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Re: Wiimote Digital Scouting System
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Re: Wiimote Digital Scouting System
Hi, everyone.
This afternoon, one of our diligent beta testers brought to my attention an error in the Scout Database Analyzer 1.0.0.2 Rankings table data format. Values were being displayed in string format rather than numerical format, so sorting placed the values in ASCII order, not numerical order. For example, the array {1, 3, 11, 2, 10} was being sorted into {1, 10, 11, 2, 3} instead of {1, 2, 3, 10, 11}. The issue has been resolved in Wiimote Scout Analyzer version 1.0.0.3 which is now available at www.nventivity.com/scout2.htm. You do NOT need to update the Wiimote Scout data entry program since the structure of the database hasn't changed. :) THANK YOU, Team 180! :) |
Re: Wiimote Digital Scouting System
The ThunderChickens have used this at times in our competitions. We used it specifically at the State Championship, along with our scouting sheets. It works amazing. Its a good way to keep data together and it basically has everything already put together for you. Thanks you guys
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Re: Wiimote Digital Scouting System
any recommendations on a bluetooth adapter?
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Re: Wiimote Digital Scouting System
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Re: Wiimote Digital Scouting System
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Re: Wiimote Digital Scouting System
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How did it work? I know 180 used the system, and I saw 842's data....
anyways, here's a picture of Karen doublegeeking, which I promised I'd post so the world can see she takes computers seriously, one isn't enough. Her had says "wii scouting team" too |
Re: Wiimote Digital Scouting System
Jim, thanks for sharing the picture.
I picked up my wiimotes from the AZ Science Center today and will soon be developing code for Breakaway 2010. I received several great suggestions last year and plan to implement these in this year's software. New features will include importation of match data (and possibly images) from www.thebluealliance.net, a robot image database, and printable strategy sheets with team stats and a field diagram. We hope to have the first rev out in the last week of February. We're still building our parameter list and hope to share that soon. |
Re: Wiimote Digital Scouting System
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Following is a first cut at our wiimote scouting parameter list.
Setup Mode Team number Robot starting position {Near, Mid, Far} Autonomous Mode Near zone shooting {# shot} Middle zone shooting {# shot} Far zone shooting {# shot} Near zone scoring {# in} Middle zone scoring {# in} Far zone scoring {# in} Over bump {# times} Upside-down {# times} Through tunnel {# times} Spectacular {extra special performance flag} Teleop Mode Near zone shooting {# shot} Middle zone shooting {# shot} Far zone shooting {# shot} Near zone scoring {# in} Middle zone scoring {# in} Far zone scoring {# in} Ball re-entry control {# successful} Defended tunnel {# times} Defended bot {# times} Defended goal {# times} Over bump {# times} Upside-down {# times} Through tunnel {# times} Spectacular {extra special performance flag} Finale Mode Near zone shooting {# shot} Middle zone shooting {# shot} Far zone shooting {# shot} Near zone scoring {# in} Middle zone scoring {# in} Far zone scoring {# in} Ball re-entry control {# successful} Defended tunnel {# times} Defended bot {# times} Defended goal {# times} Over bump {# times} Upside-down {# times} Through tunnel {# times} Platform options {above platform, hanging from bar, hanging from bot} Spectacular {extra special performance flag} I've also attached a jpg of the wiimote button assignments for each mode. (Most, but not all are shown.) All actions will also be timestamped and recorded in a timeline database which is used to generate graphs of match activity. Feedback is welcome. Screen shots will be posted soon. |
Re: Wiimote Digital Scouting System
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Hi, all.
Attached are screenshots of our 2010 Breakaway wiimote scouting program. Below is a brief summary of the info collected on each screen. It's the same as above, with the addition of penalities and merged Teleop and Endgame regular gameplay. Setup Team number Robot field position Autonomous Near, middle, and far zone # shot and # made Passage over bump and through tunnel Upside-down Spectacular Teleop Near, middle, and far zone # shot and # made Passage over bump and through tunnel Upside-down Number of times defended tunnel, bot, goal Number of successful ball reentry control (BRC) maneuvers Spectacular Endgame # Penalties Final robot position Spectacular All actions are also time-stamped. Some wiimote button assignments shown in Rev 0 have changed. Updated button assignments will be posted shortly. |
Re: Wiimote Digital Scouting System
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(cont'd)
Attached are screenshots of Spectacular and Upsidedown modes. Spectacular mode "gongs" when activated, then turns the onscreen text gold. (I'll add a checkbox to toggle the gong, just to be courteous. :D) There are separate Auton, Teleop, and Endgame Spectacular flags. When the Upsidedown flag is triggered, the points are greyed and the bump icon turns into an upsidedown buggy. No points can be entered until the flag is cleared. Upsidedown mode can be toggled in Auton and Teleop periods (and carries over). This is too much fun! |
Re: Wiimote Digital Scouting System
Looks like there's be something else I really want to borrow from 842 this year. :D
Thanks for making this available. Has nearly every metric I want. |
Re: Wiimote Digital Scouting System
Looking good. How about bots hanging from other bots? How will that be tracked?
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Re: Wiimote Digital Scouting System
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It's on the Endgame screen. It's the top item in the Final Position group box ('Hanging from bot'). |
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http://www.youtube.com/watch?v=JbV2O9FMHLM |
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