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Re: pic: Team 148 - Robowranglers 2010 - Armadillo
Someone asked earlier,
When the traction wheels are down, ALL the omni wheels are lifted off the ground. We further lift the center one to allow for traversing the bumps. On the fall prototype, this wheel didn't need to be lifted so it was just spring-loaded downwards. Curious about how a drivetrain performs with (4X) 2"-wide high traction wheels located on the outer corners in a "narrow body" configuration? Check out this whitepaper: http://www.chiefdelphi.com/media/papers/1443 You should be able to tell me how it handles... This was not an accident, but a desired feature of the Nonadrive. Also note... we have the front and rear pneumatic cylinders on different solenoids. This allows us to independently drop the front/rear traction wheels. We call this "2+2 Mode." When you're in 2+2 mode, the drivetrain turns about a point directly in between the two lowered traction wheels. This allows the driver some cool handling options. Our primary drive mode is on 5-omnis. We only use 2+2 Mode and Traction Mode for specialized operations and circumstances. -John |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
Hmm. I wouldn't have thought of it as a desired effect ... interesting.
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Re: pic: Team 148 - Robowranglers 2010 - Armadillo
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Re: pic: Team 148 - Robowranglers 2010 - Armadillo
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It cannot translate straight while rotating automatically (if that is what you're asking about...) Seriously... to get an understanding of how it works, think of playing Halo. Any move you can make (X-Y direction only ;)) the robot can do with default code. It doesn't take a good driver to arc about a fixed point outside the robot. |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
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also, a really talented driver could "translate straight while rotating automatically", if you can do it in halo, you can do it with nonadrive. theoretically. this would involve making the drive vector point in the same direction relative to the field, i.e. spinning the movement stick while keeping the rotation constant. easier said than done, but i have seen it in halo. |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
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Many, including you, have seen my personal feelings about [pure] mecanum drives (you even commented on my facebook rant). I wasn't suggesting comparing the nonadrive to a simple mecanum. But rather I was comparing the "slide drive" portion of it to a mecanum drive. You could replace the four omni-wheels with mecanums and still be able to accomplish any strafing with equal results. You are also correct about a mecanum drive losing power when wheels lose contact with the ground (barring, as you mentioned, differentials of some sort). This isn't a major issue with chain/gear-linked "sides" of drive trains. Granted, I was operating under the (apparently incorrect) assumption that you would be operating in the traction wheels drive configuration for most forward/reverse driving (though even a "2+2" also applies to my assumption). The "slide drive" does, in fact, move in forward/reverse more efficiently than a mecanum drive. Operating under that assumption, I was basically considering the two drives in terms of strafing and rotational ability, in both of which the mecanum drive is advantageous compared to the slide drive. Knowing the characteristics of the traction wheel set-up, it really comes up to how you want to drive the machine in order to justify any engineering trade-offs. Given the way you stated you wanted to drive it, I absolutely understand the reasoning behind your design choices. Also note, I never was attempting to call into question your design choices, but rather just seeking more information about why you made the ones you did. And there were indeed some factors I didn't take into consideration, and learned more about your design philosophy and your strategy for playing the game. Quote:
This really isn't a big concern at all, I was just curious if you felt it was an issue. It's easily adaptable by a skilled driver (though we all know that kid down there can't drive his way out of a paper bag, so maybe he might need programming help ;) ). As a side note, how is she going to be controlled? Given the amount of options available, I'd assume you're using some sort of game controller in order to have enough buttons readily available to the driver. |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
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But in 2+2 mode, doesn't the CG placement affect the pivot point? I thought you pivot about a point that's a sort of an "average" of 1.) the point between the traction wheels and 2.) the CG. Is that not right? |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
Is the top roller the only one that is powered, or does the bottom one spin also?
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Re: pic: Team 148 - Robowranglers 2010 - Armadillo
I find myself watching this video over and over just because I don't know the name of the song. :p Anyone know the name?
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Re: pic: Team 148 - Robowranglers 2010 - Armadillo
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Refused - New Noise http://www.youtube.com/watch?v=K8MkVIe9xGc I vote for Dean Simmons to cover this at IRI. Bring back the mosh pit from '04! |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
I just love the "death spin". Did I hear JVN or Paul allude to the magnet being able to hold a ball while deathspinning? I'm DYING to see that.
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Re: pic: Team 148 - Robowranglers 2010 - Armadillo
In 2008, your Tumbleweed robot had me befuddled on how it could possibly win ANY matches at all, and produced a laughing response from our team captain. And it won at the Championship.
This robot has me asking myself how it the world could it NOT win. Your robot is amazing. I love your drive train. Good luck, not that you'll need it. |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
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I hope to hear a lot about Armadillo in that same (but different) amazing way. She's got the moves. Jane |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
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This year, MARS is emphasizing the value of teamwork, like they did with Tumbleweed, with a ramp robot. We indeed learned the importance of alliance support from them in 2008. |
Re: pic: Team 148 - Robowranglers 2010 - Armadillo
Holy #$@%!!! that is insane...nice work like the kicker design...I wish our team thought of that...and i like lifter, that thing is beaslty, what regionals are yall going to by chance?
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