have a chassis to chassis interaction of two robots travelling full speed in opposite directions. Robot interaction fouls were rarely called. I would argue those collisions may have had greater forces involved than this year. However, they were rare compared to defensive crossings. |
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Stronghold is certainly the roughest game in recent memory; I'm not qualified to say anything about the early years. It was clearly the most brutal terrain since Breakaway. IIRC, a Breakaway bot could opt to go under those walls; in Stronghold, there was no (legal) way around (under) the opposing defenses, and crossing most defenses twice was actually a Ranking Point game objective (breaching), and doing many crossings is usually essential to another (capturing the tower). All of the reliable shortcuts and workarounds to robots directly crossing the defenses were plugged by game rules.
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Between the many angles of collision and the high number of "bumper rookies" there were bound to be a lot of bumpers on the carpet. Even veteran teams were short on bumper tribal knowledge -- our fifth year team had four students who played both Aerial Assist and Stronghold. Two did wiring and two did programming for Aerial Assist - none touched a bumper except to help swap them out while on pit duty. Our bumper knowledge was from mentors. Our returning technical mentors had never dealt directly with bumpers in the past except as something to work around, though we do have a NTM who took part in bumper sewing (though not mechanical construction or mounting) during our early years. Without the preserved wisdom of CD, we would have probably been in the "bumpers on the carpet" crowd. |
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:confused: :( It is because there are so many challenges on just scoring points and playing "legal" defense
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In recent years, games with more defense were more destructive... and fun. This game i honestly didn't see much defense, and got kinda bored. And after championships, ill take about all the negatives in my view of the game. Sure, people would break their robot by dukes of hazarding them over the defenses, but thats where the majority of the damage came from. So no, I do not believe this was the roughest game by any means...(In fact, if you look at 2010 and 2012, the robots easily fell off the mounds and teeter and that didn't end well at all, 2013 robots could fall from the top bar on the pyramid and literally end their season. 2014, again a lot of robot on robot action. 2009, static electricity discharge onto the cRio). Thats my opinion anyway.
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Re: Is Stronghold the roughest game yet?
I agree that this was not the roughest game ever. 159 has caused some serious robot damage in games that allowed for more speed+defense, enough that (although this might not be true) we look at rules sometimes and say "Oh! that rule exists because of what we did to (insert team # here) in (insert year here)."
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Re: Is Stronghold the roughest game yet?
Not sure if it's been the roughest game on the robots of all time, but, as others have alluded to above, taken into account the damage that has also occurred to field elements (balls, original low bar), I think the total carnage produced by this year's game has to be up towards the top of the list. I think the best example of this was at the Suffield Shakedown. Because the event did not end up getting access to an official FIRST field, we were stuck with using wooden defenses for the event. I'm pretty sure that by the end of the day, there were more defenses in the graveyard than there were on the field...
I'd still say that Aerial Assist was a little more violent on the bots than Stronghold. The rules regarding defenses and the inability to use the full length of the field to rev up to full speed before slamming into another robot appeared to have made the potential for damage smaller. At the very lest, this year, it seems like damage that occurs to the robots can be more often attributed to the driver, not the effects of other drivers (not to say that the latter is never the case though). |
Re: Is Stronghold the roughest game yet?
Ever since this thread started I've been just waiting for someone to say this – but no one has – so here goes:
Welp, if Stronghold isn't the roughest game yet, it sure has the roughest terrain. That is all. |
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Edit: I'm gonna pretend this always meant for getting into your own courtyard. |
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There was neither "rough"-ness nor "terrain" in Breakaway; therefore, I'll count my pun as still valid. :P |
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Add into that the fact that while the bumps in 10 were certainly bigger you could fairly easily design around them. Compare at this year with the variety of defenses. |
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