Quote:
Originally Posted by Joe G.
What you are calling "continuous" systems have been the best choice for the majority of FIRST games, because they by nature can be faster and reduce the need for precision and driver skill. If you can build a quality one, it will generally perform better in the long run.
Hybrid systems like 118 2011 are designed to overcome a discrepancy in the conditions between how an object must be gathered versus how it is released. In many cases, this difference can be lack of precision desired as a quality for pickup, with high precision being required for release in a pick and place game. Other examples include carefully controlled feeding (most games that involve shooters), or speed (movable jaw roller claws in 2011 for fast release).
Non-continuous intake solutions have limited utility. Looking back on FIRST history, the only game where I would consider a passive or actuated intake to be indisputably optimal over a continuous one would be 1992, where the sheer number and density of balls made scoop pickups an effective solution. They've been made to work by many great teams in several games since, but very few designs beat the driver friendly nature of a roller based intake. They're often a much better choice for human loaded elements, but you asked about floor loading specifically.
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I agree. I always push for continuous mechanisms in design discussions.
Just to clarify, I consider roller grippers from 2011 continuous mechanisms, not hybrid, as the gripper is the final storage mechanism for the gamepiece.
The thing is that hybrid mechanisms solve many geometrical problems that make designing continuous floor loaders, storage elevators, and feeding systems difficult at times. Primarily it allows you to lift the gamepiece over the bumper without a complex system of belts. 67's 2012 floor loader was a roller and a bar that the balls were squeezed against.
The only time I can see this not being superior to a continuous mechanism is in cases where there are a large number of gamepieces. To the point where your mechanism can't hold a full load of gamepieces or can't transfer the contents of the mechanism before it's time to pick up more.