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#46
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Re: "The Little Things" - Helpful hints for all
Just thought I'd add to / play devil's advocate with a few of the responses in this thread.
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In 2013, you *definitely* didn't need a floor loader to be competitive. Many of the best teams didn't have one. A good takeaway from this should be "Game tasks are far less essential than you think they are." There are very few tasks that a robot MUST do to be competitive. Don't fall into the trap of "if we want to keep up with team XXXX, we have to climb / floor load / whatever" Quote:
Using Top 25 as a proxy for "top tier teams", only 9 or 10 of them had a floor pickup that was used extensively in teleop. Another 5 or 6 had pickups almost exclusively used in autonomous mode. Of the top 25, 18-19 of them used the feeder station as their primary source of discs in teleop. The top teams had intakes for autonomous mode, and many of those teams picked up off the floor in teleop, yes. But having a floor pickup instead of a human loader, with no autonomous, could actually make you a *less* effective scorer depending on the speed of your floor pickup and driver ability. I saw it many times this year - a team spends 20-30 seconds chasing 4 stray discs while a human loaded cycler runs home, gets 4, and runs back before the floor pickup is done. |
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#47
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Re: "The Little Things" - Helpful hints for all
I did write a rebuttal for Chris Is Me, but I realized that I would just be derailing this thread even further. Let's try to get back on track.
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#48
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Re: "The Little Things" - Helpful hints for all
- Although easy, using Google searches and YouTube videos during the first few days of the build season may not provide the "best" design and/or strategy for the game challenge.
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#49
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Re: "The Little Things" - Helpful hints for all
Use two different colors of pneumatic tubing. One color for the port responsible for extending the piston and another color for the retraction port. That way it's easy to trace the tubing and make repairs. I really wish we had done this on our 2013 bot, we replaced our shooter at our third regional and it probably took an extra 15 minutes to redo the plumbing because all the tubing was red.
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#50
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Re: "The Little Things" - Helpful hints for all
Add about .003" to the center distance between gears in gearboxes. It can help the gearboxes run well with the lower quality gears and the practically non-existent wear-in-times that FRC sees.
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#51
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Re: "The Little Things" - Helpful hints for all
Design with the intent that everything can be replaced quickly! You never know what may go wrong.
Don't use bolts to fasten electronics that may need to be replaced on a dime (motor controllers and sidecars). Think of how you can save weight when you design parts, not when you put the robot on the scale. |
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#52
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Re: "The Little Things" - Helpful hints for all
Design around consistency and Murphy's Law.
That is to say that if a design works 75% of the time in the shop, chances are that it'll work less in practice, and even less in competition. A good design is a consistent design. For the past 3-4 years, I've been a part of machines that were not consistent, and at some points, it got so bad, that I was more scared of our machine jamming than of our opponents. That's when you know it's bad. - Sunny G. |
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#53
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Re: "The Little Things" - Helpful hints for all
-The Chief Delphi is your best friend. You can learn anything from here! especially during offseason. So make sure someone on the team is keeping up with it daily.
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#54
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Re: "The Little Things" - Helpful hints for all
If you only focus on one thing for a robot, make it the drive train. There is a wealth of information available concerning them over the decades of competition. It's a lot easier to improve, swap out, or just lightly iterate on a game-specific mechanism than scrap a drive base mid-season. You get a passable one out of the box with easy upgrades available to peruse through online. Plenty of universal systems like WCD and other configurations are available to easily adapt to the current year's limits, and there is a design calculator there to let you plug and play to figure out if your idea will work. It's a lot of little things you can do on a drive base to make a big impact.
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#55
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Re: "The Little Things" - Helpful hints for all
Quote:
Quote:
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#56
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Re: "The Little Things" - Helpful hints for all
When I said floor pick up was not that important, I wasn't saying that it was useless or you don't need one!
Floor pick up is really only important when things are easy to pick up. Frisbees were hard so it wasnt important. 2012 basketballs were really easy to pick up, so you pretty much needed one. And in 2011, Most teams did have one, yes, but, I remember the cycling teams like The Thunder Chickens and The Gator Bots were much faster than trying to pick up tubes (mainly because they were so light that they moved out of the way easy) As for years before that, I cant speak, I have only been around since '11 |
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#57
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Re: "The Little Things" - Helpful hints for all
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I also think that the better way to phrase this to make everyone happy is that a complex strategy and design is not necessary. Keeping things simple and leaving the in game thinking to a minimum is more effective than swamping drivers with options that they will never use or, even worse, use ineffectively. |
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#58
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Re: "The Little Things" - Helpful hints for all
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In 2010, balls were returned by the alliance that scored them, which made the recycling strategy executed by 469 effective. In 2011 and 2013, game pieces remained as scored for the rest of the match. Any new game pieces introduced could be received directly from a feeding station, meaning that this would be a viable strategy as an exclusive method of acquiring game pieces. |
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#59
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Re: "The Little Things" - Helpful hints for all
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If white discs were allowed to be thrown during teleop (ignoring safety issues) we probably would have seen more ground pickup robots. |
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#60
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Re: "The Little Things" - Helpful hints for all
What if they didn't have the human feeding stations this year. Intakes would have been pretty important then. The point is that you cannot make a generalization about a manipulator because it is totally game dependent.
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