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Re: Never Do This, and Other Good Ideas Gone Bad
80/20 (and maybe Bosch too) sliders really start to bind on multi-stage compound elevators. You also have to keep the 80/20 perfectly square to minimize binding, and at height there's a higher tendency for torsion. We scrapped 80/20 in favor of powder coating + teflon for slide friction that was close to what a bearing slide would have; the box aluminum also resisted torsion alot better.
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Re: Never Do This, and Other Good Ideas Gone Bad
I don't know if the majority of my team would agree with me on this, but here's what I think:
2006: No more turret designs. According to members & alumni, 06 was an all around horrible year, robot and all. We broke this rule in my first year. (2009) Needless to say, our robot scored once that whole year. 2010: Do not try to stop a pnumatic cylinder halfway. We had a "Bump Mode" that allowed our robot to go over the bumps. To do this, we had to activate our pnumatic kicker, and then immediately bring it back about halfway so that the kicker would clear the surface of the bumps without the kicker breaking the plane of the bumpers. Sounded good in theory, (which, according to a forum regular, is a nice place) but it did not work in the real world. And the new one for Logomotion: NO MORE BUMPER SKIRTS!!! Those things are horrid. |
Re: Never Do This, and Other Good Ideas Gone Bad
Turreted shooters were on Einstein in both 2006 and 2009. Well designed and built turrets work just fine.
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Re: Never Do This, and Other Good Ideas Gone Bad
In that case, I guess we suck at turrets, along with keeping our robot underweight...
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Jason |
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In 2009, turrets could have been unnecessary (depending on design specifics), but not all years are like 2009. In 2006, they were much more useful when you were making long-range shots and the camera worked. |
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As far as 2006 though, turrets did serve a purpose. I will give you full credit on that count. I suppose some games do cater to turrets better then others. Jason |
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