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Re: Holonomic + gyro/PID
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Because of this we used a servo to pick it up during teleop. The only thing that may have worried me a little is going the plywood bump, but the omni wheel seemed to handle it fine. (the only time we really damaged it was due to people not paying attention when setting the bot on the cart) |
Re: Holonomic + gyro/PID
Alright, I'm starting to understand. In the case of holonomic, there is usually joystick 1 (fow/rev and strafe), and joystick 2 (rotation). Would it be advisable to use a P/PID function that controls the rate of rotation of the robot? For example, if joystick 2 is at (0,0) but the gyro senses 5deg/sec, make some corrections. No reason to use P/ID on fow/rev and strafe?
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Re: Holonomic + gyro/PID
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But you can if you want. Here's one way. Quote:
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Re: Holonomic + gyro/PID
Cool, even if it isn't necessary during driver control, it would likely be for autonomous mode.
Thank you so much! |
Re: Holonomic + gyro/PID
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...insufficient testing to uncover errors in the steering motor's output logic coupled with a bad Cypress board and a hardware issue with our CAN bus. ::ouch:: Using the sensor to determine field orientation angle worked fine. We ditched the Cypress board, fixed the CAN issues and reverted back to robot-oriented control and what you are calling a halo-style driving scheme. We just did not have time to untangle the logic. |
Re: Holonomic + gyro/PID
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I'm not asking you to answer all those questions (unless you want to, which would be great). Those are just the questions I've been thinking about - if anybody wants to discuss. |
Re: Holonomic + gyro/PID
I know in 2009, team 1983 Skunkworks used swerve drive. They didn't have continuous-turn potentiometers, and so when they needed to turn past a certain point, they would flip the module 180 degrees and reverse the direction of their drive motors. It worked surprisingly smoothly, but that may be in part due to the low coefficient of friction.
Here's a drawing of their drive base: http://www.chiefdelphi.com/media/photos/32444 |
Re: Holonomic + gyro/PID
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I'm certainly not recommending this, but suppose for example they located it at the 12 o'clock (straight-ahead) position. I can imagine a lot of weird wheel movement going on when trying to drive straight ahead with small directional changes. So I wonder where's the best place to put it. Perhaps it depends on the game played played. |
Re: Holonomic + gyro/PID
Well, it was a 7/8ths turn potentiometer, so they definitely had some leeway.
I think they didn't switch it until they had to; instead of switching at 3 and 9, they switched at 5 when turning CW, and 7 when turning CCW. |
Re: Holonomic + gyro/PID
Hi,
We used a field oriented drive system this year, it definitely made Breakaway SO much easier. We originally used a compass to read the directions, but quickly realized that there was too much interference around the sensor. We then used a gyro to do it. The WPILib version of holonomic drive is NOT advised, we found many small errors in it, in addition to the fact that the code was labeled as "Experimental". The Error you are referring to is likely the walking of the gyro. We noticed little to no error after only the 2.5 mins of a match, even while crossing the bumps 3-5 times per match. Actually, using a holomonic drive system made this easier. The field oriented drive system allows us to have many usefull features: 1) Easier control: Anyone can use it...point in a direction, and the bot goes that way! 2) Auto aligning features: Hit a button and line up for the bump automatically, while all you do it point in the direction of the bump. 3) Auto hang aligning: Again, hit a button and drive directly towards the tower; bot will align to it by itself 4) Drive in a direction: We refer to it as "the trigger". While we are driving towards a ball, regardless of if the bot is facing towards the ball, as we drive to it (using the shortest possible distance) the bot will turn in that direction, eliminating the need to stop, turn, then drive. these are only a couple features that we had. This is a quick video we made while testing: http://www.youtube.com/watch?v=HT3WhTcQvw4 Not all features are noted here I should also note we used a 3 axis joystick, so there was only one-easy to use-joystick for robot motion control. If you saw us in action at some later competitions (mostly off season) you can see us "having fun" on the field sometimes. |
Re: Holonomic + gyro/PID
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What type of drivetrain did you use? |
Re: Holonomic + gyro/PID
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As for "wrap up", we have never had a problem with this since we use co-axial swerve modules. |
Re: Holonomic + gyro/PID
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If we were moving, we would keep motor direction and go the long way (a full 180 degree turn if necessary). If we were not moving, we would never move more than 90 degrees, and set the motor direction as necessary. The reasoning behind this was that we wanted to take it easy on the bevel gears. |
Re: Holonomic + gyro/PID
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- robot is slowly moving straight forwardIn the above scenario, are you saying your logic would not just reverse the motors to back up, but rather would turn the wheels 180 degrees? |
Re: Holonomic + gyro/PID
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We did however have another mode that turned the wheels 90 degrees from forward and used only the x values from the joystick to determine drive direction. This mode was made for the sole purpose of playing defense on 469. It would allow us to strafe back and forth as quickly as possible while keeping our accumulator pointed toward our side of the field. Although it was developed for only that, it ended up being used more often than the "normal" swerve code. |
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