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Unread 17-01-2017, 22:27
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Re: Ri3D 'Snow Problem 2017

Quote:
Originally Posted by cd_ssb View Post
Pardon the spelling errors, im on mobile. That last sentance is supposed to say what percent of balls do you SCORE when your sotrage is "full"?
Quote:
Originally Posted by cadandcookies View Post
Our hopper to shooter transition is very inconsistent. I would say that our shooter, by itself, is quite accurate (when testing hand fed, we had an extremely consistent shot), but unfortunately the shooter is only half of the battle. Loading is paramount, and we unfortunately neglected the design of our loading mechanism, having only three days.

I would say that we were probably 60% accurate, maybe more, when we were able to shoot. Unfortunately jams or mispositioned balls made that rarer than any of us would have liked. This also made it somewhat difficult to actually gauge how accurate our shot was.
To expand on what Nick stated, we currently don't have any feedback on the shooter. Adding a feedback mechanism (such as an optical encoder), and implementing a basic closed-loop control (PID loop anyone?) could vastly improve the accuracy. Given only 3 days and a limited budget, we typically don't worry about these nitty-gritty details.

The hopper could additionally use a "blending" mechanism to shuffle balls so that they find their way into the shooter (many of the other Ri3D teams implemented such mechanisms). Our hopper was finalized on the last day, and we did not have ample time to construct/install such a mechanism.
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