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Unread 31-10-2007, 17:35
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Re: Contact Area and its Relation to Friction?

This thread is pretty well covered. However, the math and actually what happens on the FIRST field regarding friction are two different things. Mark I like the spreadsheet some interesting data there nice work. My suggestion regarding this is test,test and test. In addition to that remember the basics for instance you want to be heavy as possible without being overweight especially with a game like 07's. watch your CG and keep it as low as possible and finally keep your tread in keep in good condition at all times. Besides this experiment with different materials and tread widths, design is an on going process. Finally, you don't want to spin your wheels in a pushing match, thats how you get pushed. The easiest way too figure this out is to put the bot pushing against the wall and record the numbers from dashboard when the wheels slip then set them up in programming as limits. Obviously do this while the bot is on a practice field were real carpet or as close to real carpet is present to get the most accurate results. Just a few things my team is doing regarding this issue

my two cents,
Drew
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