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#1
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Re: Mechanum Wheels?
I'm not saying no mecanums (or however you spell it), but these are some points made in previous threads:
-Less traction on the key -As already said, loss in pushing power -Heavy -Forces you to use maximum number of motors for drivetrain (not usually an issue) -While they may not affect your ability to go on the bridge, the ability to stay without being pushed off or falling off of the bridge tips your direction will be tough to deal with -You won't be driving circles around other's bots unless you have a lot of practice. -In order to work to their fullest extent, require a lot of thorough engineering -More complicated to code, even at the minimum level Like I said, I'm not telling you not to use them, but when you do, be careful and engineer it through (Not meant to sound like most interesting man in the world meme, though I'm tempted. ) |
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#2
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Re: Mechanum Wheels?
I disagree with this statement. WPI has a complete library for mecanum wheels. My old team used them last year for the first time and had them programmed on the drivetrain the day we received the shipment from AndyMark.
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#3
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Re: Mechanum Wheels?
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This is just what I've been told by our programmers, I'm not a master of code myself, however my trustful programmers are. |
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#4
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Re: Mechanum Wheels?
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#5
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Re: Mechanum Wheels?
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I'll ask them at our next meeting, though. Now I'm interested, too. ![]() |
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#6
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Re: Mechanum Wheels?
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Code:
void RobotDrive::MecanumDrive_Polar(float magnitude, float direction, float rotation)
{
// Normalized for full power along the Cartesian axes.
magnitude = Limit(magnitude) * sqrt(2.0);
// The rollers are at 45 degree angles.
double dirInRad = (direction + 45.0) * 3.14159 / 180.0;
double cosD = cos(dirInRad);
double sinD = sin(dirInRad);
double wheelSpeeds[kMaxNumberOfMotors];
wheelSpeeds[kFrontLeftMotor] = sinD * magnitude + rotation;
wheelSpeeds[kFrontRightMotor] = cosD * magnitude - rotation;
wheelSpeeds[kRearLeftMotor] = cosD * magnitude + rotation;
wheelSpeeds[kRearRightMotor] = sinD * magnitude - rotation;
Normalize(wheelSpeeds);
m_frontLeftMotor->Set(wheelSpeeds[kFrontLeftMotor] * m_invertedMotors[kFrontLeftMotor]);
m_frontRightMotor->Set(wheelSpeeds[kFrontRightMotor] * m_invertedMotors[kFrontRightMotor]);
m_rearLeftMotor->Set(wheelSpeeds[kRearLeftMotor] * m_invertedMotors[kRearLeftMotor]);
m_rearRightMotor->Set(wheelSpeeds[kRearRightMotor] * m_invertedMotors[kRearRightMotor]);
}
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#7
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Re: Mechanum Wheels?
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#8
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Re: Mechanum Wheels?
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It's like saying even though the motor controller is already set to 100%, the code can be improved to set it to 110% via "better controls". That doesn't happen. |
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#9
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Re: Mechanum Wheels?
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That's that, let's not derail this thread further. |
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#10
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Re: Mechanum Wheels?
My team has done quite a bit of experimentation with mecanum wheels this season, since we were initially doubtful of their effectiveness in certain critical areas, like traversing the barrier and climbing the bridge. Unfortunately, until we get some videos and pictures up (hopefully this weekend!) you'll have to trust me that our inadequately-described mechanisms actually work.
Surprisingly, the mecanum roller material grips better on plastic than on plywood. I suspect that fine sawdust is the culprit here, as our test of taping a sheet of plastic to one half of the bridge and then driving up resulted in the robot turning away from the side with the plastic, demonstrating higher traction on that side. We would be able to ascend while strafing, but our bridge has a significant lip that makes it very difficult to go from the ground to the bridge while sideways. No problems with turning sideways partway up and balancing that way, though! We devised a system of raised powered traction wheels to pull the robot onto the barrier and provide a better point of contact to the mecanum wheels. Our prototype long chassis has no problems climbing over the barrier, even from a stop very close to the barrier without a high-speed run-up. The mecanum rollers function exactly as they should, in that the force vectors cancel due to the wheel orientation and no disadvantageous rolling occurs. We use mecanum wheels because the extra range of motion is highly useful in offensive play. The ability to strafe has been particularly helpful when lining up on the bridge and will likely be very useful when the robot is sideways while trying to balance three robots. From a control perspective, we use flight simulator joysticks with a twist axis, a setup which has proved highly intuitive and easy to explain to 6th-graders during our school's open house. In short, while mecanum wheels are certainly not perfect for everything, they have none of the negative traits frequently attributed to them, namely low traction, and we expect to use them to great advantage this season. |
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#11
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Re: Mechanum Wheels?
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just stop... they aren't that hard to use and if you gave them a chance you would see that. now can you stop posting all of your opinions on something you clearly don't understand because it could mess up peoples decisions on what wheels to use. |
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#12
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Re: Mechanum Wheels?
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#13
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Re: Mechanum Wheels?
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Just my experiences with Mecanums. Last edited by Djur : 20-01-2012 at 23:16. Reason: typo |
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#14
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Re: Mechanum Wheels?
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#15
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Re: Mechanum Wheels?
They're expensive and our team doesn't have any experience with them. We always end up sticking with good ol' tank drive.
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