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Unread 28-02-2016, 20:09
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D.Allred D.Allred is offline
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Re: Real vs. Theory, Week 0.5

Quote:
Originally Posted by mrnoble View Post
Inspired by this quote from Boltman...

"Hey can someone there give us a summary of things you learned that you did not know going in... just an overall REAL vs theoretical breakdown. Like what was easier/harder, challenges and did human players have any significant effect."

In particular:
  • Real field elements
  • Real line of sight for drivers
  • Real defense
  • Taking real shots at the high and low goal
  • Real damage to robots
  • Real problems with the game
  • Real fun parts
Here are my thoughts after competing at Palmetto.

Real field elements:
Low Bar, Rock Wall, and Cheval de Frise performed about the same as the wood models. The Portcullis was much easier since it is counterbalanced by constant force springs. Rough Terrain and Moat were tougher. Other drive train configurations may have different results.

Real line of sight for drivers:
You were expecting to see? It can get bad depending on what you are trying to do. For the most part we could see what we needed especially with help from our camera.

The tower blocks part of the field if you are playing defense. Your own defenses and audience selection can interfere with the Neutral Zone. Then you have to see around your opponents defenses into the Court Yard.

The plastic dividers between the defenses and on the Batter are hard to see. Saw lots of robots having trouble running in to them.

Real defense:
There was very little until eliminations and was a bit surprised not many wanted to show that skill. If you are going to defend, please show your ability to help breach if nothing other than to get back to the Batter.

Taking real shots at the high and low goal:
This was about the same as our shop, although our camera tracking had difficulty with the glossy tower surface and arena lighting at some angles.

Real damage to robots:
Very real. You know it’s a tough game when you see a bearing on the floor.

Real problems with the game:
The biggest issue is field set up logistics – lots of moving parts. The field reset crew did a wonderful job, it was just crowded.

I do not suggest loading your robots using the classic driver station order. We set up for our low bar auto routine every time. If we were the third robot to enter the field, we had to navigate around our partners and opponents in a narrow neutral zone without stepping on defenses or boulders.

Real Fun Parts:
This is a great game with plenty of strategic depth.

Here are a few miscellaneous thoughts:
G5 - I know those flat platforms with missing defenses look inviting…

Practice parking on the Batter. It’s not a given. An elimination alliance needs to ensure their partners can at least park.

David
 


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