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WCD vs. Swerve
This year in preseason robotics, we are experimenting with both a WCD and a swerve chassis to prepare for the season. I am leading a grouping making the WCD. People always call WCD a back-up drive, but then I point out to them that most teams in Einstein in a given year use it (or a modified form of the 6 wheel drive). Can somebody please elaborate on why you would want to use WCD over swerve in a game that requires maneuverability (such as 2008 or 2011)? Thanks :)
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WCDs are a lot lighter than swerves, and for the most part are a lot simpler. It's easier to program a WCD, also. This extra time and unused weight can be used for other things.
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Having recently CADed and priced out both a WCD and a Swerve build. Our team is planning on building a WCD drive for it's final off season project.
The WCD is a lot simpler and cheaper compared to the swerve. With a WCD you can probably get a drive base done within the first week of build season, with a swerve and even if you prototype it over off season it would probably take longer depending on how fast your machining turn around is. With a limited amount of abilities I would rather focus on building manipulators and testing them, then on drive. |
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It takes a lot of time, resources, and expertise to make a good swerve drive. There are also more opportunities for things to go wrong with a swerve, so it can be less reliable. I would not recommend using a swerve drive unless you can see a huge advantage in the game by having it that would offset all of these disadvantages. (My team is in the same boat, we prototyped a swerve and a 6wd).
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A few years back, our team built a swerve during build season. We had prototyped one as an offseason event, so we thought all would go well. It did not. It ended up as the biggest single build mistake our team has ever made.
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As everyone has already stated, Swerves take more resources and time. A 6WD WCD in my opinion is better. Swerve might look cool and perform a little better than a WCD, but there are a few reasons that I would not go with a swerve for next season.
1. We have no idea what the game is. Swerve Drive might not be necessary. I'm still not entirely convinced it was necessary for Logomotion. 2. Cost factor. A 6WD WCD is significantly cheaper than a swerve, even if you custom make your swerve drive. (i.e. not use the wildswerve or 221 Swerve Drive Systems.) 3. Takes a lot more time and knowledge to program a swerve. Unless you have a complete team of Wildstang, Trinity, Winnovation, or D'Penguineers programmers, it will take a significantly longer time to program it in the build season. 4. Lastly, Swerve Drive robots are significantly harder to drive than a standard 6WD. Having omnidirectional movement at your fingertips whenever you want can be a little intimidating. Whether it's Coaxle Swerve or Unicorn Drive, it doesn't make any difference. It takes a huge learning curve to properly learn how to drive a swerve. This is just my $0.02, but I would like to see what others say about this. I think Swerve Drive is awesome. But if I was going to chose to go with swerve, I would take an extensive period of time to make sure I can create the perfect drivetrain for the next season. |
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Wow, sounds like everyone's prototyping a WCD and a swerve this year. Thought we were the only ones! Anyway, we too ended up only building the WCD. It's way simpler, cheaper, and easier to build. Even if we had built the swerve drive, we'd have never used it this year because of the complex programming and likely engineering issues that would have cropped up. We may use the WCD, though.
Also remember that good drivers trump good robots. Not only is it easier to drive a WCD, but the shortened build schedule affords you more practice time. Swerve drive IS awesome, but only if you've perfected it. It sucks when it doesn't work or doesn't drive or doesn't fit in budget. |
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Swerves require good code, and a lot of it to really use their performance as an advantage. A lot of tweaking, testing, and practice as well.
6wd's require no special code, and don'y rely on sensors at all. Half your robot could be broken, some drive chains snapped, a drive motor burned out, etc... and your WCD will still be trucking. |
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i have only seen one successful swerve drive. that drive was done by bomb squad (16) and they have been working on that drive for years. we have had some mildly successful attempts, but nothing has worked as well as theirs. also looking at the type of drive train on Einstein, you'll notice a skid like west coast is there a lot more
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Also, we were swerve in '09 as well. |
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my point is that they are the only team that consistently uses it and seems to have come close to, if not perfected it.
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111. 1 National Championship on swerve drive. Uses it fairly often when the game calls for it. 118. 2-3 years with what was then one of the ultimate swerve drives. 67. 1 World Championship on swerve drive. 148. See 67. 1717. Consistently uses swerve. 973 developed a Unicorn drive (Emperor Swerve) this offseason that could rival some of these others. They have yet to use it in the regular season. 16 is NOT the only team that has come close to perfecting swerve, or that consistently uses it. While they do consistently use a very good one, saying that they are the only one displays ignorance. Continuing to say that they are the only one after other teams in the same category have been brought to one's attention displays willful ignorance. Use of swerve without proper engineering analysis to determine that it is the best option, or close to it, is a very risky proposition at best, and a waste of resources at worst. |
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Also, 469 used swerve for a couple years (07/08) with reasonable success. |
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If you look at videos of 1717, you will see how smooth and perfected their drivetrain has become. They consistently use it, and it shows, how while not being necessary, swerve helps so much in scoring. Of course, this relies on the fact that swerve is built and programmed right.
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111 is swerve as far as I'm concerned.
I don't mean that as a sleight to 16, 47, 118, etc. If I think of swerve I think of 111 and then everyone else. |
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A lot of people posting without first hand knowledge, that's fun.
Adam and 973 are in the best position to answer the original question, as they've had quite a few 6wd cantilevered drivetrains and have recently given swerve a try. My recommendations is know what you're getting into, easiest way to do that is have a fully functional prototype you can drive the wheels off of. I agree with Adam that the programming/control aspect is what makes a swerve great, I've seen many swerves (ours included), with control not quite what it should've been. As a result many of the Pro's were diminished and the effectiveness brought below that of a normal 6wd or 8wd in some cases. |
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Last year the Pigmice built a swerve drive (but like idiots we didn't prototype it in the offseason). Everything that we did worked, and we had no issues until it came to driving.
Because we hadn't prototyped it in the off season no one had ever driven it extensively. We wound up modifying it in the pits to drive like a tank (two sets of omni wheels in the front pods). This made the robot easy to drive, and because the swerve cababilities were left intact, we had fun watching people's faces when we could simply strafe around them. Moral of the story, don't build it if you don't know how to use it to it's full potential. Our scoring during regionals would have been nearly identical if we had gone WCD. Oh, and its cool, but very rarely necessary. If you have the time and the money, try it, but drive it into the ground in the off season before you decide to compete with it. |
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Listen to the the EWCP podcast from November 27th where they discuss in depth what 973 went through and thought of when they built their swerve and their experience driving both. It's fun to hear people discuss their first hand account. Now to my opinion: If you don't have a drivable fully working swerve built in the offseason (offseason is really over so I mean today) you will probably not be ready this season. If you can't drive you can't do anything. The time it will take to get the drive up and running in the build season will submarine most of the stuff you're working on. In my experience when driving is a forgone conclusion you can focus better on accomplishing the game task, scoring points. I use the kit bot as an example of this. Prior to the 2005 intro of the 1st kitbot you were very lucky if your partners could drive during quals sometimes and fewer teams could accomplish difficult tasks because the whole build season was spent getting the ability to drive. End opinion. |
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1640 has done 4 wheel independent drive, independent steering the last two years. We have the weight of each module down to 9 LBS. We have the durability nailed too. Greater that 100 hours on both bots. We have put an enormous amount of time, effort and money into swerve drive. Most teams may be stressed beyond their limits to perfect a swerve drive. With swerve you basically have to have every thing perfect or things will go very bad. The risk of failure with taking on swerve would lead me to recommend that most teams forget swerve and work on perfecting a 6 wheel drive base and focus more time on other aspects of the robot. We still do not have the swerve where we want it. We need to work on the driver presentation. I will say that with this years swerve and a trained driver, swerve can be a real competitive advantage. Is it worth the effort and money. We debate this issue constantly. If you don't have a functioning swerve drive base right now then it's a no brainer, do a 6 wheel for 2012.
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Piggy-backing on what Aren said- listen to some teams who have done a swerve before, and really try to understand the effort that was put into it.
For every 16, 111 or 118, there's got to be at least a dozen failed swerve drives. I say "failed" in the sense that they did not perform at those levels. The best swerve drives have tons of iteration in them. Obviously at some point you will have to commit to putting one on the field, but now-a-days with the kit bot and the larger knowledge base, almost anyone has a strong drivetrain on the field. We have a couple iterations of swerve drive under our belt in the off-season, but we've still yet to implement it due to a number of reasons. I wouldn't even dream of trying to conjure a swerve for the 1st time in-season. There tends to be a ton of effort that many people overlook when they make the decision to pursue one. Make sure you are making a decision based on your resources, and your abilities. -Brando |
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-We are probably at a spot now where mechanically we would feel comfortable with the system, however the first couple of tries definitely required some improvements before being implemented on the field. -Part of those mechanical improvements were getting the weight down. We were at a decent spot weight wise with our initial design, but have been unable to get much more weight out of it. We're considering much different and new designs which would help with that, but then the mechanical iteration kind of goes backwards a little bit. -Probably the biggest factor is the software development effort. We are just not at the point where the swerve is performing how we want it to. It requires a ton of driver practice to reach a level of performance that can be matched with just a small amount of practice on a 6WD or 8WD. We want to develop as intuitive a system as possible. To go along with this, due to the nature of the mentors on our team (mainly college students), the engineering support is constantly in flux. While always solid, its ever changing. We really need someone to make this project their baby and help guide it to completion. We have unfortunately been unable to do that. Knowing it will probably take a couple of seasons to get right, we want to make sure we have a steady foundation before we start building on it. -The last major factor has probably been timing. In 2010, we built a robot that very few teams attempted to build. Like 469, we were designed to recycle balls from the roll-in ramp by rolling them down our robot, off the bump, and into the goal. Being way to overly ambitious, we wanted to do all of this while hanging from the bar. Due to a number of reasons, the robot worked, but never as well as we wanted it to, or near the level of 469. Going into last season we didn't want to have another "down" year, so we tried to play it "safe". If we went the swerve, and didn't get desirable results we would've had back to back seasons where our ambition got in the way of our success. We had an extremely successful year last year, so I believe the decision was right. It is yet to be seen what will happen this upcoming season, but hopefully that gives you a window into some of our decision making. |
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I am going to approach this a bit differently... where the driver presentation is the very first thing we are going to get nailed down... if it cannot feel exactly like I want it then we shouldn't bother making it. In short I submit an idea that most people will not believe... here it is... I believe you can make it feel like a tank arcade drive (or even tank steering), with strafe. There is one other idea I want to throw out... and that is the fear of failure hurts new innovation. I am prepared for the risk of failure with this driver presentation and I am not afraid... I know it is something I MUST pursue... it is like a calling that I cannot ignore. |
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I have seen swerve perform just like a tank drive. It's kind of pointless in my mind. But definitely possible. |
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http://www.termstech.com/files/TheFr...CarpetRide.wmv In short... we spend many hours to make sure the Joystick to control the ship is as easy to use as the mouse. |
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An inability to communicate your ideas effectively is a handicap you would be well served to strive to overcome. |
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Driver presentation. May be some who have actually driven a swerve will comment. We have a 4 wheel drive 4 wheel steering bot. We have used a x-box and 2 kop joy sticks. Also, we tried a joystick with twist but, the drivers hatted the twist for chassis orientation. So how do you control the 4 degrees of freedom required for swerve driving. X, Y, Chassis orientation, and velocity.
We have always used the left joy stick for x-y and extrapolate velocity from it. The right joy stick x mixes in chassis rotation. This is what the programers and drivers ended up with. I feel that after watching our driving the last 2 years there is a major problem with this choice. Our drivers can make the bot dance on our practice field with no pressure. Under pressure at a comp I see the driving deteriorate. I believe their left hand or thumb coordination is being overloaded. What have other teams used. I believe the extrapolated velocity is the problem. For a short time in the 2010 off season we had the X - Y on the left X-box controller joy stick. Velocity on the right joystick x and chassis orientation on the analog triggers. I liked it. The programmer graduated and the code disappeared. We went back to the above described method. So what is the best driver presentation. Arguments welcomed. |
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Me personally I think one arcade drive joystick just like tank with some strafe buttons elsewhere... but I want to customize to what the driver wishes. |
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Ok I will take a stab at this today... with a question. What makes a swerve drive so hard to drive vs. what makes a WCD easy to drive (both tank steering and arcade configurations)? |
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Instead I assume you mean something like this: FWD = (YL+YR)/2 RCW = (YL-YR)/2 STR = 0 ... where YL and YR are the (inverted) joystick commands, and FWD, RCW, and STR are as defined here. In that case, I will answer your question with a question: is a swerve with that driver interface "so hard to drive" ? |
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For now let's ditch the tank steering 2 joysticks except to say that it can be done. I think FWD and RCW can be on one joystick where left and right perform the rotation (I believe this is called arcade drive)... Just this much is what we had this season on a WCD, and it felt intuitive (we played defense). Now add to this some strafe buttons (and not another axis). I think for me personally I'd like this because this is similar to how games like ut2004, quake etc... work. Except they use a mouse for the orientation. The strafe buttons work where they inject more strafe the longer they are held down, and then release it in the same manner. This way if the driver doesn't want to do it... it is easy to focus on the basics. One good way to really answer this question is to create a simulation and give it to a real student driver and let him decide if it is easy or not. I *hope* to do this... next summer. ;) |
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The most important point of this is that if designed right it is easy to swap buttons with axis controls with minimal code change... or overhead. This is why I love c++. :) |
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I find it interesting how dropping an adjective from a sentence can really change the meaning. FWIW I am not good at writing papers, but I can submit some code example when I get to that point. |
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If so, how do you sense when the rotation has reached its angle? potentiometer? IIRC Bomb Squad uses windows motors on each wheel to control the swerve. From what I have heard, other teams use a rod to swerve both front wheels the same amount, and can then have a manual control setup doing it this way. |
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The other half will be the reverse of that where given the wheel angles and speeds, what is the current x, y and rotational (i.e. angular) velocities. " For 2 reasons... one is to render the images position on our simulation. I use text graphics on OSG (open scene graph). The other reason is for autonomous where if I can interpolate the position on a 2D field I can calculate the desired velocity and orientation to hit a target. I have achieved these tasks with WCD, but I have not yet confirmed angular motion (logomotion did not require that). I am still researching this, but I believe I can have accurate angular turns if I have reliable encoder readings of distance. Anyhow... none of this matters if we switch to swerve. |
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Under what circumstances would you ever be commanding wheel speeds and steering angles that are not the result of an inverse kinematic calculation? If you are using kinematically correct speeds and steering angles for all four wheels, you should be getting the vehicle translational and rotational velocities which were used to compute those speeds and steering angles1. Use those vehicle translational and rotational velocities to render the image's position in your simulation. If your concern is about rapidly changing operator commands and the dynamic response of your steering and/or drive motors, and you are envisioning measuring actual wheel speeds and steering angles and using them to figure out where the vehicle is over time, then yes, you would need a way to compute what the vehicle is doing at each moment in time based on the measured wheel speeds and angles. How do you propose to do this computation? 1 unless your wheels are slipping/sliding (due to an obstruction perhaps). In that case predicting vehicle motion accurately without additional sensors seems problematic. Quote:
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FWD = (sFR*cos(aFR)+sFL*cos(aFL)+sRL*cos(aRL)+sRR*cos(aRR))/4;L and W are wheelbase and trackwidth in inches |
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Now that you have submitted these... I gotta try them out and let you know how they behave... I hope to have something written in the next few days. Thanks again! P.S. I do as you say take actual measurments and work with these over a slice of time... the slice of time is measured in the main loop and submitted as a delta double seconds parameter through the entire cycle. (I do not use any other threads... i.e. my own PID). |
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dimensions.length is sqrt(l*l + w*w) |
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This is what I have confirmed the omega equation to be: Code:
const double omega = (((_.sFR*cos(atan2(W,L)+(HP-_.aFR))/4)+Code:
void PhysicsEntity_2D::ApplyFractionalForce( const osg::Vec2d &force, const osg::Vec2d &point,double FrameDuration ) |
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There was a typo in my original post. The notes at the bottom said "L and W are wheelbase and trackwidth in inches". That should have said feet. |
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http://www.termstech.com/files/SwerveDriveDemo.wmv The demo adds a layer of swivel management where it is paced to 18 radians per second on angular acceleration and only 270 degrees of freedom. Thanks again for these equations... now I just need a swerve drive robot to put this software on. ;) |
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So I do this Code:
//const double R = sqrt((L*L)+(W*W));http://www.termstech.com/files/SwerveDriveDemo2.wmv I was able to use similar equations for the tank drive: Code:
m_LeftLinearVelocity = FWD + RCW; |
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More: Team 1640's LogoMotion Drive Train |
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It seems like that swerve-drive teams are of a rare breed. ;) |
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Couple of questions: 1) why did you restrict steering to 270 degrees 2) it would be helpful if you would add some sort of indicator on each wheel to show which direction it is spinning*. * yes, I see the red and green. these indicate which is the forward and reverse direction for the wheel, not which way the wheel is actually spinning at the moment. |
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As for direction of the wheels there are treads " <-- that rotate where height is portraited by white on top and gradient to dark grey on bottom. Unfortunately the wmv quality makes this difficult to see... I should put the mp4 of this on you tube at some point. |
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http://www.chiefdelphi.com/forums/sh...9&postcount=63 others here: http://www.chiefdelphi.com/forums/sh...75&postcount=3 |
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Who knows... maybe in 2012 we'll be on the same alliance. ;) |
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www.termstech.com/files/WCDvsSwerve.wmv I apologize on the low framerate... I REALLY need to find a free way to share high quality media (The original is AVCHD 1080i)... I'll look into this soon. Check out towards the last 15 seconds when we attempt to block you for minibot deployment... cool stuff. :) |
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James: Thanks, I was hoping you had the video to share. We don't have any championship video. Could I try to find a way to get the higher resolution version? |
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Just wondering, is there such thing as an "East Coast Drive"?
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void Swerve_Robot::InterpolateThrusterChanges(Vec2D &LocalForce,double &Torque,double dTime_s)Code:
//To minimize error only apply the Y component amount to the velocityQuote:
I'll keep you posted... I WILL get this to you somehow! :) |
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Thanks! I'll show your code to our programmers. I don't understand the coding (we use LabVIEW and I'm not a programmer), but the idea's really intriguing. The video would also be amazingly helpful. Thanks so much.
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void Swerve_Robot::InterpolateThrusterChanges(Vec2D &LocalForce,double &Torque,double dTime_s)Siri: Our team is working on a new server for our web site... I am hoping they'll have this ready soon as I'll put that match (and the rest of them) on there. |
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http://www.termstech.com/files/SwerveDriveDemo.wmv Has the new changes. |
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