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pic: kiwi vex robot
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Re: pic: kiwi vex robot
how does it move forward
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Re: pic: kiwi vex robot
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Re: pic: kiwi vex robot
colin,
does this mean you are going to enter the vex comp at the Ra Cha Cha this year? Greg |
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Re: pic: kiwi vex robot
it works like a champ with some code from Tom Bottiglieri it should be allot easier to control as for computation I will problem not but team 340 is working on starting a 9th grade team
thank you tom Bottiglieri and Greg Perkins for advise Last edited by colin340 : 14-04-2006 at 16:01. |
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Re: pic: kiwi vex robot
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#7
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Re: pic: kiwi vex robot
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Anyway, here's what you need to do to make it work: PHP Code:
PHP Code:
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Re: pic: kiwi vex robot
Quote:
) so much!!The problem is, now I have to go buy some omni wheels for this weekends project ![]() BTW. Do you know how the constant values were determined (ie. 37, 359, 601, 168, 97, 161)? Also, I see you are using PWM_in4 for the rotation value. I assume this is off the left stick X-axis. Knowing these can help me modify this stuff for future projects. Thanks again!!!! |
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Re: pic: kiwi vex robot
I like that design! It's so compact and sturdy, good job!
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Re: pic: kiwi vex robot
Quote:
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Re: pic: kiwi vex robot
I just got this working this morning.
I tried for hours last night to code it with EasyC. Apparently doing the math wasn't so easy with EasyC. I'll figure it out later today. What you see it the video is coded with MPLAB in about 20 minutes.Vex Kiwi Drive ![]() Last edited by billbo911 : 15-04-2006 at 16:11. |
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Re: pic: kiwi vex robot
Quote:
Code:
'KIWI Code Overview '------------------ ' 'Vx, Vy, and w are on the interval [-127, 127], but the inputs p2_x, p2_y, p1_x are on the interval [0, 254], 'so we compensate by setting Vx, Vy, and w to the shifted version of the input: ' ' trans_x = p2_x ' trans_y = p2_y ' rot = p1_x ' ' Vx = trans_x - 127 ' Vy = trans_y - 127 ' w = rot - 127 ' 'The kiwi system is characterized by the equation: ' ' [ Vx ] [ 1 -1/2 -1/2 ] [ V1 ] ' [ Vy ] = [ 0 -sqrt(3)/2 sqrt(3)/2 ] [ V2 ] ' [ w ] [ 1 1 1 ] [ V3 ] ' ' [1x3 matrx] = [3x3 matrix] * [1x3 matrix] ' 'where L is a length constant, Vx, Vy, and w are the system translation velocity components, and the system 'angular velocity, and V1 is the wheel velocity vector at angle 0 degrees, V2 the wheel velocity vector at 'angle -120 degrees, and V3 the wheel velocity vector at 120 degrees. ' 'Solving this system for V1, V2, and V3 yields the following equations of motion: ' ' V1 = (2Vx + w) / 3 ' V2 = (-Vx - SQR(3)*Vy + w) / 3 ' V3 = (-Vx + SQR(3)*Vy + w) / 3 ' '(NOTE: These equations operate on the assumption that the magnitude of the desired velocity vector can be 'no greater than 127. That is, the hypotenuse of the triangle formed by the trans_x and trans_y variable 'cannot exceed 127. To ensure that this condition is met, one has to convert the rectangular 'coordinates (trans_x, trans_y) into polar coordinates (V_desired, theta), limit V_desired to 127, then 'back-calculate the new values of trans_x and trans_y based on the new value of V_desired and the already 'existent theta. The code that does this has been placed exactly before this large block of text.) ' '(NOTE: UPDATE! The Basic Stamp doesn't like the math required to make the previous note a reality, so I 'am using a crude solution: I scale down all input values by 127*SQR(2) to ensure that the largest vector 'magnitude doesn't exceed 127.) ' 'The output from each equation (V1, V2, V3) is on the interval [-127, 127], but the desired outputs, 'drill_1, drill_2, drill_3 are all on the interval [0, 254], so we compensate by setting drill_1, drill_2, 'and drill_3 to the shifted version of V1, V2, and V3: ' ' drill_1 = V1 + 127 ' drill_2 = V2 + 127 ' drill_3 = V3 + 127 ' 'And that's it! Plug in all the variables, and we end up with the equations of motion that follow '(note: fractions were expanded out to compensate for the integer based calculation done by the stamp): 'Motion equations |
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#13
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Re: pic: kiwi vex robot
This code helps a lot. Me and Casey Godzyk (current 229 members) have been resurrecting the old Kiwi bot and updating the hardware and we happened to find this code...Then later realized that we were basing our new code off of the actual original code from this robot. Can't wait to be able to post pics and video of it all updated and rebuilt (hopefully with underglow).
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#14
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Re: pic: kiwi vex robot
Woah, this is a smart design! It's small, and the structure doesn't look flimsy. How does it run?
Can you upload a video? I would like to show my friends the kiwi drive in action ![]() Last edited by Arkorobotics : 14-04-2006 at 14:58. |
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#15
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Re: pic: kiwi vex robot
Very nice design!
There seem to be many variations of Vex holomic robots out there, probably because they are so fun to drive. Here's the beginnings of my first Vex bot, thanks to the RS sale: Here's the underside: My goal was to design a robot as clean and symmetrical as I could. It took one Starter kit and an additional hardware kit. The orange spacers in the motor mount bracket are the only non-vex parts, from an Erector set. They are conveniently in-between sizes of the vex plastic spacers. To avoid having to support the axles on the outer sides of the wheels, I set back the motor with these spacers to allow a collar to hold in and support the axle on the motor side inside the bracket. I've added sensors and have devised a scheme (still in the process of Implementation ) to have the robot detect walls and "bounce" off them before hitting with an angle of reflection equal to that of the angle of incidence. I'd like to put it inside a boxed-in area and have it bounce around like an billiard ball for robotics demos. |
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