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Re: Implementing Traction Control for an advantage in the 2009 game
Ok, so first off i'd like to say I'm diggin' this thread. I <3 this thread.
Now down to business. So, my team thought up traction control once we found out the game. We thought about having pulsing wheels that are activated off of the controller and having the z-axis control how long the time is between pulses. And we have that working, BUT unfortunately that was based upon the assuption (or lie) that we had free spinning wheels on the bot,and of course with my luck, we do not. Now, we thought instead of using an accelerometer and graphing its outputs to determine the greatest amount of acceleration before slippage (usually occuring at the beginning, also known as breakaway friction.) and using it as a point to reach complete controlability for one half of the pulsing and the other being to run both wheels at a very low input. And of course, with my luck, when we do graph said acceleration, it has impossibly tough-to-tell results. So, i have a couple questions. 1. Does anyone know how to make a working graph that would average out the noise we have and give us a good base reading? 2. Is there any other way of working this only using the accelerometer?
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