Thread: Low Bar
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Unread 31-01-2016, 09:25
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GeeTwo GeeTwo is offline
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AKA: Gus Michel II
FRC #3946 (Tiger Robotics)
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Re: Low Bar

As always, we started wanting to do everything. Scaling went first. Having the low bar available for the go-to boulder cycle was far more important. Note that we must be in a certain configuration (not starting configuration) to make the low bar. It is a configuration we will naturally have after loading and before launching a boulder, so it shouldn't slow us down.

Edit: I realize now that this is misleading. Our primary design goal is to be a sapper bot (knock out defenses), but we also recognize that the only "unlimited" points in the game come from scoring boulders in the tower. As such, we have as a close second requirement to be able to score in the high goal, preferably over a tall defending robot, which (as a low bar robot) means a high, relatively slow launch angle. After working through a drive train design (weeks 2 and 3 mostly) this is where most of our skull work is going. Pickups are a well enough understood question that we are designing them to also work the category A defenses (portcullis and cheval de frise).
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Last edited by GeeTwo : 31-01-2016 at 23:11.
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