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#1
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Re: Ball eject
use a dead man switch on your shooter
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#2
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Re: Ball eject
I'm not sure this really solves the issue. If you load your robot, start autonomous, and your robot never establishes connection for some reason, how does this deadman's switch work to release the ball so that your alliance can score?
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#3
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Re: Ball eject
Whatever your strategy is when you lose power or e-stop, ultimately your best bet is just to not lose power or get e-stopped. New batteries every match, make sure your robot and code are working well. The best medicine is preventative.
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#4
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Re: Ball eject
And then the power cable slips out of your router even though you taped and zip tied it, or there is interference from cell phones or whatever the kids are using these days, or the field malfunctions as it is known to do. I think the whole robot malfunctioning thing is (at least in part) out of your control. I'm probably just awful at making communications work though.
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#5
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Re: Ball eject
that is the programmers job
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#6
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Re: Ball eject
use a "test for"
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#7
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Re: Ball eject
This would be good for the Q&A, maybe they could declare it field debris? Although how would a ref know to declare it as field debris if it is a result of power failure...?
Could they add a button to the alliance station to declare their current ball(s) field debris? That would add an interesting dynamic to the game (if they left the rule open ended). If open ended, maybe an alliance could even do that to balls left from Autonomous.Otherwise, the strongly robust robots might hold more weight in alliance selection... |
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#8
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Re: Ball eject
Well, hypothetically, if you have 2 robots that can throw, none of the robots left available to pick can catch, and one of your robots has a multi-ball autonomous, the safest pick is a box (or ramp if you want to get fancy with loading) with a good drive-train under it.
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#9
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Re: Ball eject
A release is probably a good idea.
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#10
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Re: Ball eject
don't you get a redo if there is connection problems
so have a mechanical dead man switch incase there is lost of power |
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#11
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Re: Ball eject
Sometimes. It really depends on if it's deemed a field fault or a robot fault.
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#12
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Re: Ball eject
It's irrelevant which it is. 2 robots on an alliance should never be put in a position where they cant score because some team is adamant in taking in the ball and then not being able to eject it.
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#13
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Re: Ball eject
Our team is planning to join our alliance partner and beat the "ball' out of the third alliance with stuck ball! Pretty sure this is not against GS, which is directed towards opponent alliance and may get red card.
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#14
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Re: Ball eject
My only question would be, how do you design a mechanism that allows you to eject the ball when the robot dies, but NOT when the robot is disabled at the start of the match. I don't really see a simple way to do it.
On top of that, I have to believe that this is the kind of issue that will get addressed by the GDC in a game update or Q&A. I can't imagine they would make a game where one alliance could not score at all if one of their robots died... for that matter, what happens if both alliances have a robot die with a ball? No one scores at all that match? You could effectively have a game that is decided within the first 10 seconds, which doesn't make for a very interesting game. |
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#15
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Re: Ball eject
Quote:
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