Quote:
Originally Posted by Siri
I'd like to delve a little more into the "fast iteration" thing. We also put a lot of time into prototyping, but never seem to do it as quickly or thoroughly as the powerhouses. What are the factors here? For example, do we need to find some kind of fast-fabrication sponsor? (I'm certainly not implying that's all there is!)
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I think if you have the space for it, saving old mechanisms or pieces of old mechanisms can help with this. Without knowing anything about next year's game, I can guarantee you that robots will need to:
A. Drive around; possibly over obstacles; possibly with pushing and shoving
B. Pick up and/or move around objects; possibly of odd shapes; possibly very heavy
C. Place and/or throw those same objects
In my discussions with people on powerhouse teams, they spend a lot of off-season time on "what if's" -- what if we have to shoot a ball? Lift a tube? A crate? A tetra? Another robot? Our robot? What if we're playing with those pieces, but aren't allowed to pick them up? What if we can't break our own frame perimeter? What if we can?
Add in height limits, carrying limits, and anything else you can think of. Research every single FIRST game and come up with ideas on how you would create mechanisms using the resources you actually have that are fast, durable, and reliable.
The tasks that robots are required to do have not changed much over 21 years (move self; move various stuff). Coming into kickoff with a stable of ideas that can be iterated is much better than coming into kickoff with a set of skills but no solid ideas...
...and that means that when FIRST throws you for a loop (orbit balls, slick wheels, not being able to pick balls up off of the ground, absolute height limits), you have more time and brainpower you can direct that the novel tasks, because the less-novel tasks are well in hand.
(All that sounds good in theory. Somehow 1551 still manages to seriously screw up something on a yearly basis. Perhaps next year we won't!)