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Re: Drive systems ideas
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The key to mecanums is independently powering each wheel. Quick controls explanation follows; coding it is left as an exercise for the team. --Front/back: all wheels forward/reverse --Strafe (side/side): Front wheels forward, back wheels reverse/front backward, back forward, depending which way you're going --Diagonal: Wheels not on diagonal powered the same way (Annoying physics here). --Anything in between: various combinations of the above. --Turning: Same as a 2WD, 4WD, 6WD, etc... It behaves like a 4WD when turning, though it doesn't bounce as much as a "sticky" 4WD does. Oh, and the other thing about mecanums: you want their footprint to look like an O, but when the wheels are viewed from the top, they'll look like an X. This is normal. Ether has posted a whitepaper on the physics behind mecanum drive at http://www.chiefdelphi.com/media/papers/2390 |
Re: Drive systems ideas
Ok. I'll take a look at that sometime in the next few days. Ether: No, I believe we are getting just over 1/2 PWM on each, including the one that isn't working right. Would we need to change the sensitivity on the analog output relative to the joystick?
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Re: Drive systems ideas
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Re: Drive systems ideas
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What programming language are you using? Can you post your code? |
Re: Drive systems ideas
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Nonadrive: Really good drive system, but you darn well better know what you're getting into about 3 years before you even think about trying it.:D |
Re: Drive systems ideas
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Simple drive train + Elegant manipulator vs. Elegant drive train + simple manipulator So my recommendation is for your team to stick with what they know, and 'experiment' with various ways to drive manipulators (belts, direct drive, etc). That will teach you everything you will want to know while also maintaining a solid, reliable drive base. |
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:D |
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I would just like to add a reminder that the drive is the most important part of the robot. A failed experiment costs you a season, basically. This is why most teams do drivetrain prototypes in the fall when they want to try something new. |
Re: Drive systems ideas
May I also recommend you look at the FIRST WPI resource center? There are workshop and conference presentations posted there by some of the some of the most experienced members in FIRST. I know for a fact that the 2008 workshops and conferences had some very useful power points on both drive train and manipulator design.
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Re: Drive systems ideas
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The divide is typically made with a sense of time: if you have 3 units of time and 1 design iteration takes 1 unit of time, would you rather iterate the design of the drive train or the manipulator given that you cannot do both? Since many first and second year teams still show up to competition without even the first iteration completely built, I'd say it's a valid analogy. If this question were posed earlier in the year, there would be extra time, but alas there is not. |
Re: Drive systems ideas
Thanks JesseK, We are actaully a rookie team, until January comes and we enter our second year. The few of us on the team that worked this year are working on teaching those that are completely new. We are kind of waiting til the game is announced before we make any crucial decisions on design because we want to focus all of our design on the game. we are just wondering so that we can have some options open for our design. We do have some experience in the design are, just not necessarily in all of these systems. I have been trying to model our team off of some of the more experienced teams that have been very successful. But thank you everyoe for your input. Geuss thats whats so good about FIRST!
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