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#16
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Re: Deciding which bridge to go for
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I think we have a misunderstanding... In your scenario #2 there are 3 robots not on a bridge. I am saying that you have 2 of your 3 alliance robots go for YOUR bridge to get 20 points. Then make your 3rd one go for the coopertition. |
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#17
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Re: Deciding which bridge to go for
What percentage of robots will have the ability to climb on a bridge? As noted elsewhere, the bridges will not stay tilted for access by themselves. This means if you intend to get onto a bridge, your robot has to be designed for it. It will take good choreography to depend on an alliance partner already on a bridge to allow other alliance robots to join them there.
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#18
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Re: Deciding which bridge to go for
Getting onto a bridge is relatively easy if you have a frame with an angled bottom, much like tanks have. Then your robot can just drive at the bridge and it'll be pushed down as you go over it.
@Bill_B: Say the Red alliance gets to the coopertition bridge first. They get on, then drive to the other side to allow the Blue robot on. Red then backs up to balance the bridge while Blue is relatively motionless. |
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#19
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Re: Deciding which bridge to go for
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off: no meaning blinking red: heading for red ramp blinking green: heading for coopertition ramp blinking blue: heading for blue ramp Sometime during the match, the drivers would trigger the appropriate light to signal their intentions. The team colored lights are more for the benefit of intrateam communication. If there are green blinking lights on opposite sides of the field, both alliances will know they are going for a coopertition score, and which robots will be trying it. When two robots approach a ramp, the first one drives up on, and drives forward to tip the ramp to the second robot, then cuts power to the wheels so it can be pushed. The second robot pushes the first robot up the ramp until it becomes balanced. This bit of "ramp etiquette" establishes which robot controls the balancing, so the two robots on the ramp don't end up fighting each other. Thoughts? |
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#20
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Re: Deciding which bridge to go for
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#21
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Re: Deciding which bridge to go for
I'm not certain, but I don't think that you can just drive at the bridge. When there is no external force on the bridge, the bridge remains parallel to the ground, meaning that you have to have some way of pushing it down, or cooperatively have an alliance member who can lift it up, as seen in the game animation.
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#22
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Re: Deciding which bridge to go for
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#23
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Re: Deciding which bridge to go for
Good idea. Driving up to the bridge and spinning in place would be pretty hard to miss. The light signal would give a little bit more advance warning. Maybe the LEDs for those who want the more "elegant" communication and have the ability to implement it, and the "bridge dance" for those who don't. Kind of like honeybees communicating in a hive by their waggle dancing.
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#24
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Re: Deciding which bridge to go for
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#25
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Re: Deciding which bridge to go for
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The better balancer should always be robot 2. Arranging this before the match will be critical. The timing that when robot 1 should get on the ramp, what happens when a robot breaks down and what hand signals/lights/flags mean what are the kind of things that need to be arranged before hand. I am just thinking that there needs to be a signal that indicates that one of the participating robot is unable to perform or aborting the cooperation balance. |
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#26
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Re: Deciding which bridge to go for
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#27
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Re: Deciding which bridge to go for
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Obviously they are not mutually exclusive outcomes. |
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#28
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Re: Deciding which bridge to go for
This question is pretty easy to answer if you know you're going to win every qualification match you play by 10+ points anyways.
![]() I mean, it's first week. Isn't everyone thinking this way? Or is it just me... |
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#29
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Re: Deciding which bridge to go for
Unless you wanted to attempt 3 robot balancing before the elimination matches.
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#30
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Re: Deciding which bridge to go for
Some might try it to show off for the scouts.
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