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Drive train questions
I'm running over some possible drive train ideas, with physics not starting till next year i have a few questions.
1) What (if any) advantages is there to having 2 gear boxes with 2 cims in each as appose to 4 gear boxes with a cim in each? 2) Just wondering if this would work. A drive train with 2 mecanum wheels in the center and an omni wheel in each corner. Only the mecanum wheels are powered. If I'm thinking of this correctly you always are crabing with no way to turn your robot. Is this correct? I'm not looking for people telling me how stupid it would be to have a robot that can't turn, i know this, just would this happen? 3) In the two years I've been on the team we have not used pneumatics. Just making sure, the cylinders can be fully extended, fully compacted, but can they be put somewhere in between? Like half extended. I'm sure I'll come up with more questions to ask about drive trains, that's all i can think of right now. |
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2. Mecanums need to be used in sets of 4. I'm not going to go into all of the details, but the physics of mecanums require 4 to achieve "crabbing". Thus, using 2 mecanums to drive your robot will not do what you are trying to achieve. 3. The short answer is yes they can. The long answer is that its fairly complicated to do so. The rules this past year on pneumatics were loosened slightly, and in some cases I saw teams that were using 3 position cylinders. -Brando |
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Thanks for the help, I thought mecanum wheels worked by pulling at a 45 angle from the rotation and you only needed 4 to turn, guess i was wrong. Another drive train to the trash.
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I know Team 254 used a different type of piston seen here http://www.team254.com/media/photos?func=detail&id=3146 and here http://www.team254.com/media/photos?func=detail&id=3133 and I want to say it was used to shift their drive system into natural |
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Also, back in 2008, we used a center-closed pneumatic solenoid from SMC. This solenoid allowed us to hold our intake arm in the middle of its stroke. |
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For your first question (2 versus 4 gearboxes), Brandon's reply concerning weight covers a large portion of the correct answer, but there are nuances.
I have nothing new to add to the Mecanum subject. Regarding pneumatics, it is possible to have a position control on pneumatic devices, although the devices for FIRST are designed for binary (extended / retracted) use. In the chemical process industry (I am a Chemical Engineer), many flow control valves are pneumatic and they control flow by controlling the valve stem position. They work very well & reliably. Such analog pneumatic devices work using a controlled analog pressure signal which varies between 3 and 15 psig. I/P (current to pressure) converters convert higher pressure instrument air to this 3-15 psig signal proportional to a 4-20 mA input analog electrical signal. In FIRST, however, our pneumatics are designed for on/off service. It is possible to stop at an intermediate point with the standard parts, but it is difficult and complicated. We've done this in test-beds, but have never incorporated this concept into a working robot. |
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As I see it the only reason i would need 4 mecanum wheels is to turn, not to strafe. Someone explain to me how I'm wrong considering no one else sees this happening. |
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that would work if the two mechanum wheels were occupying the same point in space, however this method would cause the robot to twist when you tried to strafe due to the fact that they wheels being apart from each other would cause a rotational force to be applied about the center of gravity. in a perfect world this would work, but not in the real world.
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These days, I live in the real world.
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B,
There is nothing that prevents you from using two cylinders in series to obtain a three position mechanism. Apply air to one for the middle position and both for the fully extended. |
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Darnit, Al beat me to it. We used a system like this to good effect in 2010 for our blocker. With two pistons retracted we could drop the blocker completely to go through the tunnel, with one set deployed the blocker was at 45deg for hitting balls out of the return, and with both sets deployed the blocker was vertical, good for blocking shots.
We found the best way to do this was to use a threaded coupler and jam nuts to attach two piston shafts together and use the supplied brackets to mount the 'base' of each piston. It was a very robust and reliable system, and flow-control valves can turn the pistons from essentially undamped springs into spring-dampers, which may or may not be useful to you. |
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Thanks everyone for your help. Just so i make sure I have this right...
1) Just weight, cost and complexity 2) Doesn't work 3) Attach 2 pistons together and it works great Thanks again |
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^^ You got it.
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There's a good way to visualize how this would happen too. Imagine a merry go round you might have had in a playground growing up. Now, put a person on the east (right) and west (left) side of it. If both people push north, it doesn't spin (ie the robot would go straight forward). However, if the guy on the east pushes towards the North West, and the guy on the West pushes towards the South West, they can spin the merry go round (Because one is pushing towards the north and the other towards the south). It's not a perfect spin, however, because they aren't pushing tangentially to the merry go round - some of the force goes into translation. This analogy isn't perfect, as it's hard to visualize that translation with it. But it does a great job with rotation. For a normal Mecanum drive train (with 4 Mecanum wheels in the corners), you can stick people on the North East, North West, South East and South West corners and have them push in different combination's. You'll find that when they're all pushing tangent to the merry go round, in the same direction (clockwise or counter clockwise), the merry go round will turn without translation. And when you have them working in opposing pairs there won't be any rotation, but the force has to go somewhere - you should be able to figure out what the translation would be. In physics, this is called a free body diagram. You imagine your forces acting on a pivot arm coming from the center of mass of your object (arguably the center of your robot, for all practical purposes... although your mileage may vary based on specific robot designs). If the forces line up properly, they'll cause the object to rotate or translate (or both!). It's one of the more important concepts in physics, and one that students seem to have the hardest time grasping. |
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If you are powering the pistons in the extend direction and you just attach two pistons together, they will buckle unless there is some sort of supporting structure at the point of attachment. ~ |
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Good catch... When we worked on implementing Mecanum, we only looked at the productive scenarios (since the one you point out would only serve to waste battery power), so any unproductive ones like that just didn't come to mind when i made my post. Thanks for helping to clarify that :)
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With 4 independent gearboxes+motors, you're effectively just losing/not using that drive power when the wheel lifts. With the wheels coupled (1 gearbox for 2 wheels), if you lift one wheel, the power can go to the other. This is doubly beneficial because that wheel is probably overweighted, since the other is lifted. So this is good for a traction standpoint. (An obvious disadvantage of 2 gearboxes is if your drive requires independent steering.) |
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Stopping a cylinder in mid-stroke is fairly straightforward by using a 3-position solenoid valve. Center position is all ports blocked, so the cylinder is pseudo-locked in position, although with some spongyness. With the right position feedback, programming, and flow controls, you could move to any variable position. |
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A few more questions for cd!
What is a good gear ratio from a duel cim transmission for 1) A high speed robot (reasonable I know you could go 1:1000 and just stall) 2) A high torque robot (again reasonable I know its possible to go 9001:1) Thanks for the help again! |
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Do you know how to do the calculations? They are fairly straight-forward to explain if you don't (and it's okay if you don't:) ). |
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A rule of thumb I have heard thrown around is 8-12 feet per second for most games to make it easy to drive and minimize collisions. How you get there from the motor speed to transmission to drive coupling to wheel size is up to you.
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8-12ft/s is about right. Think 5-6ft/s for pusher robots.
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Because games in FIRST are unfailingly "who can do more/faster" senerios if you want to win you have to go fast. So if you are really good but not that fast you can never hope to be as good as the robots that are both. As for low gear make it low enough to push stuff but not low enough that other robots can run away, that aside its all preferance. my 2 cents |
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To go 14fps+, a robot that expects to have all of its drive train motors last the entire season would need all 4 CIM motors on the drive train. The robot better also have a low gear because simply turning the robot would result in extreme torque loss at any gear ratio that gives such a high speed. I suspect that's why the poof's advertised speeds are 7fps / 16fps on a couple of their recent robots rather than 4-5 / 16. I also don't ever notice the poofs trying to push another robot in a defensive manner; usually I see them pushing through a situation and then zooming away, but I've only seen a small percentage of their recent matches. To go even faster, even more drive train motors are needed. For a 60-lb (or so) robot that tumbled around the track in 2008, 148 used 6 motors on their 3-wheel crab that (iirc, off the top of my head) went somewhere around 18fps. Additionally, there are some slide decks on AndyMark's website that give insight as to why their SuperShifters have the ratios that they do -- anything lower than 4-5fps for low gear has a tendency to make the wheels slip on carpet. I do agree with the "who can do more faster" concept, but that really only applies to Einstein-grade teams who are anticipating competition against other teams just like them. I say that because they also need extra practice in controlling the drive train at high speeds (as well as fast manipulators as high speeds), thus they allot time for extra practice & sensor integration before competition. Ergo, versus an average team an Einstein-grade team would (probably) win regardless of what drive train speed it chose so long as the speed was "fast enough". |
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Here's the mandatory "it depends on the game" disclosure: if it's a wide-open field, like 2008, where a robot can get up to speed and maintain that speed for a good portion of the match then a very fast robot would be more useful. If it's a segmented field, much like 2010, where there is not as much room to accelerate and maintain a high speed, a robot might be more effective (i.e. have a higher average speed) if it could reach a lower top speed faster. |
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In essence (be sure to keep units in check):
Robot Speed (feet/sec) = Wheel Circumference (feet/rotation) * Wheel Rotation Speed in (rotation/second) = [Pi * Diameter] * [Motor Rotation Speed / Gear Ratio] Assuming Diameter = 8" (0.67 feet) and Motor RPM for a CIM is ~= 5400RPM (90 rot / sec) 15fps = Pi * .67 ft * 90 rot/sec / GearRatio or Gear Ratio = Pi * .67 * 90 / 15 = 12.65:1 for a 15ft/sec bot with 8" wheels. Feel free to put in the numbers for 4ft/sec. |
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The limiting factor will be the traction of your wheels. Once your wheels spin in place when your robot pushes against an immovable object, you're done. Gearing lower won't make you push harder, so you might as well gear your robot to right at that point in order to preserve whatever speed you have. However, if that takes more than about 40 amps of current per motor to happen, you will trip your robot's thermal circuit breakers. You can mathematically calculate that gear ratio based on your robot's wheel size, the motors you're allowed, the maximum current you want to draw, and whether or not you've reached your maximum pushing force ("traction limited"). The number's somewhere in the ballpark of 4.5fps for roughtop tread (CoF 1.3), but I'd encourage you to figure that out for yourself. However, gaining that ability leaves you with a very low top speed. Not many FRC events could be easily won with a robot that only goes 4.5 feet per second! If you want to go faster, either you lose the ability to push against anything forever, or the traction of your wheels is going down reducing your pushing force. That, or you use a shifting transmission and go for both. Now, the first question: The vast majority of drivetrains require skidding wheels (the exceptions are generally too complex for someone like me to have anything to do with), so your drive will need to be limited by traction at some amperage. This doesn't necessarily need to be 40 amps, since the breakers do not immediately trip and you rarely need to turn for more than a few seconds, but you're obviously constrained by the stall current of the motors, etc. I doubt you'll be gearing your robots close enough to the stall current to matter though because of the concern of acceleration. You also want to weigh how fast you need to accelerate and how quickly you need to get to something x feet away. At lower speeds (under 8-9 fps or so) you'll probably get to something 5 feet away relatively quickly. Acceleration becomes more of an issue when you get to speeds in excess of 11-12 fps, roughly. How much of an issue depends on the game, how far and fast you need to go in that game, etc. so you'll have to decide for yourself on that one. Luckily someone from team 1640 posted a nice whitepaper on the topic. In short, there's a lot to consider and no stock answer; that's why more teams don't build identical drivetrains every year. One more thing I want to add, is that how fast you can achieve a game objective is often less affected by the gearing of your drivetrain than you might think. |
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