
18-05-2016, 14:28
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ye of little faith
 FRC #0862 (Lightning Robotics)
Team Role: Mentor
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Join Date: Apr 2006
Rookie Year: 2005
Location: Plymouth, MI
Posts: 114
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Re: One or Two Drivers??
To the best of my knowledge, Lightning Robotics has never fielded a single-driver robot in our 15 years of existence: FIRST is about the Inspiration, after all, and limiting the drive team to a single student-- especially if your reason is to avoid the valuable learning experience of working closely with your peers in a high-pressure environment-- strikes me as a rather uninspiring policy to have.
...With that said, we usually divide the labor as follows:
"Driver" - All drivetrain, all day!
- Closely related subsystems (like ramps/wedges, whose entire purpose is to help the robot to navigate the field obstacles) are sometimes bundled in as well.
- Interface is always composed of full-sized joysticks (one or two, depending on the style of drivetrain).
- I don't care how much of a hardcore gamer you may be; a thumb stick on a hand-held game pad will never offer the kind of fine-grained control that you want for an FRC drivetrain, period.
- [EDIT] lol, I knew that I'd get splashback for this assertion!
- I acknowledge that many students, having grown up with access to game consoles for their entire lives, can indeed reach great heights in terms of skill with a gamepad. With practice, a good driver can learn to compensate for the robot's inertia, resulting in a very competitive performance.
- Regardless, I stand behind my original statement. The difference in scale between a robot and a joystick is significant enough as-is, but at least a joystick still gives you some sense of the robot's inertia. There's a good reason why gamepad thumbstick extenders are a thing: range of movement is kind of a big deal, and thumbsticks have very little of that. [/EDIT]
- Above all else, we depend on the driver for consistency; on top of the usual selection requirements of driving skill and cooperative attitude, the ideal driver is completely impervious to pressure and distraction when they are "in the zone" during a competition match.
"Co-pilot" - Controls everything else: arm, intake, shooter, what-have-you.
- Back in the days of serial ports, the co-pilot's interface usedto be custom-made: an array of knobs and buttons chosen specifically for that year's subsystems.
- These days, we usually just give the co-pilot a handheld game pad and a printout of the button mappings.
- The co-pilot is expected to multi-task like a champion, managing several subsystems simultaneously; they must also exhibit exceptional adaptability, in order to cope with mechanism failures and [s]improvements[/s] changes made by the programming team in between matches.
"Drive Coach" - Pretty much self-explanatory...
- Studies the large-scale goings-on around the field, coordinates with alliance partners, and issues high-level commands to the drive team. Examples...
- If the clock is running out: "One more shot, make it count!"
- If we're defending against a powerhouse, and a ref starts counting down for a pin: "Countdown: 3... 2... 1... back!"
- If we're crossing a defense, boulder in tow: "Batter shot, left side!"
- If an ally gets stuck on a boulder: "Hey [####]! You need help?"
(And if the answer is yes) "Ok! After this shot, we go help [####]."
- Selection criteria: preferably an alumnus with competition driving experience. Alternatively, someone with experience coaching or refereeing any sport will also do nicely.
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Last edited by Ryan_Todd : 19-05-2016 at 11:17.
Reason: elaborate on thubstick vs. joystick comparison
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