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#16
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Re: "Dud" robots
Well, if its a three second communications drop (which we and all of our alliance experienced at CMP a few times last year), then wait. If the cRIO reboots, it'll be more like 20 sec, and if the radio goes down, more like a minute, which is too long. You can't e-stop an unconnected robot.
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#17
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Re: "Dud" robots
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This aspect of the game is actually one of my favorites this year. It makes designing a shooter which must be pre-loaded a HUGE risk. If your robot fails, you cost your alliance the match. So you have a couple options: A) Start with the ball on the floor and load it before shooting. That way, if your robot starts out dead, you don't cost your partners the match. B) Don't shoot at all. I see this rule as part of a deliberate effort on the part of the rules committee to make powerhouse teams less dominate. This year, the risk vs reward for building a shooter is very high. If you build a shooter which must be preloaded, you risk losing matches for your team. Even if your shooter works perfectly, it is easily defended against by a robot ramming you as you are shooting. This lowers the advantage that elite teams have had in the past, bringing them down towards the effectiveness level of a team which builds a simple pusher bot. Remember the teams last year who asked, "Why did we spend all the time and effort to build a 3 tier climber, when we can be beaten by two robots who only feeder-station load, shoot, and hang for 10 points?" Answer: The game designers are deliberately designing the games so three rookie teams who work together can beat an elite team who plays alone. Last edited by ToddF : 05-01-2014 at 09:05. |
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#18
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Re: "Dud" robots
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#19
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Re: "Dud" robots
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I think you are, very much, overestimating most teams capabilities. In the end, there may be 1 or 2 teams in all of FIRST that might be able to pull this off on the competition field, but I doubt it. |
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#20
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Re: "Dud" robots
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It's the ones that tell me that they can do it all, when they are barely functional that bother me. Also: Is anyone concerned that if a bumper falls off your robot will be disabled? And this could happen with a ball inside your machine? |
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#21
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Re: "Dud" robots
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#22
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Re: "Dud" robots
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#23
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Re: "Dud" robots
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#24
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Re: "Dud" robots
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This team was able to hurdle AND catch the ball, without it ever touching the floor. I realize something like this wouldn't get you the catch points, but would still get you the truss points. I could see some teams doing something like this. |
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#25
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Re: "Dud" robots
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I'm thinking the super-elite teams will probably be able to do 4-5 cycles unassisted with no defense on them. We'll see if that estimate changes as the build season progresses. ![]() |
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#26
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Re: "Dud" robots
If che control system fails, the team with the failure would lose for no reason, especially because in most cases the failures in the cRIO are natural and happens once-in-a-while.
So you may ask why I am bringing this up. This happened to us last year. As soon as the teleop period started, the cRIO randomly died. Thankfully, we had an extra cRIO sitting in out pit so recovery didn't take too long. However, what if this happened and the robot was loaded upon the damage? That would be shear bad luck for the entire alliance! I actually don't remember if we were even allowed to rematch after we fixed the problem so they really have to tweak that rule. Overall, in my opinion, I think this is the most poorly written game in the FIRST history! There isn't even an endgame to give teams more of a challenge. Also, the ball is roughly the size of the robot. It also needs to be picked up. Because of the size and what needs to be done with the ball, it isn't as simple as 2008 where you could knock off the ball and then kick it. I think one of the only possibilities is to kick the ball! |
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#27
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Re: "Dud" robots
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#28
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Re: "Dud" robots
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