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#16
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Re: Plans for the future
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On your opinion with changing my teams look, the whole reason we are changing that aspect is because we don't have that strong of a presence during the competition. It currently makes it hard for people to find us actually xD What do you mean by your team plays the game specifically? |
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#17
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Re: Plans for the future
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So for this year's game, you'd try to think of everything that could happen. What happens if one team crosses the bump to play defense? What if none of your alliance partners can get the bridge down? What happens if they try to starve your alliance of balls? If there are balls stuck in the corner, can you get them? What about under the bridge? How are you going to line up your shots? What if someone pushes you? Is a turret worth it? What if your partner falls over/stops moving in front of your bridge? Are you able to cross the bump and get on from the other side? Would you be able to shoot over another robot in front of you? Then you think of how you could better your design to deal with these issues. Of course, don't get caught up on solving every single problem. Don't try to do too much, but you also don't want to have to rely on a specific set of circumstances for your machine to perform well. This year, we focused mainly on being an effective shooter. Thankfully for us, we use more or less the same drive train each year so we already knew climbing the ramp and crossing the bump wasn't going to be a huge challenge for us. One example of when "playing the game" benefitted us: Looking back this seems obvious, but many people designed their robots to shoot only from the fender. Now, that's fine against teams who can't cross the bump or drive over the bridge (or elect not to), but what happens when you face that defense? We took this into consideration and designed our robot to shoot from both the key and the fender. At the start of the season, you'll probably notice we primarily shot from the fender. As teams wised up to this and started playing more aggressive defense, we were able to adapt to that and back up to the key. And we didn't have to change our machine at all because we had already planned for that. |
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#18
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Re: Plans for the future
We will make mock matches using old robots, students, parents whatever. We will time out in 10 seconds increments and try to simulate the game play. This is very useful in a game design that provides for defense as well as offense.
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#19
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Re: Plans for the future
Once the game is announced, it is obvious that your robot must do certain tasks, and a lot of teams will start the brain-storming process at this point. I'm of the opinion that teams need to get better acquainted with the game before starting design. In the past, I have had kids set up a field perimeter, get roll around chairs, shopping carts, computer tables, etc. to represent robots and try playing the game. This will usually point out limitations on robot placed by the game itself--things like there isn't room on the filed of six robots and four giant balls to "go fast and turn left" if you remember that game from the past. Having a sense of how the game is played is very important to designing a unique robot that functions well on the field.
Dr. Bob Chairman's Award is not about building the robot. Every team builds a robot. |
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#20
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Re: Plans for the future
When it comes to CADing, during what portion of the design process does this come into play? And how long does it take to CAD a robot?
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#21
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Re: Plans for the future
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Once you have an idea of what features you want on your robot, you can begin more detailed design. Some teams start out with blocks that represent parts (I know 148 has done this), adding detail later once they know their exact layout. Others will start designing individual parts. Either way, the end goal is the same: a complete digital model of a robot. As for a time during the build season that it happens, it really varies from team to team. For example, my team started making major decisions about our robot's design on day 1/kickoff. This is because we needed to have our design finished by the end of week 1, as fabrication and assembly take a lot longer for us than many other teams. As you may have heard before, this is a point where you must "know thy team" and the resources at your disposal. Similarly, the amount of time it takes to design a robot in CAD depends on many factors unique to your team. How complex is your robot? How big is your CAD team? How experienced is your CAD team? For my team, it took me (working alone) one week to create a well developed model, minus parts we were still prototyping/iterating on. However, as far as I can tell, I am a very efficient CAD user, largely due to interning at Autodesk last summer. Sorry for the wall of text, hope it was helpful. |
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