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| View Poll Results: How mecanum drive effects a teams position on your pick list | |||
| Automatic DNP |
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34 | 11.07% |
| Moved lower |
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84 | 27.36% |
| Depends on performance |
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161 | 52.44% |
| Nothing (does not effect position) |
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22 | 7.17% |
| Other (please explain in thread) |
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6 | 1.95% |
| Voters: 307. You may not vote on this poll | |||
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#121
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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#122
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Re: Penalizing mecanum wheeled robots durring alliance selection.
We did not have time to test different set ups for front/back and the sides. The bumpers were barely finished before SVR because Colin tested several different fabrics after Waterloo so we had little time to make the new set of bumpers. We also havent had time to revisit bumper testing this offseason because of Chezy Champs.
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#123
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Re: Penalizing mecanum wheeled robots durring alliance selection.
So according to the poll as it is right now, ~40% of teams would either move you lower on their list or not pick you at all for having mecanum wheels.
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#124
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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Tank drives are great and I would probably never willingly field anything else, but relative to other drive trains they are the most susceptible to friction pins. Outlier cases can be misleading, but perhaps my statement was too. Of course the teams that can get out of t-bones the best are some of the highest level teams, but just because something is possible doesn't make it likely. I will concede however, that I should not have been so rude, and I apologize. Last edited by Sam_Mills : 28-08-2014 at 11:24. Reason: grammar |
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#125
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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Going to quote myself to save some effort [in response to "mecanum wheels have never made it to eEinstein"] Quote:
If next year's game saw upwards of 30% of teams choosing mecanum drivetrains, and still none of those teams make it to Einstein, there might be something to that statement. Excluding robots based solely on their style of drivetrain isn't too intelligent; one would do better to look at the complete package as well as how the robot's functionality and performance could fit into a prospective alliance. |
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#126
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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Knowing the overall percent of teams that choose each drivetrain, their percentage of making it to champs, and their winning records, would all be pretty interesting information. That probably isn't pertinent to this discussion though as I think you need to judge the robot on individual performance. The difference between a good swerve and bad swerve may be the difference between moving in a match or not, so you obviously can only take these generalizations so far. Assuming you have a functioning drive train I still feel driver practice is the single most important aspect with any drive train. |
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#127
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Re: Penalizing mecanum wheeled robots durring alliance selection.
Sorry I was not specific enough for your liking. I will try to be much more descriptive next time I make a simple observation so as not to be criticized for the lack of detail.
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#128
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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I don't really care what n% of teams run, as it's reasonable to state that for whatever reason n% aren't a top team. However, the decision making process of the proven competitive teams provides much more insight. The top teams, far more than any other, are constantly assessing things for competitiveness. They are also generally the most willing to COMPLETELY contradict historical beliefs (of the public, or their own) because something has value to them. To me it speaks volumes that more top teams don't run them. I'd wager a fair number of top teams have tested mecanums in private, and chose to not use them. I won't say that we are or aren't a top team, but we tested mecanums (this is the first time it's public knowledge) and were not happy with them versus a fast and well tuned Nwd. |
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#129
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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To me, the beauty of AM's mecanum wheel is that it makes easy holonomic drivetrains available to low resource teams. IF we see more field layouts like 2010 (with tight areas to maneuver and precision driving required), I suspect we'll see more teams chose holonomic drivetrains, which will mean more mecanum drives. |
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#130
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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(Keep reading after it, I do clarify it significantly.) Quote:
So, let's take team number 4xxx. They are your average semi experienced team. Some resources but not enough to build a second bot. Enough resources to build a solid manipulator and put it on a KOP drive train. Maybe even get a couple hours of driver practice. Now imagine they put mecanum wheels on that KoP drive (because it's not hard. Costs about as much as adding shifters which is another system this logic CAN apply to). So, I've added some extra work beyond implementing simple skid steer drive. I guess I can use the WPILib's Mecanum implementation. But my robot turns as it strafes because my CG isn't perfect, what do I do? It's either something the driver has to get used to or it's something I have to invest more of my most limited resource (manpower) into fixing. So, now my manipulator has lost an iteration or small tweaks? For what gain? Most teams don't think of problems this way. But they should. Mecanum wheels are a solution to a problem. But they aren't as simple as slapping them on and using the WPILib Mecanum Drive class. That's a great way to build a crappy omni directional drivetrain. If you want it to be world class you need to develop and test a reliable and intuitive user interface. And you need to understand how it changes how you can interact with game objects and the field. It needs to be built into your greater strategy. And your driver needs to understand the limitations and benefits of your drive system. Omni Directional drivetrains ARE inherently difficult. Nothing is ever going to make them easy to do. COTS parts simplify the mechanical issues with them. But the hard part is always going to be the UX. |
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#131
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Re: Penalizing mecanum wheeled robots durring alliance selection.
I agree that a team needs to build their robot for a strategy. In recent years, the ability to strafe hasn't been high on my priority list.
But if a low resource team were to come to me, and tell me that they must have a holonomic drivetrain for their strategy, and they wanted a recommendation, I would recommend mecanum 9 / 10 times. In my experience, mecanum drive trains are simple to implement, can be robust with just a gyro for field centric control, and when all else fails you can swap out 4 wheel chair wheels. I agree though, strategy trumps drivetrain. Last edited by efoote868 : 28-08-2014 at 17:00. Reason: trouble on a tablet ;) |
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#132
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Re: Penalizing mecanum wheeled robots durring alliance selection.
I would tell them their strategy is likely flawed and they don't need holonomic movement.
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#133
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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(WildStang 2003 may be an exception) |
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#134
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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However, for a team with presumably not the same resources as a top team, when you factor resources into strategy, mecanum in my opinion is never the option. If you're at that level, there are likely other areas of the robot that would have a greater payout for the same resource investment. |
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#135
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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You cannot know the best implementation to a strategy without knowing the strategy, and you cannot know the strategy without knowing the game rules. |
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