Wow, I'm kind of surprised at the amount of backlash here. I agree, the OP has the wrong attitude about creating solutions with programming, but I think the overall message was that the game is getting reliant on vision code specifically. I tend to agree with some points. Vision for Ultimate Ascent did not have to calculate for distance like Rebound Rumble did. And the large targets in Aerial Ascent allow a more talented driver to make up for poorer vision implementations (or so it looks; correct me if I'm wrong, I haven't looked at AA as much yet).
I'm also not worried and don't think this is a purposeful trend on FIRST's part. Just different games with different requirements.
Quote:
Originally Posted by Mr. Lim
In 2012 we wrote hundreds of lines of code for CAN error recovery. This allowed our robot to run very reliably, and recover from nearly every CAN failure mode possible. I saw this as a far greater achievement than any of our camera vision tracking, which was quite good I might add. The CAN error recovery was way more important however.
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I'm interested in this. I thought the point of CAN errors was to not have them electrically? Or am I thinking of the wrong thing?