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Week 2: Any new lessons learned?
So it seems hard to believe, but there are some of us who have yet to play Logomotion. (We're up this week, with the rest of the Columbia area teams up next week.)
I was able to catch some of the Week 1 event webcasts, but was shut out on Week 2 due to work. We know the GDC didn't change the game up for this week, but has the game changed itself from the power of observation? Are minibots still dominating tube strategies? Are yellow cards still being given out like AOL demo CDs in the late 90s? Enquiring |
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Minibots are still super important. At waterford in elims, the speed of minibots became really important. We had only 1 minibot on our alliance and in the semifinals our opponents had 2. Lucky for us our one minibot was the fastest at the district. We were able to outscore them on tubes and win the minibot race to get the win. If you have a consistent deployment, I would suggest getting your minibot under 2 seconds to stay super competitive in elimination rounds.
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Got penalties? I watched WPI on Friday and attended on Saturday and I was shocked at how many penalties were committed! A few quals had none most had 1 or several and the elims saw a couple of DQ's that cost one alliance their shot at an upset.
Lesson learned- read the rules... again. |
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We learned that even if your robot can score an ubertube and 6+ tele-op tubes, if you dont have a fast minibot you still get beaten.
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If you want to control your destiny, you must be able to play all aspects of the game well. If you have a consistent minibot, you will do better in qualifications than if you just have good tube scoring.
Minibot speed doesn't matter as much as consistency in qualifcations, but it definitely matters in eliminations. If you don't have all three aspects of the game covered in your eliminations alliance, you will be at a disadvantage. Defense can be and was effectively played, even with all the penalty possibilities. The middle of the field can be hard to navigate with lots of robots, and smart driving can definitely hinder a good tube scorer. Watch the yellow cards. It's a fine line between pushing someone into a zone on accident, and pushing them to draw a penalty and getting yourself a yellow card. Especially in eliminations, if you do that twice you're gonna lose yourself the match, no matter how good your defense is. The refs at WPI gave the benefit of the doubt for first offenses, but if you repeated the offense in the second match they assumed it was purposeful and issued red cards. |
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It seems to me that Logomotion is really two games masquerading itself as one. There is the tube placing game, and the race. Winning either of them is good enough to get you playing on Saturday afternoon... but you need to win at both of them to make it out of the quarterfinals.
It's extremely difficult to place enough tubes to guarantee that a minibot (or worse, two minibots) won't flip the winner. If you can't place tubes, it's hard to play effective defense without getting penalties/DQs, even if they are accidental. Watching WPI, I did see some great defense in the middle of the field. Far and away the most entertaining defensive play I've seen in quite some time, because there wasn't any of that ramming while scoring business. It was all about heading robots off at the pass and juking and jiving to make it to the rack. However, most of the defense near the yellow line was a lot more painful to watch. Having been on the wrong end of the 2005 human loading penalty, I would want anything to do with a robot on the rack side of the yellow lines. Also, it seemed like many teams weren't really aware enough of the lanes. Often times tubes would get shoved in the lanes or a team would drop a tube while attempting to place it. They would then run after it, seemingly without realizing they had just got themselves a lane infraction penalty. |
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I know it's hard to see the lines but you really shouldn't be going over there whatsoever if you have no idea where you are at. It's way to easy to make an alliance killing mistake over there. Just cut them off in the middle where you're less likely to attract a red card. |
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Watching the Waterford webcast, I heard a lot of teams getting called on zone violation. You got to know where the line is and to not drive into it. Also Human players need to be careful when feeding tubes. I heard a few of those penalties also. |
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I visited NYC and watched the webcast of the finals today and have to agree with Ian and Nuttyman, you need to effectively master both parts of the game if you wish to make it to the end of the elimination matches. Minibots are truely paramount and merely having one doesn't mean much.
Teams need to be able to deploy quickly and consistently to be effective. They may get selected or be selecting with just a minibot, but in the elimination matches you'll need to be able to place tubes also. I can't imagine, well yes I can, what it is going to be like at St. Louis in the finals on Einstein. BTW NYC had excellent coverage of the competition. Cameras switched to coincide with the announcer's commentary. |
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I watched as much of Pittsburgh and Florida as I could, and I think this post stands:
http://www.chiefdelphi.com/forums/sh...24#post1036324 |
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I think at WPI, especially in the final, a lot of penalties were called because defence was being played by teams that don't usually play defence, haven't played defence or are ill-suited for defence. If you don't have maneuvrability or pushing power, don't defend or you are likely to concede a penalty.
We played defence a couple of times in the qualifications for practice, and we conceded a couple of penalties. By eliminations, we knew how to avoid those penalties. Human player is important in strategy. Make sure he/she knows the game and strategy well. Also I found (as Coach) that I couldn't pay attention to our rack at the same time as their rack and watching the human player. The Analyst is actually useful. Who knew? |
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Make sure that when your mini-bot falls back down the tower that if it lands on part of your robot it is not above the deployment line. Our solution is to just back up and let it hit the deck.
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We played defense in several matches, and never got any penalties... But then, we were using our maneuverability to try to deny tubes of specific colors to the opposing alliance, to prevent them from hanging logos.
Of course, it didn't work all that well, but it worked better than robot-to-robot defense did! |
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One major issue:
Make sure the host bot doesn't stay in contact with the mini-bot once the mini-bot it past the deployment line. For an example, if your mini-bot is 1" underneath the line and it's on a 3" tall piece, when you deploy the mini-bot will be above the line while still in contact with the piece. I saw numerous teams not thinking about this small fact, but it could hurt you really badly if a referee catches it. |
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It is not all about just plain offense. Hear my case out...
We were with 179 and 233 where both of them could create 2 logos very easily as well as deploy their minibots. We could create 1 logo. During quarterfinals we all went on offense to see which alliance can put up more points. The scores of the matches weren't differed by a very huge amount. In semi's we went against 103's alliance where they have scored over 100 points during quarterfinals. We simply didn't want to take the risk of going pure offense and not be able to put up enough points. After further discussion with the all drive teams, instead of going offense, we tucked our claw and arm in and went to the other side of the field and got in 103 and 86's way; pushing the tubes into our lane dividers and blocking them from coming towards the tower; we didn't attempt to push them, we just got in the way as well as try to create room for 179 and 233 to give them access to as many tubes possible. It seemed to work out very well. I had to put enough trust in my driver to make sure that he will not break any planes and get us a penalty. Our driver did his job very well. |
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From a volunteer point of view:
-If your minibot doesn't come down at the end of the match, you need to get to the pole right away as soon as you're given the okay to get your robots. While most minibots can be easily taken down by setting the hook on top of it and pulling down, there were a few teams who told us to pull on the wheels instead, or some other part. Until you tell us how to take your minibot down - at least the first time it happens - we can't do anything. We don't want to break your minibot, but we also can't spend forever standing next to the tower. -Tubes can be popped by pushing them really hard into the tower, or a wall, or another robot. Avoid crushing them. -It only takes a tiny tiny tiny hole to pop a tube. You would be very surprised. I'm going to echo every inspector and volunteer out there when I say PLEASE do not have ANY sharp edges on your robot. -Regarding tube inflation: it seemed that the tubes deflated slightly with use. They may have been placed on the field initially as brand new and fully inflated (using the guide), but after a few matches, they will be slightly smaller. Keep in mind that the crew simply doesn't have enough time between matches to re-pump all 42 tubes on the field, and that you may get ones that are up to an inch smaller. -There were a lot of minibots that fell off of robots during teleop. Make sure they're secure until deployment! EDIT: FIRST (or maybe FiM, but I assume it was from the folks in Manchester) sent us a nice package of parts and instructions to fix the tower triggering problem. It works very nicely. There weren't any false triggers at Waterford, to my knowledge. |
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Clean your minibot's wheels between matches. We used Clorox disposable wipes (because that's what we had lying around in the shop, and it evaporates very quickly. Also disinfects as it cleans!).
The difference in grip between dirty and clean wheels is substantial. |
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More of a reminder for the next few weeks, but make sure that everything on your robot and minibot is secured and tightened (batteries secured, bolts tightened, minibot correctly attached to the mounting pegs, etc.). Our last qualification match, we would have won and possibly been in the top 8 had the rubber bands holding the minibot battery been attached. The battery fell out, and even though we climbed the tower, we broke the 12"x12"x12" rule, and our tower points were not counted.
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In San Diego, we DQed in the Semifinals because we were repeatedly being pushing into the opponent's scoring zone because we only used 2 CIMs. I had warned of this from the beginning of the build season and that we had to use 4 CIMs. We made it to Semis with only a working minibot. My mentor said not to use the arm at all because the drivers never practiced with it. We had great drivers, I believe that our code was next to undrivable but my mentor did not authorize uploading of new code. We knew the problem and fixed it in a minute, but we never uploaded it because the drivers were on a roll. I was very very surprised we made it this far with a dysfunctional robot. At first, we were even worried that we would be even able to put the robot in the field.
We learned that speed of the minibot has to be upped. We left our fast motors at the shop because our mentors and the team captain did not want to "cheat" (they still believe it is illegal... Even though I disproved it weeks ago) So in other words, no one ever listened to me because they thought I had no idea what I was talking about because all I do is program. NOW they believe me and we will dominate in LA Listen to David, he may not seem to know what he is talking about when he criticizes the robot, but he is doing it for the good of the team and to improve the robot. |
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I'm not sure any of this is really news, but here I go...
Wall loaders are at a disadvantage because there are almost always tubes in the lane that make it hard to reach the feeding slot. A premature minibot deployment will ruin your whole match. The lanes are really hard to avoid when you have two or three hangers trying to pick tubes off the floor just outside your zone. |
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Watching week one (GSR) tubes were flooding the field. 90% thrown. Week two (WPI) the field was starved of tubes. The tubes that were delivered were thrown.
Starving the field of tubes made the mini-bot super important. Bottom line...mini-bot makes or breaks the match. |
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Strategy is the key to the game. You could have the best robot out there, but if your strategy does not hold up you will lose. No one has the ability to keep focus on everything needed to survive, use your analyst well. Make sure you have some good scouting information. 1114 knew that starving the other alliance of tubes would work because their alliance could get across the field quicker. When they know the other team lost the race they let loose.
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At Pittsburgh most of the mini-bot races went off without a hitch with a few hitting the target but not registering with the FMS. Then we had three extreme cases where the mini-bot would hit one of the bolts holding the target together, make an audible thud and slide back a few inches. During qualifications these were counted as a finished race and went up for an alliance score.
During the Elims this rule was subject to a phone call from the top and was changed so that if your mini-bot doesn't press plastic you don't get points regardless of how many refs are watching to back up/confirm the race and the FMS. Lesson learned: Don't have large flat spots on the contacting face of your mini-bot that could stop progress on the head of a bolt. Redesign if needed to adapt to something that was changed as of last Wednesday. Add a random pin or something to counteract the randomness the GDC just added to the mini-bot race. |
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"So in other words, no one ever listened to me because they thought I had no idea what I was talking about because all I do is program. NOW they believe me and we will dominate in LA"
Learn to spend the effort to quote the actual manual and the Q&A with actual links and citations. (Mentors have more trouble arguing against undeniable documentation from accepted experts as compared to just the easy oratory of "just programmers" that sound confident. ) ;) |
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I can't do much but just say "I told you so..." |
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Be carful of those lane penalties. There were quite a few in the matches at the Wisconsin Regional Also, human players, remember not to feed tubes to the opposing alliance! I saw that happen a few times. Funny incedent happened too. In one of our matches, the human player of the opposing alliance scored a triangle on our grid in the right place to form a logo! What happened was when she threw the tube, it bumped the top of the wall and tumbled right onto our peg. We had some good laughs about that :)
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Tube starvation and intelligent tube throws are very important in qualifications, and sometimes eliminations. If your alliance has the only minibot, you can win the match by holding all of your tubes back and just choking the field. If you have a scoring disadvantage and want to cause some disruption, tube starvation will get (floor loading) opponents tubes right out of their hands and give you a leg up that could just beat them.
Using the feeder lane is by no means impossible. 177 effectively took advantage of the lane with their very agile and competitive robot. Don't push tubes right in front of the scoring pegs, especially if you don't have a long arm. You won't be able to score on the pegs without moving them. Strafing, 3553-style defense is some of the best defense you can play. |
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We will have a working arm, faster minibot and autonomy by LA regional, we hope to win it all. |
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Btw Excellent job guys! I am really glad you won the regional. After seeing all of the hard work getting the robot working, it was great to see you compete, and compete very well! Best of luck for the rest of the year! |
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Know how to create a FIRST Logo. I saw at least five occurrences where teams either attempted or completed a backwards logo. I have to admit I lol'd quite a bit when this happened.
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So, if you are Stay Far Away! |
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Regarding which alliance gets DQ'd, it depends on the actions that cause the Zone incursion with contact. Read Team Update 16.
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If you see the video, it was 2 robots pushing us. It was one at first and then another came and started keeping us in the zone. We were really helpless. But I do agree that we were too close to the scoring zone, but we were still out of the yellow line. We just lacked the power. We wanted to be productive and not just park next to the tower the whole match. (In the qualifying rounds, we were parking on the tower, but we felt the "duty" to actually do something in the eliminations)
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For those wondering what the fix was: we were sent a package with replacement parts. The limit switches were removed and replaced with aluminum plates. When knocked into what used to be the limit switch mounts, the plates shorted against each other. |
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One thing that I don't think has been mentioned yet is the issue with the towers mis-triggering has been fixed (or so it was at WPI). They still had refs watching the towers as a backup though.
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We were still awarded the points though. |
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Also with those towers, referees are having a difficult time determining the legitimate deployment of a tower. There is a LOT to look for:
1) Did the minibot cross the plane of the tower base before 10 secs 2) Did the robot provide power to the minibot 3) Did the minibot begin creating energy before 10 secs We had a qualifying match where our tower was disabled for deploying too early. Even with a video showing the minibot as it reached the tower, I couldn't tell if it deployed early (it didn't affect the match, but I like knowing when I screwed up as a driver). I saw one referee almost disable a tower when a team started deploying at almost 5-6seconds left in the match before realizing the tower was solid and not blinking. With everything in the match going on and then having to pay attention to all of the things with the towers and minibots and the exact time left, its got to be towers. |
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Defense is hard to play without getting penalties. :(
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I was driving at WPI over the weekend and it was unbelievable how many penalties teams were getting. It was commonplace for alliances to have 3 or 4 penalties EACH in the qualifications rounds (although that dropped off significantly in eliminations). At the front was lane violations - it was commonplace for some teams to have one or two lane violations. Penalties got so bad that it got to the point where the announcers would say something like "It's a miracle guys, we have a penalty free round!" Amidst a sea of lane violations, yellow, and red cards, a few matches did actually have no penalties. A shame, really.
On a lighter note, we noticed that during the qualifications having a minibot was generally enough to win you the match. Tube hanging rarely made a difference because the matches were so one-sided. There were matches where if your entire alliance made a single logo you would have won. Several robots could make two or three logos single-handedly if given the chance. In eliminations everything changed because mostly everyone had minibots. The race might have left teams with a 25 point deficit on occasion, but sometimes it was closer and it was up to the tube-hangers to make the difference. The alliances that were most successful had everything covered - minibots, tubes, and autonomous. |
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I forget to mention this in my previous post but if your having any problem connecting to the field or your robot shuts down in the middle of the match, please talk to your FTA. Team 108 was having the same problem where we would lose communication for a while and get it back and then lose it again, sometime just completely die. We spoke to our FTA and she was really helpful. She looked through all the errors in one match and saw that we had "Watchdog" errors. We fixed it from there and never had an issue with our robot connecting to the field.
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Well the bottom line is that the past is teh past and all we can do is fix our problems for LA and dominate. edit: where can we see the videos? |
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Minibot's are the name of the game. If you can deploy the fastest one, you're bound to be on the best alliance. Edit: Plus, never take a win on the towers for granted. Our #2 alliance at Lake Superior should've won the Finals hands-down. They had a small point disadvantage at the end of the second match, but their minibot easily beat the other teams by over a second. Unfortunately, the towers glitched out, and never registered who was first or second. As a result, their supposed victory at Lake Superior turned into defeat as they lost the next two in a row. |
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See TU16. Blueabot1 Pushes Redabot into the Blue ZONE, and eventually, into contact with Blueabot2. This series of actions, according to <G32> and exception to <G61> lead to a "one move win", because it would cause Red to receive a RED CARD. TU16 fixed this by stating that this would be considered a violation of <T09> and give a RED CARD to the Blue Alliance, taking precedence over the RED CARD given to the Red Alliance, and the Red Alliance would be declared the winner of the match. |
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(Note: I apologize if you can't take the language in that last sentence seriously. Unfortunately, my head hurts when I try to think about TU16 logically and seriously :rolleyes:. This is my coping mechanism) TU16 is there to prevent alliances from intentionally trapping an opposing offensive bot (minding their own business trying to score more tubes) into a "one move win". Defensive bots which seek contact on the opponent's side of the field should not expect G61 or TU16 protection, because they are utilizing a strategy that clearly involves the risk of penalties and cards. Remember, in scenario described in TU16 Redabot is assured a Red Card for contacting Bluabot#2. TU16 referees have the discretionary option of "UberDQing" Blueabot#1, if and only if they deem the pushing of Redabot to be particularly egregious behavior outside of normal game play. Do you think the refs will consider an offensive bot pushing a defensive attempting to reach its scoring zone to be "egregious behavior" or normal game play? Seems pretty normal to me, happens constantly in elims. Considering that, I would heed Don's warning: Stay Far Away! |
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P.S. Standing on boxes is even less safe than the ladder. |
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It seems like even the most prestigious and experienced teams are sometimes getting red cards in the elimination rounds. I won't be surprised if a regional favorite or even a championship favorite is eliminated due to disqualification.
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I learned that if your bot was not made to play defense, it should not play any defense. The benefits greatly outweigh the risks.
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A minibot can help you win many qualification matches, as long as it can be deployed reliably and consistently. Tubes play somewhat of a lesser role here, but they can help when minibots fail to deploy, or to break close scores.
In elimination matches, most alliances will have reliable minibots, so actual minibot speed and tube placing are important. Even a bottom-row logo or incomplete middle row may be just enough to win a close match. |
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Things I learned from Waterford:
1. Strategy is the name of the game, our elimination alliance had to go up against the team ranked #1 during qualifiers, but by planning out our ideas and playing to each team's strengths, we managed to score higher. (This means making sure drive teams get a chance to communicate between matches) 2. Alliance selection is crucial, an alliance made up of all tube-hanging teams is not necessarily the best. This sort of alliance can end up crowding the scoring zone, reducing effectiveness of each robot. Make sure to fill in gaps, like if your robot can only hang tubes, find the team with the best minibot, etc. 3. While minibots are crucial, don't forget about logos (they did name the game after them). Let's break it down: 6 points (hanging ubertube on top row) + 6 points (hanging a game piece over the ubertube) + 3 points (game piece on top row) + 3 points (game piece on top row) * 2 (hanging in a logo) = 36 points While a 6 point lead isn't large, it beats a first place minbot. Some teams can consistently and effectively do this. 4. Lane violations are not as devastating as they sound. These only incur a single penalty, a deduction of 3 points. Let's say a team needs a square to complete a bottom-row logo. There is one just to their left, they try and pick it up, but their arm pushes it into the lane, again they try to pick it up, this time they are successful, they race over to the scoring zone again and place it to complete the logo. This gains the alliance 6 points, minus three for the penalty is a gain of 3 points. <G33> states that this penalty exists to allow robots to approach the feeder station without being hindered. Thinking about it, removing a tube from an opponent's lane would actually help them get to the feeder. hmmmmm. 5. "Starving the field" is only effective if your alliance is made of defensive robots, if it depends on minibots or if you have a slot-fed "shuttlebot". If your alliance partner (or your team) can hang tubes well, giving them less tubes will not help. Hanging tubes requires tubes. Especially teams that can pick up off of the floor, generally if a tube is beyond the minibot poles, they will reach it in time. This is why throwing tubes is essential. Even if the opposing alliance "steals" your tubes, one of the human players has access to at least one more and can replace it easily. 6. Pit crews make a difference. Especially this year with the often devious defense being played, as well as that all-too-sensitive arm joystick, breaks and damage are bound to happen, don't leave home without someone who can fix them. 7. Ranking (or "seating") during qualifiers does not define eliminations. At the end of qualifiers, our team ranked 5th, and our partners ranked somewhere between 10th and 20th (sorry guys, my memory is not that great). In the end, we managed to bring home the gold. I cannot say this without crediting the RoboStang's minibot/tube hanging or the Average Joes' defense/tube shuttling. :o Sorry for the huge post... |
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"I learned that if your bot was not made to play defense, it should not play any defense. The benefits greatly outweigh the risks. "
Has anyone ever done well with a 2 CIM drivertrain in any year OTHER THAN Lunacy (where lack of traction precluded drivetrain power)??? Robots are like athletes on a field: soccer, football, hockey... If you don't have strong legs, then you don't have a decent athlete on the field. Have you ever seen a successful defensive lineman with spindly legs? I can't imagine a game other than Lunacy that I would ever recommend a half-powered drivetrain for. All one has to do is experiment with the drive-train spreadsheet (CD-20071127-Speed_Optimization) to figure that out. |
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Our robot could have played defense very well against the 179-233 alliance in the Florida regional. 179 could only pick up tubes from the alliance wall and our third team - 945 was not a weak scorer and we had the stronger drive train. Though our robot was definitely built for offense, we had the pushing power in low gear to shove bots that tried to defend us like nothing. Unfortunately, we lost high gear on our right side (for some reason, robots dont run well with one side trying to run at 4x the gear ratio as the other...) making it impossible to play any kind of effective defense as 179 and 233 could run loops around our robot. If you have the speed to catch a robot and the power to shove them, you can play defense (pay attention to those home zone markers though)
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It happens, but luck is required. Lots of it. (Lunacy...top seed and regional winner at AZ. 2 CIM drivetrain. I detect a trend) |
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Team 968/254 used 2 cims in their drives and they were shifting two speeds! Team 254 made divisional finals in Atlanta and team 968 made it all the way to the finals on Einstein! Drivetrain picture used for both robots: http://www.chiefdelphi.com/media/photos/31597 Team 1519 used 2 cims on our 2008 hurdling robot fezzik which was highly competitive in a fast pace game of speed and traction. It was very easy to drive also. |
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Jim and Brendan-
Thanks for setting me straight. 2 CIMs with 2 or more speed transmissions can work for some games. Do you have an idea how prevalent it is for top robots for the different games? I can understand the value when a robot is mostly driving around a track or when the field has little traction. But the race to an object and then race to somewhere else (and maybe push some bot out of the way) type games seem to me to be more conducive to 4 CIMs. (But I'm relatively new to this) Thanks again. |
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Every once and a while a top robot may have a 2 cim drive but it depends on the game and it is rare. |
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During eliminations, we were on a primarily defensive alliance. We managed to almost tie the number 2 alliance based solely on defense and minibot. |
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With 4 CIMs, a bot can accelerate faster than a real athlete. Typical distance to target is 5 to 30 feet. Special Gearing and traction are probably more useful than more weight on generating force/work into the drivetrain. If your strategy is to push robots and not much else, then being ALL legs might be useful- if you can do it without ripping up the carpet.) |
Re: Week 2: Any new lessons learned?
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Even if it was, you have serious considerations with battery loading, current draws, etc. You also have to consider that because FIRST robots are traction limited, you have a hard limit on the amount of pushing power you can add. The net effect of adding more motors to a drive is allowing you to gear a robot to be traction limited at a higher top speed. At 2 CIMs, gearing for ~3 FPS makes you traction limited with roughtop at 40 amps. 4 CIMs gets you there around the ~5.5 - 6 FPS range. 6 CIMs takes you up around 9 FPS. Of course, few teams do this as most of those numbers are quite slow. 2791's drive this year is traction limited a bit above stall - not designed for pushing. our 6 motor configuration is traction limited at about 55 amps. |
Re: Week 2: Any new lessons learned?
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and the ability to transfer the power to the ground efficiently was they key. |
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Re: Week 2: Any new lessons learned?
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I count the score for a single ubertube LOGO to be 30 points and not 36... am I reading this wrong? 6 for the autonomous ubertube one ubertubed score plus two non ubertubed scores in a logo would b 6 + 3 + 3 = 12 which is doubled to make 24 ... now add the original 6 points in and you get 30 points for that single ubertubed logo. We hope to be able to do this...and in practice we can get it done in just over 1 minute so far. We hope to bring that speed up during competition... so perhaps 2 logos are possible.. So a single ubertubed logo would be worth exactly the same as the fastest minibot. Your second comment is a good one (along with your other observations..:0)) I agree that IF you are short on time and you can complete a logo... it might be worth the penalty... the complete logo (assuming it is NOT an ubertubed one....) would actually give you 3 points for the tube and then double the other six points... so your 3 pt penalty could net you + 3 for the tube and + 9 for the logo bonus... subtract the penalty of 3 and you get a net benefit of 9 points... Definitely something to think about. Of course all of the above scenarios only hold for the top rack... diminishing returns as you move down the rack... good points!! |
Re: Week 2: Any new lessons learned?
Just had a question. I apologize if it was already answered before...
What if your opponent robot rams you with full speed resulting your robot lift off the ground and your arm break the plane of the lane, should you get a penalty? |
Re: Week 2: Any new lessons learned?
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Will it be called? I'm not sure. |
Re: Week 2: Any new lessons learned?
They sure called this in Wisconsin. Here's an example. In match 22 we took a pretty big hit at 0:34. This is an example of what I would call incidental contact. Neither robot was trying to push the other into the lane. 2039 got in our way, we made contact and bounced into the lane (we sheared drive shaft during the collision...watch the front left wheel bounce up just after contact). We immediately left the lane and continued with the game. They called a G33 on us for entering the lane.
Logically does it make sense to throw the flag in this case? Probably not. By the intent of G33 should the flag get thrown? Probably not. By the letter of G33 should the flag get thrown? Probably. The rules clearly state that we are not to break the plane of the opponents lane with anything for any reason even if we're forced into that position. Those are the rules that we have been given, and those are what we have to play by. There have been much worse rules in years past ;) |
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According to the rule, yes, flag. But that kind of thing is what <G61> would prevent if it wasn't specifically excepted from the rule. |
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I agree that the intent that is spelled out in the blue box in the manual is very clear. Quote:
The reason that I think that it isn't logical to throw the flag is because it was an incidental contact situation. There was no intent by our driver to enter that lane. There wasn't even an accidental movement that caused us to cross the line. It was purely the physical reaction to a collision (not even a pushing match). I've always been against ticky-tack rules like this that have no bearing on the outcome of the game. Look at how many matches ended up with one or more alliances having 0 points because of lane violation penalties. How many of those matches actually had robots hindering another getting to/from the feeder. I would guess very few. The same goes for DQs of teams that bump an opponents tower during endgame when there isn't even an opponent trying to deploy a minibot or if the a tube that they're picking up brushes against the opposite side of the tower from where deployment is taking place. As long as there is no intention to interfere or contact with a robot, I don't see why this is a DQable offense (I'm fine with just a penalty). |
Re: Week 2: Any new lessons learned?
One thing I learned in week 2.
Those stupid bodysuits are already played out. |
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