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Re: 2006 Season - The Negative
the reasoning for me saying that programmers should drive(if they can, i can) is because if there is a new feature that may make driving easier they can go ahead and program the new function, also they will get more testing total they could test autonomous and move right into human controlled.
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Re: 2006 Season - The Negative
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116's driveteam the last 3 years: 2006: Base Driver-Shooter Manipulator Operator-Shooter Result-AC5, QF in Peachtree, missed eliminations at VCU 2005: Base Driver-Arm Manipulator Operator-Programming Result-Did not make eliminations at either event 2004 (VCU): Base Driver-Drivetrain Manipulator Operator-Animation Result-SF 2004(Chesepeake): Base Driver-Animation Manipulator Operator-Arm Result-Did not make Eliminations As shown, your role on the team has little effect on your ability to drive the robot effectively. |
Re: 2006 Season - The Negative
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The theory behind multiple GDCs is that you put them on a 2 year timeframe and stagger the releases. GDCa designs games for odd years, GDCb designs games for even years. Plusses are more time to fine-tune and test games, fields, less rush, and that's about it that I can see. Cons in my opinion are that you'll have a 2 year delay on upgrades to the kit, learning from mistakes, etc. You risk the GDCs getting out of touch and having wildly different games from year to year. Lots more work, and a lot of temptation to over-think everything involved. My best argument for the status-quo follows the Open Source Software philosophy. Any GDC will be made up of a finite and limited set of individuals, say 20. They can do only so much, really. When they release the game to the teams, there are suddenly 1000 teams of atleast 4 members each looking at the rules. Which in 6 weeks adds up to the amount of work the entire GDC could do in 2 years. So there's a lot to be said for getting the rules and game as right as they can in 7-8 months and then letting teams nitpick and lawyer all the problems out of it. I don't know that an extra 12 months of GDC work gains you all that much. If the current system can't allow for testing a full scale field with robots, I fail to see how 12 more months of poking at a game design will really help things. Mostly since I suspect physical testing is a limitation imposed by the design process, secrecy needs, and budgetary concerns more than any particular time crunch. I base this opinion mostly on a very rough comparison between FIRST and BEST, where game designs are often finished in the nick of time, and the design responsibility rotates between hubs. |
Re: 2006 Season - The Negative
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For what it's worth I am in Six Sigma training this week causing my process and customer awareness to go through the roof. What also makes the GDC volunteers different then most volunteers is their customer. The GDC's customer is FIRST. FIRST's customer is the teams. The regional's customers are the teams. Therefore, if teams are not happy with the game than it is FIRST's fault, not the GDC. Since the teams are FIRST's customer. |
Re: 2006 Season - The Negative
Has anyone noticed that the negative thread is over THREE TIMES the size of the positive thread? It's not even on the first page of the general forum anymore!
Is FIRST really doing that bad of a job? |
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Re: 2006 Season - The Negative
I know that the commity of first puts alot of time into planing the game but i think they could come up with a game where the score is a little bit closer and not so many blow outs.
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This isn't Intel. There are no competitors or trade secrets to protect. I'm sure there is more than enough engineering talent mentoring FIRST teams that they probably would have something positive to contribute to a post mortem analysis. Also, for various design reviews, it's useful to bring in outside talent as they have fresh eyes and don't have preconceived ideas. |
Re: Lessons Learned: The Negative(2006)
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Originally Posted by deficite Ah, I remember our first Q match during St. Louis regional. During the drivers' meeting they announced that an update needs to be made to people's code (if I remember right, one of the variables needed a keyword added to it). The drivers we had sent up there didn't have any coding experience so they just figured our programmer had fixed it already. Well, during that Q match, our robot's autonomous went crazy and we had no control of the robot after the autonomous period. That was the only loss we had at St. Louis. The announcement was made public after St. Louis was over. Quote:
I disagree the drivers DO NOT have to be the programers. The driver team has to pay attention at the drivers meetings. It someone makes anouncement of a change to code or rules the drive team has to write it down and bring it back to the pits so programmers can put the change into the robot. If the drive team is not sure if they have correct info written down the drive team should ask for more info before they leave the drive team meeting. GDC does a great job. Think about it in the real world when a new product is design, is the first design the last and final design? I think not. You hope that all possabilities of what might happen are thought of but it does not always work that way. With the few people that do work on the game design then build and test the new game each year I think they do a GREAT job. I have been in Manchester the weekend before the ship date for robots. It is crazy people building the electronics, the field componets (goals, ramps, ect) the cases and racks or what ever they use to to transport the fields to their events. It is not to long after the teams ship their robot that the fields have to be shipped to their first events. |
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