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Re: Crab Drive
Awesome job! Even if you never build this, you'll have learned a lot!
My Opinion on Crab: Crab will only offer an advantage when you must maintain a specific angle of orientation with the game piece or goal. Crab will NOT offer any major advantage when the game pieces can be picked up from any angle, and/or the goal can be accessed from any angle. A good example of this is 2008. The balls were round... It didn't matter what angle you approached them from (same for the overpass). There was no need to go sideways, you could just turn and approach them from a different angle. As a result robots that used crab were almost exactly as successful as robots that didn't. Of course this is all just my own opinion, take it or leave it. On another note... I was recently researching a battlebot when I found something very cool which yall might be interested in seeing. If I didn't know better I'd say they built this for FIRST. (click 'robots,' and then 'Mechanical Maniac'). Its certainly a very innovative Crab design - uses no gears and looks like it might be easy to build. Check it out! They are using some neat bearings you might want to incorporate into your swerve design. |
Re: Crab Drive
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It seemed to work okay, although after a competition or two the turnbuckle would break because it was some cheap thing from a local hardware store. If you got a bigger/nicer turnbuckle, that could work. But you should be sure that you have enough chain that the turnbuckles don't go anywhere near the sprockets! Just an option. Nikhil |
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Don't bite off more than you can chew, especially for minimal gain. The best way to be successful is to simplify! Good Luck, John PS - I lied a little bit; my real advice is to never to a swerve drive at all, they don't provide any huge benefit to your robot design beyond a basic skid steer. |
Re: Crab Drive
just to give you guys a idea of how far these kids have come. at the close of 2008 Championships.....these kids knew NOTHING about inventor besides...draw it and that i would put it into inventor for em.
Now they have ON THEIR OWN designed a crab drive. :yikes: :D I originally started this project so the kids could get some GREAT engineering experience. They have self taught Inventor and i am now greatly encouraged for the 2009 season. This comforts me as the mentors have decided to take a step back, and push the kids forward for the 2009 season thanks for the comments!! keep em rollin! |
Re: Crab Drive
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As an example, you will want some sort of potentiometer/encoder that keeps track of current wheel angle. How many chain loops will you have turning the pods, so how many potentiometers or encoders will you need in order to make sure all the wheels are pointed the same direction? Will you use a gear ratio to increase or decrease sensor resolution? So, as you're doing the mechanical design, think about how you will code/control the crab drive, and what information you will need in order to do that and then put those sensors in the mechanical CAD design to make sure they can get mounted and the wires routed and all that sort of good stuff. Adding sensors to a design that wasn't designed with them in mind can be a terrible headache. You may even want to be picking sensors as part of your design exercise just like picking gears or sprockets. |
Re: Crab Drive
What would be a good speed for the modules to turn at. We were thinking about 60 RPM's :D
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a) What speed should the wheels turn to move the robot at; b) What speed should the modules for the wheels rotate at (to translate); or c) what should the output speed for the motors be? If it's b), which is the impression I get, that's way too fast. 60 RPM = 1 rev/sec. That's going to be uncontrollable, or close to it. You tell it to turn, and by the time you tell it to stop turning, you've done a 180-degree turn. If it's a) or c), you're too slow by a long shot. With a), 60 RPM would get you (assuming 6" wheels): 6" * Pi = circumference " Circumference " * 60 RPM = x" / minute x" / minute / 60 sec/min = y"/second y"/second / 12 = z fps If I did my math right, that's about 1.5 fps. That's not fast enough. Now, if it's motor output, then you need a faster motor, or one that can take being geared up. Otherwise, you'll be even slower than the above calculations indicate. |
Re: Crab Drive
Yes, I was talking about B. I was thinking that we would have preset controls to go to 0, 90, 180, and 270 degrees. We would turn at these speeds for the preset commands. We would do some testing and would have it programmed to turn at slower speeds when we turn the modules manually. Would this work?
I will try to calculate the torque needed, if i can find the coefficient of friction for the wheels we are going to use. As for the pots, we have discussed sensors but have not planned mounts yet. I was thinking for mounting purposes that we should attach it to the shaft of the globe motor. I am kinda woried though about the wheels shifting into slightly different angles. Should this be a concern. As for other sensors, for the test system we are going to throw on as many sensors as we see a possible use for, for programming practice and to see what works well and doesnt. :D |
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For a pot or encoder, you would want it as close to the rotating part as you can get it reasonably for best accuracy. One per wheel would be good, though you could probably get away with one for the system. |
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So its not "way too fast" it actually works quite nicely plus ma3 absolute analog encoders from USdigital work very well for the steering control. |
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if you steer 148's style then i wouldn't go at 60rpm |
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