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Realistic high goal scoring rate
I keep seeing discussion about the high goal scoring rate required to maximize score. This is all well and good, but it's all theoretical. What do you think is a realistic rate of fire for a high goal shooter for an individual robot. An explanation of how you reach that number would be appreciated :)
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how about 12 fuel per second?
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My team was testing out our shooter yesterday and we were able to do at least 3 per second pretty accurately |
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I think top teams will get to a dozen per second, absolutely. Multiple ways to accomplish this shooting task this year - if the way you have in mind can't do it, think outside the box a little.
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At any rate, if you're using an encoder to do closed loop control of your shooter speed, you want a specific gear ratio to maximize your rate of fire. You want a gear ratio that has the motor spinning at 1/2 its free speed when your wheel is at target speed, or something very close to this (err on the side of a bit more reduction). This puts the motor at its peak power point when its at firing speed, which will minimize the recovery time to target speed, or atleast minimize the speed drop when dumping an entire load of balls. Interestingly, this is not the gear ratio that spins the motor up from zero to target speed the fastest. That depends on the system dynamics, but the example I'm working with has that ratio at 40% more reduction, and increases recovery time by 16%. Which would give you a rate of fire of 86% the theoretical max. |
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*How long do you think until the first joke about crossing the streams? Quote:
1. If your wheel slows down by x% per ball, the fastest way to spin it back up to target speed is at at the peak mechanical power point. (Physics, that) And the peak power is at 12V and 50% free speed. 2. Peak power is the MOST power you'll ever get out of the motor. That's 337W for a single CIM. If it takes 33J to fire a ball, the most balls you can fire without slowing down is 10 balls per second. And that's going to be with the motor running at 1/2 free speed. If the motor's running any faster, it won't put enough energy back into the system and the wheel will slow until energy out = energy in. |
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Longer than I expected actually. |
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We are looking at about 12 balls per second at the moment with our protoype with consistency.
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97.1 balls per second. ;)
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So, check my math, but assuming a single Fuel leaving the shooter wheel which is located at the top of a tall robot parked in the key against the boiler wall. My trajectory model calculates about 86 degree launch angle at about 5.7 m/s muzzle velocity. At a 5" pitch, that is 40 to 45 Fuels per second.
So that would be the max; of course, there would be a gap as you wouldn't be feeding the shooter as fast, so something less than that. Am I missing something? |
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Peak rate or sustained rate? I could see some team with peak rates well above 30 balls/second.
Flywheel shooters are the only way to launch a ball |
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![]() *Whose design I didn't contribute to in the slightest |
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Anybody tested the amount of bounce the balls have against the entrance?
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And yes, the feed rate to the shooter is the rate limiting step. Recognize, too, that feeding multiple balls to a multiple-ball wide shooter will increase the discharge rate. It may also create in-flight interactions which could reduce efficiency of scoring. |
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I'm thinking the best teams will be around 10 balls/second. During our Ri3D Testing, we were around 1.25 balls/second. This was only with 1 shooter on our robot, and a fairly unaggressive agitator. I imagine some teams will have three or more shooters on their robot and very aggressive agitators.
We're going to be seeing some robot machine guns out there... this game is going to be a fun one. |
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I would take a bet and say 3 balls a second will be the average scoring rate. Just a thought though.
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I'll take 3 accurate bps over a spray and pray any day.
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I think really effective shooters will either have figured out the distance, speed, accuracy problem, or will shoot layups massively quickly with open top hoppers to recycle the misses. If it takes you 5 seconds to empty your hotter, your first misses are already back in it by the end. |
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There's flywheel shooter spray and pray where you pump out as many balls as you can past a flywheel shooter at a somewhat sustained rate for a few seconds in somewhat the same area.
Then there's "I shoot my entire hopper at once" spray and pray where you fling 50 balls into the air at once and hope that a large portion of them land in the goal funnel. |
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The biggest limitation here is not going to be the accuracy or power of your shooter, but the indexing of the fuel leading up to it. Getting the balls from a bulk storage in the robot to a single file line ready to go into the shooter is not trivial and can easily limit your otherwise perfect robot.
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I wonder if we will see multi stage shooters like the ones used in 2013 return. I could foresee it being more consistent at a high ROF.
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Do you know what this model is exactly? I'd like to show it to my team.
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My big thing is fitting everything together in a way that emphasizes the priorities in use of space. My old team, FRC 2970, came up with a good design in 2009 for ball throughput from a static hopper. Check us out on TBA for details. My biggest concern isn't so much dump/shooter design, but space and positioning everything else, which is a necessary detail that I feel most teams will need to acknowledge. Considering we can minimize the climb mechanism to around 4 or 5 inches tall at the top of the robot, and we've got around 9 inches on the bottom for drivetrain and intake, and one side has a gear delivery mechanism, how do we optimize the space so that:
- Intake of balls into the on-robot hopper/container is easy - Output isn't limited by necessary frame space - We have the power and space for actuators - We don't lose our balls - Dumping is consistent and fast Our priority is not to emphasize use of the top target, so we can use a dumper rather than a powered shooter or turret, but we want to be able to deliver fuel effectively as a backup plan. |
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