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Effective Drive Base
What are everyone's opinions on what could be an effective drive base for this year and why do you think so?
I had a thought of a swerve drive with treaded wheels. The treaded wheels could provide the necessary traction to move over the BUMPS but the swerve drive provides extreme mobility. |
Re: Effective Drive Base
I agree. Crab (swerve) drives will most definitely be effective this year.
Mecanum drives will also be effective, because they are both able to get up the bumps and move with extreme maneuverability and moderate speed. The one downfall is that they have to be dead perpendicular to the ramp, or they will just drive sideways along it. I think the best drive trains will be those built specifically for this game, such as a drive like this one: http://www.youtube.com/watch?v=xby0SOphLUg |
Re: Effective Drive Base
I keep thinking tank treads would be a good idea. The bumps would be no problem whatsoever.
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I tried this year to think about not using my favourite drivetrain (our linkage). But the more and more I thought about it, the more and more I think that our system would work out well. Basically a swerve system with a little less mobilty and less complexity should be well and capable of climbing bumps in at least one or both set ups.
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Re: Effective Drive Base
a graduated member of my team suggested using belts that have been flipped inside out to use as tank treds
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And unfortunately, Simswerve looks somewhat impossible this year. :( Design idea number 40 billion killed by bumpers. |
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I'd like to encourage teams to draw lots of diagrams, mock up rolling chassis, and think about the assumptions you are making before designing a "drive base".
Basics 4WD skid - simple, effective, stable climber. If it's designed to stand a chance in a pushing contest, it won't be very maneuverable. 6WD skid / tank tread - a bit heavier, more moving parts, NOT a very stable climber, much more maneuverable, still good at pushing (Usually the best "compromise" chassis, but not this year). Omni / Holonomic - very versatile, simple, maneuverable, but you're on roller skates, and can't climb well (or at all). Crab / Swerve - similar to above but with superior traction, superior handling, more complex, many moving parts, not likely to be a good climber. Does not (usually) rotate the chassis efficiently which could lead to more complex (multi-sided) game mechanisms. I think the best drive systems will be some sort of hybrid between two of the basics. I would NOT use a tread or a crab to climb... good luck to those who try it! (And do you really need to climb anyway?) If you do, you might want to bring a big tool box to the competitions! Enjoy! |
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Drive system mobility and ball control are going to be the two most important aspects of robots this year, and likely the two most over looked in the design process.
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However I would strongly encourage teams to check the assumptions made in the "basics" section of this post for themselves by looking at successful ramp climbers from the Aim High game, and step climbers from the First Frenzy game. Some of what is listed there, although no doubt well-intentioned, doesn't reflect my personal observations of drive train abilities over the past six years. Jason |
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Never rule out unconventional drivetrains that would seem like a waste on a flat field either. Maybe it's not so good to limit your options to the 5 drivetrains on that list. I don't know. I would completely rule out swerve drive if you've never built one before. Knowing your limits is key. |
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Also, this may be the year we see a 6 wheel swerve system. Although I would never doubt someone like WildStang designing a 4 wheel system that can overcome the bump this year. |
Re: Effective Drive Base
Tracks. Finally we have a year where tracks are useful again! As for the weight concern, how does 18lbs for simple track modules sound? 38 for simple modules with gearboxes and motors?
I like this year. |
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When I first started analyzing the game I figured that a basic 6 WD robot with 8" wheels could easily climb the bumps. In this configuration there is no bottoming out issues, and the CG can be kept quite low.
However, we discovered a critical flaw when we tested this. When a 6 WD robot climbs a ramp*, the center wheel acts as a pivot as the robot climbs over the crest. This results in half the robot being lifted into the air :eek: Highly unstable! Take a look at the demo bots in the game vid (The non-animated ones of course!). They all have FOUR wheels. This is a much more stable configuration b/c all four wheels remain in contact as the robot climbs. There are no sudden rocking movements forwards or back. Of course, as Dean himself pointed out, 4 WD robots don't turn very well... :) *or a tracked drive |
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