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Originally Posted by IanW
How do you initially choose which approaches to the given challenge your team will prototype? For example, weighted objective tables, voting…
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We brainstorm for days following kickoff. It may take us a week to get to a design concept. If there are some issues like ball control that come up during these discussions, we may prototype a shooter, kicker, etc. during the first week. When we come down to the final design, most everyone has had some input.
Quote:
Originally Posted by IanW
What is the best way for teams that weren’t around for “the last game that was like this one (ex. 2011 was similar to 2007, 2012 was similar to 2006)” to catch up on what was learned in that year?
• Where else outside of previous FRC competitions do you look for design inspiration?
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Every team has a potential to be an inspiration for us. Our students and mentors watch CD and gather info from any source, even people on other teams.
Quote:
Originally Posted by IanW
Do you build field elements before starting prototyping?
• How many different approaches do you prototype?
• How much of your team’s resources, particularly personnel, do you devote to working on a prototype?
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Our playing field team starts to build the afternoon of kickoff and if there is a particular field element we must have, they will build that first and bring it to brainstorming sessions. We often break into small groups and then rejoin at intervals during the first few days. Strategy teams work on playing the game, mechanical and electrical work on manipulator functions and we all decide on driving style base.
We don't do crab every year! Only those games that the team thinks could best benefit from that design. Not everyone can work on prototypes or be present to brainstorm everyday. We show up when we can.
Quote:
Originally Posted by IanW
Once you begin prototyping, what is your approach?
Do you try to do a proof of concept before proceeding?
o Do you try to gather quantitative or qualitative data? How refined is the prototype at this stage?
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We build a proto base so drivers can start to get a feel for driving and software can have a testbed. Then we add elements as we get them built to test effectiveness. We have tossed elements that didn't work as expected in the past or redesigned as needed.
Quote:
Originally Posted by IanW
How do you identify what data you need to gather?
• How can teams decrease their turnaround time on iterative prototyping?
• Does a prototype need to work as well as you expect the final manipulator to before you begin final production?
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The data needed is mostly set by design goals or strategy. In Aim High for instance, strategy called for shooting ten balls at least during auto mode. Accounting for positioning the robot, that was a very fast shoot rate. Once we achieved the rate, then we refined it to make it accurate. The results was 10 for 10 in ten seconds in most cases. Overloaded the scoring every time.
Quote:
Originally Posted by IanW
Essentially, how much do you refine a prototype before moving on/what differentiates a prototype from the finished product?
• How long is your team willing to prototype before entering final production?
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In most cases, the proto is made of 80/20 slapped together with actual manipulators mounted as they become available. This year, since we lost our welding facility, many parts were bolted together. that theoretically made the proto and the finished robot interchangeable. However, we did find several things lacking in the proto that we fixed in the real robot. Flexing of the under chassis frame was the most pronounced this year when going over the bump.
Quote:
Originally Posted by IanW
How do you prevent unfinished prototypes/manipulators in general from delaying the rest of your design/production?
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We are lucky to have a lot of people on the team, both mentors and students. As the build team meets, we discuss priorities and goals. If we have to wait on one item, we move on to something else. If say a turret wasn't complete, we mount the shooter temporarily and let drivers practice driving and software work on vision processing. If everything that can be done is complete and wired, then electrical and mechanical get to go home early while drivers and software continue.