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#16
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Re: Frisbee shooter?
has it proven accurate enough to make points with?
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#17
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Re: Frisbee shooter?
Quote:
http://www.youtube.com/watch?feature...&v=8KVK8svZzbI http://www.youtube.com/watch?v=gI8_PMO3XWU http://www.youtube.com/watch?v=bRBg-uCHT1c http://www.youtube.com/watch?v=GT88vWTYgj0 http://www.youtube.com/watch?v=Bk2QBLpZeS8 http://www.youtube.com/user/CybersamX?feature=watch |
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#18
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Re: Frisbee shooter?
The videos I've seen on Youtube don't make it look like it's going to be as difficult to build an accurate frisbee shooter. I mean, it needs to go about 10 feet horizontally and about 11.5 ft diagonally (assuming your robot is 29 in. tall). If you "overspin" the frisbee it should go pretty straight for at LEAST that distance. Personally, I think the main problem is going to be (duh) climbing the tower.
Last edited by gabrielau23 : 06-01-2013 at 15:59. |
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#19
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Re: Frisbee shooter?
Look at Miss Daisy's shooter from last year. If it can shoot spherical things, it can shoot flat things. On that note, look at all the teams that shot spherical things well. But Daisy has the best documented version on the web.
Don't get hung up in how humans do it, work on the physics that have to happen. On the other hand, robots doing ice climbing would be a great place to start with the end game. Remember you are at hour 28, no need to panic yet. |
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#20
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Re: Frisbee shooter?
Our team is currently working on a skeet shooter type shooter. The idea is to have the frisbee flip out on a piece of c-channel or something. The c-channel will have a groove it moves up and down on, so that when it shoots it has a wiper motion and an up down motion, producing a "flick" motion. Our first test went a good 20-25 feet (pretty straight too), but then the c-channel came loose and broke the shooter.
We also are considering a pair of counter-rotating foam wheels, but we haven't tried it out so we don't know if it'll work. However, I've seen a few working models on Youtube and read of successes with similar systems. |
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#21
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Re: Frisbee shooter?
My estimation is that designing a good shooter (for frisbees, or really for any game in the past) is not so much about one idea being better than any other, but more about finding almost any design that works, then refining, calibrating and perfecting it. In other words, it's more about implementation and refinement than anything.
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