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#16
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Re: Human Player Strategies
I have not been around long enough to know the history of autonomous, but this is the first year where I have had to call it something different. I think it is just hard for people to switch over to a new name, especially if so few people are taking advantage of the new abilities of the "hybrid" mode.
As far as Human Player vs Inbounder goes, I think it does not matter. We all know who we are referring to even if the proper term is Inbounder. |
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#17
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Re: Human Player Strategies
I was holding the balls till my alliance needed them. I put the two most consistant scoring inbounders on throwing for the last 30 seconds.
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#18
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Re: Human Player Strategies
Going back to 2005 (the first game of FRC that I know well), there has always been a 15 second "autonomous" period and a "Human Player."
In Overdrive (2008) the "Human Player" was called a "Robocoach" and could signal to the robot during the "Hybrid" period to change its behavior using an IR remote control. This was often used to indicate which position the trackball(s) were in on the overpass. In Lunacy (2009) the "Human Player" was called the "Payload Specialist," for no reason other than to fit the theme of the game. They didn't have any particularly unusual function. In Logomotion (2011) the "Human Player" was called the "Feeder" or the "Analyst," which I didn't really recall until just now when I confirmed they didn't have any special name. This was since there were two Feeders and one Analyst, each with distinct roles. Generally, I'm not a fan of the "Autonomous" period being made into a "Hybrid" period... This year, primarily, I see no reason to have added the Kinect function besides FIRST being sponsored by Microsoft to use it or FIRST seeking to get it incorporated for the future. Adding the ability to interject special commands reduces the level to which a team is motivated to use sensory feedback to reliably complete tasks. Personally, I'm not a fan of that... I can understand how others might not be, though Changing the name of various roles mostly seems to add to the vocabulary that those involved with the team have to re-learn every year. It can be confusing enough for parents, grandparents, siblings, sponsors, etc. to get into the game each year, but changing the name because of some nuances in the role seems silly. I don't think the change in Overdrive was unreasonable, but the change in Lunacy and Rebound Rumble seem silly. Given the distinct roles in Logomotion, I can't complain too much about the name change. These aren't things that merit much of a complaint, but I've found them to be silly things that FIRST has had a tendency to do these past few years... |
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#19
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Re: Human Player Strategies
I am the human player for team 2826 (Wave Robotics), as for me personally during qualification matches i hold as many balls as i can until my team needs more otherwise they maybe stolen and try to score at the end of the match.
In our last regional (Wisconsin) the strategy for the elimination rounds, was to feed as many balls to the middle of the court as possible until there were to many on the court at the end. If there were too many at the end i went for full court shots. The Robot is better at scoring than i am so its more important to get the ball to the robot rather than shooting and missing wasting time. |
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#20
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Re: Human Player Strategies
Ive only seen one human player knock balls onto the scoring side from the bridges by sniping them with bounce passes.
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#21
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Re: Human Player Strategies
Quote:
[G31] Only Inbounders may contact Basketballs; each Inbounder may hold a maximum of two Basketballs. During Teleop, Inbounders must remove Basketballs from the Corral immediately upon arrival. All Basketballs in the Alliance Station must be held by Inbounders once removed from the Corral. Violation: Foul The rules really don't allow for holding the balls too long unless your opponents aren't scoring. |
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#22
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Re: Human Player Strategies
Ive only seen one human player knock balls onto the scoring side from the bridges by sniping them with bounce passes.
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#23
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Re: Human Player Strategies
Our inbounder is pretty good at bouncing them across while avoiding robots. If there was ever an opponent on our side who's willing to and capable of taking our balls away from us (hasn't happened yet) then we'd throw cautiously. Yet in the few we've played and many matches I've seen (even in non-Canadian Finals), not too many bots cross the middle to play offensive defense.
So we'll continue to feed the balls back across right away. There's no real reason for the contrary until an opponent crosses the middle. |
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#24
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Re: Human Player Strategies
What's wrong with pneumatic piston?
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#25
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Re: Human Player Strategies
It's pneumatic cylinder. A cylinder is composed of a cylinder body, a piston, and a piston rod. To say you have a pneumatic piston is to say you have only one of the three major parts of a pneumatic cylinder. Basically, a piston is just a cylindrical chunk of metal with groves for retaining the seals and a hole (possibly threaded) through which the piston rod would be inserted.
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#26
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Re: Human Player Strategies
Thanks for the education about about pneumatic actuuators. After 26 years of machine design experience, I had no idea what was going on in there!
So when you say you have a "pneumatic cylinder" I guess you mean you only have the cylinder, and not the other parts. |
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#27
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Re: Human Player Strategies
GO to McMaster and try and buy a pneumatic piston.
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#28
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Re: Human Player Strategies
We have purchased several from them.
We plan to use our pneumatic pistons during autonomous at nationals. |
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#29
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Re: Human Player Strategies
Funny because the last time I looked there, there were no listings for them but there were all kinds of pneumatic cylinders.
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#30
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Re: Human Player Strategies
Quote:
To restate that, each human player on the alliance can hold up to two so yes i have two in my hand normally and between the alliance we are able to hold 6 balls as long as they are not in the corral. we normally hold 5 as an alliance to play it safe in case more balls are scored if we are starving of balls or the opposite alliance is blocking the balls getting acrossed |
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