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#46
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Re: Mecanum Drivetrains
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#47
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Re: Mecanum Drivetrains
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Octocanum is a wicked drive train. we developed a version last summer, Ran it with some success last year and perfected it this summer. I really hope the game allows us to use it this year. |
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#48
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Re: Mecanum Drivetrains
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It's a rare game that won't. We're very happy with ours, but I'd love to see how you've "perfected" it. |
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#49
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Re: Mecanum Drivetrains
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Here is our prototype last summer http://www.youtube.com/watch?v=QPBly4Hin9o We have two major issues: 1. The chain kept jumping/ alignment issues during shifting 2. There was so much tension on the chain that is was stretching and needing to be replaced every few days. We did some mods with the piston and changed from #25 to #35 chain. Created spacers to fix the small alignment issues and we now have a pretty darned good drive train. We had rookies driving it this fall and went through 10 or so off season matching without a chain coming off or any major issues. We are looking at optimizing the weight of our modules, but I am pleased with the results: http://www.youtube.com/watch?v=oBP3pLThZls When I stated I hope the game allows us to use the octocanum, I'm hoping not to have large obstacles to traverse like Breakaway or Rebound Rumble. Last edited by wilsonmw04 : 09-11-2013 at 18:47. |
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#50
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The idea of locking mecanums is a great idea and I will share it with my team. We were going to switch to Swerve/Crab because it gives a greater traction, allowing the robot to defend well. This will allow us to implement a "Defend Mode" or a "Hybrid mode", where the root automatically switches after the wheel RPM reaches a certain amount!
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#51
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Re: Mecanum Drivetrains
We reduced the weight of ours like crazy by using 2" Colson wheels and belts instead of chains. The difference in wheel size allowed us to get a 5:1 reduction in mecanum vs. traction drive with very, very little weight or complexity.
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