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#1
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Re: Ri3D 1.0 Robot Reveal 2016
Awesome work guys! That back mechanism is pretty sweet.
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Last edited by dellagd : 12-01-2016 at 18:54. |
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#2
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Re: Ri3D 1.0 Robot Reveal 2016
Thanks for the kind words!
In regards to the G17 concerns: The arm being above the 54" threshold was a slight oversight while filming the reveal video. In actuality this arm would be limited in software not to exceed 54" until the end game. The arm does not need to be above 54" for the robot to shoot. The angles of the arm and a majority of the trajectories of the shots are fine without it. Some suggestions to eliminate all possible concerns were to make the arm extension an actuated function or to make the arms wider so the ball could fire through it. Either way would help but as it is the robot complies with G17. In regards to the R3 rule: Ironically the G17 illustration actually depicts what we believe to be the clearest illustration of how we interpreted the bumper rules. Our interpretation is that during inspection R2 and R22 establish the robots normal direction with specific reference to the frame perimeter and bumpers. If the angle of the frame perimeter / bumper zone changes then the other allowable extensions change with it. These rules are similarly worded to past hanging games and they were similarly interpreted then. If this were not the case then when the example 4' 6" robot in G17 were to attempt to climb the rock wall and tilted back he may also exceed the 15" extension rule. Notice that all measurements of the robots height are taken normal to (or aligned with) the new angled reference of his frame perimeter and bumpers. |
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#3
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Re: Ri3D 1.0 Robot Reveal 2016
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If the extension rule stays parallel to the plane of the bumper zone, then when tilted at 90 degrees back the extensions that are grabbing the bar would have to be less than 15 inches. I wasn't there for them, but I thought this type of extension was legal in past seasons. |
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#4
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Re: Ri3D 1.0 Robot Reveal 2016
Very nice robot, loved your reveal! I thought the Sally Port mechanism was especially ingenious. I'm curious as to how you guys would go about mounting bumpers onto your bot, do you think you could give some insight into that?
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#5
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Re: Ri3D 1.0 Robot Reveal 2016
I would also love to see bumpers as well! However, that might go under this thread: CD-Rhino Treads and Bumpers
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#6
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Re: Ri3D 1.0 Robot Reveal 2016
Loving this idea. interested to see how it will hold up against what teams come up with
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#7
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Re: Ri3D 1.0 Robot Reveal 2016
How fast is this robot? It's ATV for sure, but looks on the slower side. Never saw it go wide open though.
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#8
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Re: Ri3D 1.0 Robot Reveal 2016
What sized wheels are you using to fire the boulder?
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#9
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Re: Ri3D 1.0 Robot Reveal 2016
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We used 2 mini cims to drive 4 x 4" Kit Wheels through Modulox Channel and Lunchbox kits. We used a 1:1.14 gear ratio from a 32 (driving) to 28 (driven) flex hub gears. This design was inspired by the Modulox basketball launcher from a few years ago: https://www.youtube.com/watch?v=DO0XzkthMUs Last edited by Dan Richardson : 14-01-2016 at 08:51. |
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#10
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Re: Ri3D 1.0 Robot Reveal 2016
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The most recent time I can think with anything similar was Breakaway (2010). In that game, you were not allowed to extend past your frame perimeter, except in specific situations. For climbing, the rules specifically stated that you were allowed to exteond utwards into a specific volume defined by the finale configuration (90" tall, 82" diameter right cylinder) while touching the tower. There's no such similar rule this year to apply while climbing - it appears that, as it's written now, the 15" limit applies while climbing. Now, how that's interpreted is anyone's guess, and certainly will lead to the Q&A before anyone build something that might be illegal! |
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#11
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Re: Ri3D 1.0 Robot Reveal 2016
What motors and reductions were you running on the shooter?
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#12
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Re: Ri3D 1.0 Robot Reveal 2016
First of all, nice job in the robot! It looks great.
We saw that you used flashlights to direct your shots, and I know the rules for this year doesn't say anything about this, but last year's checklist says that you can't direct/focus any lights in any way. Does anyone know if this would be a problem this year? |
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#13
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Re: Ri3D 1.0 Robot Reveal 2016
FYI - The GDC just ruled on the 15" extension reorientation while scaling issue -
Extensions outside the FRAME PERIMETER are measured in the same plane as the FRAME PERIMETER. As the FRAME PERIMETER is re-oriented (e.g. when a ROBOT drives up the BATTER), the plane of measurement is similarly re-oriented. https://frc-qa.firstinspires.org/Que...ng-hook-to-cli |
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#14
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Re: Ri3D 1.0 Robot Reveal 2016
I believe that with some small modifications this scaling method could still be legal. Making the tower that the arm rotates from taller (so the point it contacts on the wall is up closer to the bar and the arm doesn't need to be as long) or using a long oriented chassis (so that the arm could be longer and the longer frame perimeter would keep more of it inside the robot) would both seem to fix this issue.
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#15
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Re: Ri3D 1.0 Robot Reveal 2016
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If I'm interpreting this correctly then our configuration is legal as our arm never extends further than 15" outside the robots frame perimeter. This works because the entire robot revolves around the arm pivot and thus we never violate that configuration. We designed the arm with the specific length in mind so we could manipulate the defenses during game play as well as hang. I'm happy our design remains within the rules for now, however it is odd to be so restrictive on a more difficult task. Quote:
/Edit***** I should say close enough to prove a point. If our bot is an 1" or so out of spec. we don't typically rectify. We only ever seek to be mostly FIRST legal :-) Last edited by Dan Richardson : 14-01-2016 at 21:48. |
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