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Unread 06-01-2009, 23:49
DSST\neal.ian DSST\neal.ian is offline
AAHHH!! WHERE'D ALL THE TIME GO?!?!
AKA: Ian Neal
FRC #2240 (Brute Force)
Team Role: Programmer
 
Join Date: Jan 2009
Rookie Year: 2009
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Re: Implementing Traction Control for an advantage in the 2009 game

What I am thinking of is a simple, program-level, "pseudo-pulse"; can't think of the word off the top of my head, but it would pretend that the input is pulsing at a rapid rate, and then have a button mapped to turn this pulse on or off, just in case it needs to be off. Granted, the on-off button would only work in teleop, but it's still better than nothing and can easily be implemented by a loop with a wait of, say, 10 ms. Would this work, or would this just be interpreted as just a steady stream? I didn't look too deep into the specifics of the control system, but this is my interpretation of a traction control mechanism implemented in the software level. And yes, I am a rookie.