Quote:
Originally Posted by JesseK
Another graph I found to be useful is a velocity vs distance traveled graph. This shows how much of the field it takes to accelerate to maximum speed and allows for readjustments based upon available motors and gearing options. It doesn't matter what the top is speed if it takes the whole field to get up to it! It's a simple graph of existing data.
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It's a similar idea, but I'm a big fan of gear ratio versus time to travel a specified distance. Most game usually have a certain distance you care about the most, I like to design for that. It doesn't matter if you hit fullspeed in 30 feet if you do that once a match, and do 12 feet 30 times.