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#1
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Re: Bumper Zone Limitations
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#2
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Re: Bumper Zone Limitations
Interesting thought. I could see doing a 1"-9" bumper zone for a game with a flat field. For a game with a non-flat field (and possible incentives for bigger wheels), I think 2-10" has worked out well enough.
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#3
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Re: Bumper Zone Limitations
That's my thought too--non-flat fields require bumpers to be placed higher for design purposes; Aerial Assist was the first game with a truly flat field since 2007 (robot ramps not included) or 2002. All the games in between had something that would make you want higher bumpers or larger wheels if you could get away with it. Ramps, steps, bumps, carpet-covered plates in the field, you get the idea.
But, if you place the bumpers too high, you get a case of high hits/easier tipping (longer lever arm). Too low, and you hit those obstacles or the bumper isn't an obstacle to tipping, you just tip over the bumper. I think it's best in the general area of where it is. High enough to clear obstacles, low enough to help keep the robot upright and not drag. |
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#4
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Re: Bumper Zone Limitations
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#5
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Re: Bumper Zone Limitations
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The frame behind that bumper, incidentally, also developed some surprising curvature (we eventually had to swap it out with another, steel-reinforced piece). |
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#6
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Re: Bumper Zone Limitations
*2009
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#7
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Re: Bumper Zone Limitations
2008, too. There was a big barrier in the middle of the field, but the actual driving surface was completely flat with no obstructions.
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#8
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Re: Bumper Zone Limitations
Games like 2008, 2011, & 2013 were technically on flat fields but around the bases of the 2008 wall, 2011 minibot poles, & 2013 pyramids they were raised up close to half an inch due to the field elements below the carpet.
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#9
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Re: Bumper Zone Limitations
Not going from the regolith to the carpet. And even the regolith could deform a bit, going into the carpet that was under it.
I draw a distinction between "flat" and "truly flat" for a reason. A "flat" field includes 2005, 2007*, 2008, 2009, 2011, and 2013; every single one of those had plates under the floor to support something, which affected the flatness (Exception: the loading zones in 2005, which were above the carpet), or a transition from one surface to another (2009). 2007 also had ramps, though those were on robots. Those shallow transitions MUST be accounted for when designing ground clearance, or you'll get slowed down/stopped. (I remember someone at AZ 2010 was a little annoyed at the transition plates next to the bumps--they'd been mentioned in the Manual all along.) A "truly flat" field does not have those plates underneath or other irregularities, just floor, tape, and robots. 2002 and 2014 are both in that category; 2009 is not because of the regolith/carpet transition. *This one is on a technicality--the floor base for the Rack was in a place no robot could be expected to come even close to it. But the robot-mounted ramps tip it to just flat, or even out of that altogether. |
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#10
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Re: Bumper Zone Limitations
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The regolith was no more than 1/8" thick. At this point saying a field with a 1/8" depression "isn't flat" is just being pedantic. The miscellaneous hardware and debris that people build ground clearance into drivetrains in order to avoid is generally more than 1/8" tall. You would have to try very, very hard to design a drivetrain that would be issue free on a "truly flat" field that wouldn't work on a 2009 field (ignoring the wheel rules). 2009 is flat. |
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#11
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Re: Bumper Zone Limitations
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One possible reason was the underlay beneath the carpet wasn't a surface like hardboard to protect the gym floor but 4'x4' foam tiles, like you put in a shop that gave the floor a slight cushioning effect. The deflection from a bot was very slight, but enough that quite a few bots were pulling up carpet and not just the tape. Those 3 just happened to be the worst ones I witnessed and could finger point that needed to be corrected before being allowed on the field again. A solid layer of packing tape across the bottom fixed the issue in all cases. Because the field was "truly flat" with no built-in height deviation, Quote:
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#12
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Re: Bumper Zone Limitations
Well, I just got a new helmet and it had a warning that if you had a severe hit to the head with it, it should be destroyed and replaced. That is because the hard foam breaks down, but its impossible to see. And i'm very certain this would happen with our pool noodles, because the are beat up so much. Maybe we need a better way as far as the foam. Because Im sure some of the sagging caused is a result of the foam breaking down. Just an idea, and I have alot of bad ones
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#13
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Re: Bumper Zone Limitations
Realize the helmet lawyers write that warning. You are also protecting a difficult to repair brain. Pool noodles are also considerably springier than the Styrofoam that goes into helmets. We have torn bumpers, but they have not sagged appreciably.
Last edited by FrankJ : 01-09-2014 at 17:32. Reason: i can't spell |
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#14
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Re: Bumper Zone Limitations
Not intending to derail this thread...just to interject...that this is a great time to buy pool noodles for the upcoming season. At least here in the Southeast, retailers are more interested in selling their stock off at a slight loss, than putting such a bulky item into storage where (by January 3) they will become largely inaccessible.
Our local Dollar Tree has them currently for $1.00. Last season they went down to $0.50 at Walmart. I'm thinking about asking everyone to bring a noodle to the next meeting...kind of an "ice-breaker"/quick supply tactic. |
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