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Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
Im seeing an infared photoswitch, this has the capability to tell if something has interupted the beam in light of dark environments. Why would FIRST order so many photoswitches just to do the job of a ref and look for a robot passing a line? They wouldn't.
I could see a part of the field being obstucted from view. |
Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
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2010's goals were never designed for multiple game pieces to pass through, or at least I don't think they were. It doesn't help that the memory foam made it really easy to jam two balls into the goal pretty tightly. |
Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
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Re: First Official 2012 Game Hint
There was a match replayed that year... in finals... because the lower goal counted 5 balls too many in automode. 4 high (12 points) versus 10 low (10 points), and 10 low won autonomous (score 15 points). Yes. This was in a regional finals match. The way the game was set up, this screwed up the entire match. After this incident and others like it, a delay to allow for the manual counters to report in was added.
It wasn't the hardware, IIRC, but the software that didn't quite work properly. |
Re: First Official 2012 Game Hint
Whoa...I think this is the most substantial game hint I've seen. Not a cryptic phrase or an obscure photograph, but a parts list for the field? In a plainly readable format?
This is too easy. It must be a decoy. The real game hint is obviously steganographically encoded in the image. Come on CD'ers, start cracking... |
Re: First Official 2012 Game Hint
Could the "Very high speed" of the counter not refer to how many times it can count in a second but its response time to a change of input? I am not sure exactly how it works, but the high speed may just mean that whatever triggers the sensor (probably photogate) is only blocking the photogate for a short time, meaning that it is small and/or moving fast.
Even launching a few balls into a goal a second is "fast" from the game prospective, but is nothing for a computer (and the parts list had LAN adapters that enabled direct IO, I believe somebody posted.) There must be some reason for FIRST to add extra circuitry between the computer and the sensor. If the network is not fast enough to register a goal with whatever sensor it is, the adding of a "quantizing" counter between them would eliminate this problem. People said that in Aim High the counters were unreliable, does anyone know why? was it a speed-of-signal-pulse issue? If used like this, this part seems like it would probably have been inserted as a tweak as the GDC played and tested (and figured that it wouldn't work well without it). I can see it happening. photogate input: . . . . . . . . . . . . . . . . . . . ._____/\__________ Time the network is looking for a response (when high): ----____----____- it would not be recorded because the pulse happens when the network is not listening with the "quantizer" photogate input: . . . . . . . . . . . . . . . . . . . ._____/\__________ signal to network: . . . . . . . . . . . . . . . . . . ._____/----\______ Time the network is looking for a response (when high): ----____----____- this time the signal and the async time the network is "looking" line up, so there will be a score detected. |
Re: First Official 2012 Game Hint
I had an idea:
what if the high speed sensors are used to monitor robots driving though lanes? like a 1-robot-per-lane version of overdrive? just a thought... |
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