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Re: Implementing Traction Control for an advantage in the 2009 game
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Eugene |
Re: Implementing Traction Control for an advantage in the 2009 game
Doug-- Because of the weird resonances between the pwm outs and the motor kick-back, the amperage ranges wildly as you accelerate and decelerate, making it tricky to determine slip. You could potentially compare the values to a baseline, and if it's higher or lower adjust the pwm output.(baseline determined in conjunction with accelerometer...?)
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Re: Implementing Traction Control for an advantage in the 2009 game
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I would like to hear about someone who had used tracking current and how it worked or didn't work. |
Re: Implementing Traction Control for an advantage in the 2009 game
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Re: Implementing Traction Control for an advantage in the 2009 game
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Re: Implementing Traction Control for an advantage in the 2009 game
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Re: Implementing Traction Control for an advantage in the 2009 game
If you could accurately measure average motor current, and therefore motor torque, given the typical longitudinal traction curve shown in the plot posted earlier, just what would you be inspired to do?
Eugene |
Re: Implementing Traction Control for an advantage in the 2009 game
Correct me if I'm wrong, but I believe that this works:
I'd make a table of a few test values, finding the current draw at various pwm outputs with no slip, and then have my program look for a result that was more than twenty percent less current draw than the values in the table. Since speed and current are inversely proportional this should mean that the motor is spinning more than 20% faster than normal loaded speeds-- hence spinning out. I'd then have it decrease the wheel speed(move the pwm output towards neutral), and then check the wheel for slip again, adjusting as necessary until 20% slip was achieved. Sort of a recursive algorithm. Basically, since the current draw means nothing by itself, test values must be taken. They probably even vary from motor to motor. And as for decelerating.... I think that has to be a joystick filter thing. Not much you can do with currents alone. By the way Eugene, thanks for the current sensor tip. I'm still checking the legality of my method, but it looks like the output from those ICs will even work with the program we have(just new test values). :] |
Re: Implementing Traction Control for an advantage in the 2009 game
Don't you just want to maximize torque and let the wheel slip
take care of itself? Imagine your self somewhere on the x axis of the first curve and adjust the motor PWM drive (which will adjust the slip) in the direction of increasing average current. Where do you end up? In the case that you want a specific torque that is less than the maximum there are two spots on the curve and you might prefer the one on the left. Why is the situation any different when braking, as long as the current is going through the current sensor? Don't forget to install a suitable RC filter on the output of the current sensor. For Jaguars with their very high chop rate it might not matter. For the Victors that chop at 120 hz it will matter... Eugene Quote:
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