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-   -   Implementing Traction Control for an advantage in the 2009 game (http://www.chiefdelphi.com/forums/showthread.php?t=71172)

Mike Betts 08-01-2009 13:34

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by Tom Bottiglieri (Post 795756)
Has anyone thought about using an FIR filter on joystick inputs? It would work for acceleration from a stop in either direction (F/R), but I am stuck on how change directions or stop without considerable lag.

Thoughts?

Tom,

The FIR filter should work just as well when changing directions. Indeed, you want to back off the throttle from the one direction before increasing in the other direction. Of course, you may want to try using the new Jaguars for this. Also, something other than constant coefficients for the FIR would be interesting...

JMHO.

Mike

Tom Bottiglieri 08-01-2009 13:47

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by Mike Betts (Post 795865)
Tom,

The FIR filter should work just as well when changing directions. Indeed, you want to back off the throttle from the one direction before increasing in the other direction. Of course, you may want to try using the new Jaguars for this. Also, something other than constant coefficients for the FIR would be interesting...

JMHO.

Mike

It would be interesting to see an analysis on real output speed vs allowed acceleration on the rover wheel/CIM setup. Physics says max acceleration should always be the same, but I tend to remember CIMs being kind of sloshy in their top end. This may break a linear filtering system and limit your max acceleration.

This is all based on the non linearity of PWM duty cycle to torque in the CIM. Anyone with knowledge on this, care to share?

On a side note: I rather like the "Middle Income" situtation Paul suggested. I just don't think input filtering is enough to be super useful.

Mike Betts 08-01-2009 14:16

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by Tom Bottiglieri (Post 795877)
...This is all based on the non linearity of PWM duty cycle to torque in the CIM. Anyone with knowledge on this, care to share?...

Tom,

Check this out and you will see why I suggested the Jags... However, I have not been able to do any testing myself yet...

Regards,

Mike

Jared Russell 09-01-2009 09:53

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by Warren Boudreau (Post 795773)
First, I want to thank everyone for such a wonderful open flow of information on this topic. This is such a tremendous paradigm shift from previous years that teams could fall into a "Cold War" mentality and not share this information with others.

This is something I would like to see end once and for all in FIRST.

Paul Copioli 09-01-2009 10:16

Re: Implementing Traction Control for an advantage in the 2009 game
 
All,

Warren is absolutely correct in that my analyssi did not include the dead weight of the trailer. The robot still has to accelerate the trailer, but you also get some tongue weight transfer. The actual equation break down is like this:

F = (Mrobot + Mtrailer) * accel

Ff = (Mrobot + Mtongue) * g * Mu

Setting both sides equal to each other and simplifying:

accel = (Mrobot + Mtongue)/ (Mrobot + Mtrailer) * g * Mu


Let's assume tongue weight is negligible (it is actually really small). The equation breaks down to:

accel = Mrobot * g * Mu / (Mrobot + Mtrailer)

Our estimation of a trailer weight of 40 lbs and a robot weight of 150 lbs (120 + bumpers + battery) puts us at 150 / 190 so the accel is:

accel = 0.79 * g * Mu

Warren's estimate was pretty darn good at 75%. If your robot mass is less, then your ratio gets smaller and you will have a lower available acceleration.

This analysis assumes all of your robot wheels are driving. If you do not have all of your wheels driving, then you will have to decrease your acceleration even more.

cgredalertcc 09-01-2009 10:24

Re: Implementing Traction Control for an advantage in the 2009 game
 
In terms of effective application of power, wouldn't using all 4 motors and independently driving each wheel be better for an electronic traction control system? I say this because with a system like that you would more easily be able to isolate the slipping wheel and you would not have to take power away from a wheel that is not slipping, whereas in a one motor per two wheel design if you detect either wheel as slipping your traction control system would take away power from one wheel that is slipping, but possibly also a wheel that is not slipping.

My second thought:

Its been mentioned several times that in the automotive world cars use the anti lock braking system to perform traction control duties. Couldn't a bicycle disk break be used with a pneumatic cylinder driving it to exhibit the same result? Although the system would use a good deal of air, I would think the added driveability would definitely be worth it this year.

My final thought:

If the problem we face is that Traction=Normal Force * Coefficient of friction, and we have now way to increase our coefficient of friction why not increase the normal force? Last year 1741 used a very small vacuum to great effect in capturing balls. Why not apply the same idea to a robot? The area of the robot (28 x 38) is 1064 square inches if even 1/2 psi vacuum is applied to that area that is over 500 pounds of downward force. I know Bill has said that he doesn't like this idea, but he didn't like the idea of launchers last year, and look how many teams did that.

p.s. I know that last part isn't really traction control but its an idea I had that I wanted to throw out there. I guess the thought was who needs traction control if you aren't lacking traction.

IKE 09-01-2009 10:34

Re: Implementing Traction Control for an advantage in the 2009 game
 
Back on a speed sensor (should this kick over to a different thread?), has anyone tried using the Ultrasonics in order to get Doppler effect? I plan on testing this this weekend, but if someone has already got some results to get us headed in the right direction, it would be great.

My thought is that if you use the Ultrasonic distance measuring sensors at an angle, they should measure different distance values for different speeds (doppler effect). What I hope my tests will show is whether or not there is enough range and resolution to get a decent speed measurement.

Addition:
Found this paper describing the physics and moth and testing results from someone elses experimentation.
http://cigr-ejournal.tamu.edu/submis...2001%20007.pdf

Adam Y. 09-01-2009 14:54

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by Abwehr (Post 795092)
I think you meant first derivative of wheel velocity (or second derivative of wheel position). This is your acceleration.

Here's the rub - encoders are digital sensors, with limited resolution. The "derivative" operator is continuous. You can approximate the derivative with the "difference" (i.e. accel = speed - last_speed), but this is only ever an approximation.

Luckily, the straight difference isn't the only way to approximate the derivative. For example:

accel = -last_last_speed + 2*last_speed - speed;

This is a smoother derivative approximation, but it is now time-delayed (since it is centered around the time of last_speed). This is the tradeoff of filtering - with smoothness comes time delay.

As Adam Savage, Jamie Hyneman, and countless others have said,"Close enough." Mathematically you will never be able to create a differentiators using analog or digital components. It does not actually stop you from implementing systems like PID controllers. You just have to realize that the differentiators only acts like a differentiators at certain frequencies. I wonder how Labview implements analog filters because it does have the capability to use the Laplace transform but its an analog construct.
Quote:

This may break a linear filtering system and limit your max acceleration.
Going much farther would require the expertise of someone with his PHD. At the undergraduate level you really only learn how to implement linear control systems.

Lesman 09-01-2009 16:31

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by Qbranch (Post 794541)
The coefficients of friction (preliminarily) for static is 0.06 and dynamic is 0.05. If you calculate out how long it would take for a 120lb robot to accelerate to 10ft/sec, you'll find the difference in time to be about 0.1sec. Not much difference.

Not quite:
Max acceleration = CoF * g (ft/s^2)
dynamic: .05 * 32.174 = 1.6087
static: .06 * 32.174 = 1.93044
thus the 0-10ft/s times are:
dynamic: 10/1.6087 = 6.2162
static: 10/1.9304 = 5.1802
difference: 1.0359

That's just a bit over a second, a fairly significant difference. Not to mention the fact that preventing slip will improve handling.

IKE 09-01-2009 17:39

Re: Implementing Traction Control for an advantage in the 2009 game
 
Also at the end of 5 seconds one will be about 4 feet ahead of the other. Of course this is 24 vs 20 feetwhich means you have traveled about half way across the field.

Dominicano0519 09-01-2009 18:08

Re: Implementing Traction Control for an advantage in the 2009 game
 
what might help would be to reverse one of the cims to make them both spin clockwise ( or counterclockwise i forget which way) any way electric motors favor one direction the other direction give less accl.

just a thought

also can someone correct me if im wrong ,because its been a while for me , isn't it just the torque that makes the wheels slip; and if so couldn't you simple create a drivetrain like a 4wd with a cim on each wheel and put a high gear ratio on it.

jgraber 09-01-2009 18:14

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by Paul Copioli (Post 796630)
All,
Warren is absolutely correct in that my analysis did not include the dead weight of the trailer. The robot still has to accelerate the trailer, ...

accel = 0.79 * g * Mu

Warren's estimate was pretty darn good at 75%. If your robot mass is less, then your ratio gets smaller and you will have a lower available acceleration.

Therefore, max weight overpowered robots have most acceleration.
I get max acceleration of about 1.5 fpss, and top speed of 10fps,
which is top wheel speed of about [overstrike]32rpm [/Overstrike] 380rpm

Here are two opposite approaches to gear design to aid traction control:
- use little to no reduction on motors so that the peak motor torque is near the friction x torque on wheel. Highcurrent on slow speed motors.
Note Low rotational momentum of gear train, and high current deltas.
Jaguar speed controllers are reported to be better at low speed control.
I don't like this approach....

- use huge reduction (5000/32?) on motors so that the fuller range of motor speeds can be applied and more torque to drive wheel at exactly right speed.
No reason for wheels to ever go > 380rpm.
Note higher rotational momentum of gear train, but lower current deltas.

Alan Anderson 09-01-2009 19:28

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by Dominicano0519 (Post 796967)
what might help would be to reverse one of the cims to make them both spin clockwise ( or counterclockwise i forget which way) any way electric motors favor one direction the other direction give less accl.

CIM motors have no significant directional bias.

eatbuckshot 09-01-2009 20:36

Re: Implementing Traction Control for an advantage in the 2009 game
 
I finally have something to say and registered, it seems my OCD for computers ' and its peripherals' performance have a use!
Anyways, about mice: I was very ecstatic after I saw the first ever precise and quantified mouse benchmark published on esreality.com http://www.esreality.com/?a=longpost&id=1265679

In short, All mouses ARE NOT created equal, even if they are optical, laser, wireless, wired, high DPI. Many generic mouses(in my opinion) have a very low what esreality terms "malfunction speed", a maximum threshold speed when the mouse begins to report very inaccurate changes in position causing the cursor to seemingly go crazy or unresponsive. Luckily there are some very good mice made years ago that are still even one of the best today.
this benchmark was done in 2006
http://www.esreality.com/?a=longpost&id=1265679&page=21
This page shows all the mice and their perfect control and malfunction speeds on a graph.The best are the mx500 and mx300 capable of performing at 4 m/s if the usb polling rate is overclocked to 1000hz from 125hz; i'm not sure if the robot controller can do that.. I also have an mx518 that may be able to perform at those speeds according to this post http://forums.logitech.com/logitech/...17117#M17 117
Quote:

Originally Posted by nickmagus (Post 794793)
I looked extensively in to optical mice last year however they do not work at high enough speeds to be feasible (even for this challenge) if you find one fast enough please inform me but the best i could get was ~5ft/s before it losses all idea of whats going on.

...

Maybe the mx500, mx300, mx518, a4tech x7


Quote:

Originally Posted by jgraber (Post 795023)
If a laser mouse uses a real laser, you should search the rules for the word laser.

I was pleased to see that my idea of using an optical mouse had already been thought of, and even tried, and found to be not effective at speeds > 5f/s. Now I don't have to spend the time to try it myself.


Quote:

Originally Posted by Don Rotolo (Post 791209)
... One post mentioned using an optical mouse - my MS optical mouse seems pretty reliable at 1/16" off the desk surface, but it would probably get quickly dirty on a FIRST field. ...

hmm what do you mean by getting dirty? how?

DonRotolo 09-01-2009 23:09

Re: Implementing Traction Control for an advantage in the 2009 game
 
Quote:

Originally Posted by cgredalertcc (Post 796637)
In terms of effective application of power, wouldn't using all 4 motors and independently driving each wheel be better for an electronic traction control system?

Yes, absolutely.
Quote:

Originally Posted by cgredalertcc (Post 796637)
Couldn't a bicycle disk break be used with a pneumatic cylinder driving it to exhibit the same result?

I don't think [neumatic cylinders can react fast enough. Even a slow automotive system operates at 15 Hz, far above what a pneumatic system might achieve. Not only are you limited by the valves, air needs to flow and is compressible; pressuretakes time to reach a certain level - this is different from hydraulic systems.
Quote:

Originally Posted by cgredalertcc (Post 796637)
Last year 1741 used a very small vacuum to great effect in capturing balls. Why not apply the same idea to a robot?

read Bill's Blog from January 6th.
Quote:

Originally Posted by eatbuckshot (Post 797130)
hmm what do you mean by getting dirty? how?

Think dust bunnies: bits of hair, thread, and other crud; the object touching the floor but not rolling will act something like a broom, and stuff on the floor will clog up the optical sensor. Maybe not enough in one round, but it should be considered.


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