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Unread 12-01-2017, 14:06
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Re: Realistic high goal scoring rate

Quote:
Originally Posted by Chris is me View Post
This isn't 2016 - volume and accuracy are tradeoffs where the right answer very well may be on the side of volume. Turreted shooter in 2009 could be more accurate than dumpers, but dumpers certainly were the more dominant design in general that year. This year's game has five times as many game pieces as 2009!
I am in complete agreement with this, actually. The important shooter metric is balls scored per second, not accuracy or balls fired per second. Erring on the side of volume is almost certainly preferred because it's probably easier to increase accuracy for a high volume system than to increase volume for a high accuracy system. I think it IS interesting that if you're pursuing a single stream shooter*, at some point you have to start backing away from the goal to increase your rate of fire without running balls into each other.

*How long do you think until the first joke about crossing the streams?
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Originally Posted by Chris is me View Post
I don't think that's how it works. The motor is only at max power spinning half its free speed at full voltage, IE if the load the motor is under is slowing it down that much. If you're just spinning the motor at half its free speed with speed control, you're just applying a bit more than 6 volts to the motor (a bit more to account for friction losses etc). You definitely do want to be spinning a flywheel at less than 100% speed so it has some headroom to recover with, but I don't think it's exactly half voltage or half free speed either.
Like I said, I need to revisit my spreadsheet to better account for this. But two things are true about my statement:
1. If your wheel slows down by x% per ball, the fastest way to spin it back up to target speed is at at the peak mechanical power point. (Physics, that) And the peak power is at 12V and 50% free speed.
2. Peak power is the MOST power you'll ever get out of the motor. That's 337W for a single CIM. If it takes 33J to fire a ball, the most balls you can fire without slowing down is 10 balls per second. And that's going to be with the motor running at 1/2 free speed. If the motor's running any faster, it won't put enough energy back into the system and the wheel will slow until energy out = energy in.
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Last edited by Kevin Sevcik : 12-01-2017 at 14:16.
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Unread 12-01-2017, 14:13
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Re: Realistic high goal scoring rate

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Originally Posted by Kevin Sevcik View Post
I am in complete agreement with this, actually. The important shooter metric is balls scored per second, not accuracy or balls fired per second. Erring on the side of volume is almost certainly preferred because it's probably easier to increase accuracy for a high volume system than to increase volume for a high accuracy system. I think it IS interesting that if you're pursuing a single stream shooter*, at some point you have to start backing away from the goal to increase your rate of fire without running balls into each other.

*How long do you think until the first joke about crossing the streams?
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Unread 12-01-2017, 14:28
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Re: Realistic high goal scoring rate

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Originally Posted by Kevin Sevcik View Post
*How long do you think until the first joke about crossing the streams?
Quote:
Originally Posted by notmattlythgoe View Post
Ghostbusters!
14:06-14:13, so ~7 minutes

Longer than I expected actually.
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Unread 12-01-2017, 14:40
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Re: Realistic high goal scoring rate

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Originally Posted by Eric Scheuing View Post
14:06-14:13, so ~7 minutes

Longer than I expected actually.
He has to have some kind of intelligent filter that notifies him of joke opportunities, I swear.
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Unread 12-01-2017, 14:48
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Re: Realistic high goal scoring rate

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He has to have some kind of intelligent filter that notifies him of joke opportunities, I swear.
That's the first time I've ever heard him referred to as "intelligent"
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Unread 12-01-2017, 14:48
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Re: Realistic high goal scoring rate

We are looking at about 12 balls per second at the moment with our protoype with consistency.
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Unread 12-01-2017, 14:48
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Re: Realistic high goal scoring rate

97.1 balls per second.
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Unread 12-01-2017, 15:11
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Re: Realistic high goal scoring rate

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97.1 balls per second.
next thing you know 254 does better than that
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Unread 12-01-2017, 16:03
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Re: Realistic high goal scoring rate

So, check my math, but assuming a single Fuel leaving the shooter wheel which is located at the top of a tall robot parked in the key against the boiler wall. My trajectory model calculates about 86 degree launch angle at about 5.7 m/s muzzle velocity. At a 5" pitch, that is 40 to 45 Fuels per second.

So that would be the max; of course, there would be a gap as you wouldn't be feeding the shooter as fast, so something less than that.

Am I missing something?
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Unread 12-01-2017, 16:17
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Re: Realistic high goal scoring rate

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Originally Posted by rick.oliver View Post
So, check my math, but assuming a single Fuel leaving the shooter wheel which is located at the top of a tall robot parked in the key against the boiler wall. My trajectory model calculates about 86 degree launch angle at about 5.7 m/s muzzle velocity. At a 5" pitch, that is 40 to 45 Fuels per second.

So that would be the max; of course, there would be a gap as you wouldn't be feeding the shooter as fast, so something less than that.

Am I missing something?
Does that include drag on the wiffleball?
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Unread 12-01-2017, 16:29
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Re: Realistic high goal scoring rate

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Originally Posted by rick.oliver View Post
So, check my math, but assuming a single Fuel leaving the shooter wheel which is located at the top of a tall robot parked in the key against the boiler wall. My trajectory model calculates about 86 degree launch angle at about 5.7 m/s muzzle velocity. At a 5" pitch, that is 40 to 45 Fuels per second.

So that would be the max; of course, there would be a gap as you wouldn't be feeding the shooter as fast, so something less than that.
Without checking your math, that seems like a solid upper limit "in flight". The feed process into the shooter will definitely be the limiting factor for top teams.

Quote:
Am I missing something?
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Unread 12-01-2017, 17:03
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Re: Realistic high goal scoring rate

Peak rate or sustained rate? I could see some team with peak rates well above 30 balls/second.
Flywheel shooters are the only way to launch a ball
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Unread 12-01-2017, 18:49
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Re: Realistic high goal scoring rate

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Originally Posted by rick.oliver View Post
Am I missing something?
How fast is the ball traveling at the apex of your trajectory? The slowest speed on your trajectory is what you should use with pitch to calculate balls per second.
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Unread 12-01-2017, 19:20
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Re: Realistic high goal scoring rate

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Unread 12-01-2017, 19:58
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Re: Realistic high goal scoring rate

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97.1 balls per second.
At 25 ft/s, that's about 12 lbs of thrust. I don't think you'll be going to space today with that engine.
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