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Unread 10-10-2004, 23:38
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pic: 2 speed, shift on fly

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Unread 10-10-2004, 23:47
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Re: pic: 2 speed, shift on fly

that looks remarkably similar to the one i proposed a number of weeks ago...

nice joB!!!

(im a little worried about the cantilevering of the dog...)
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Unread 11-10-2004, 00:00
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Re: pic: 2 speed, shift on fly

Quote:
Originally Posted by geo
A computer model of our future (2005) 2-speed tranny.
High gear: 5 fps
lower gear: 3 fps
(with 6in wheel)
I'm not so sure that going with such closely spaced ratios, and such slow speeds is a very good idea. 5 fps as a top speed is blindingly slow, and will likely render the robot effectively immobile if there are long distances to be traversed in next year's game.

As for the design itself, it looks effective, but perhaps you could explain how you're planning to affix the gears to the shafts. I think that you could make the design a lot more compact if you used change gears or hubless, keyed spur gears, and milled recesses into the large gears for the dog. (I'm drawing upon my own experience for those suggestions--they worked well for me.) Also, those look like 1/2" face width gears. For a single-motor gearbox, I think that 3/8" steel gears will work fine, and depending on the composition of the gears, even 1/4" gears should work (I'll recommend hardened steel if you use 1/4" gears, just to be safe). For example, Woburn has used 3/8" Boston 20 pitch mild steel change gears and spur gears for the last 5 years, and never had an issue with those gears in a drive gearbox, even though the last three years employed triple-motor gearboxes, and Blizzards 3 and 4 were subjected to especially arduous pushing matches.
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Unread 11-10-2004, 11:36
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Re: pic: 2 speed, shift on fly

what if theres no CIM motor in next years KOP?
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Unread 11-10-2004, 11:46
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Re: pic: 2 speed, shift on fly

Quote:
Originally Posted by ToMMan b182
what if theres no CIM motor in next years KOP?
Well then they'll have to redesign their transmission, won't they?

Any team that designs something before the build season starts takes a risk that parts wont be used in the KOP, or that the design won't be effective in a given game, but the team that *DOESN'T* design things in the offseason for prototyping and testing will always be at a much bigger disadvantage.

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