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Re: 2005 Drivetrains
It is important to be able to control your speed to help maneuverability, however you do need some pushing power. One of the biggest things is for the drivers to be able to control the robot well.
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Re: 2005 Drivetrains
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Re: 2005 Drivetrains
Additionally, that is probably the torque at stall. You should not be able to stall your motors (or even get close) in low gear.
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Re: 2005 Drivetrains
Just a thought perhaps the only factors aren't speed and torque, but say... manueverability? I think the 'strategy on the fly' aspect of the game will reqire a large amount of agility(not the same as speed) and reliability from the robots to be able to adapt with the strategy.
Going pusher won't guarantee that you'll hold an area against a fast bot, and being fast won't mean that you'll outfox the pusher bots. Having a transmission doesn't guarantee the best of both worlds. The great thing about this years game I think is that with three-team alliances and 9 goals strategy becomes a lot more dynamic. Pushers and nimble bots both seem to have their place and use this year. Just make sure that your particular strategy does not require more speed or torque than your bot can handle. (btw i'd like to point out that speed and manueverability are not the same) |
Re: 2005 Drivetrains
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Re: 2005 Drivetrains
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wow....i guess this just goes along with the saying "you never stop learning" all of my professors always just told us 1 was the max and while you can get a coefficient higher then 1 it still wouldn;t constitute a drive train with theoretical torque of 320 ft-lbs... thanks Tristan for the education |
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