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#16
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Re: 4WD Turning Difficulties
Why is that a problem? You can locate the center wheels towards the front or rear of the robot to take advantage of this.
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#17
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Re: 4WD Turning Difficulties
Quote:
Has anybody out there built up a 4WD chassis and tried it out on the game surface? I would like to hear about the why things handle if so. |
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#18
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Re: 4WD Turning Difficulties
The front wheels would just be there to stop the front edge of the chassis from slamming the ground when CG shifts (due to collisions/abrupt deceleration/whatever else), you are correct that the vast majority of the time, you'll be on your wheels closer to the trailer.
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#19
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Re: 4WD Turning Difficulties
Basically in a 6wd this year with a dropped center wheel, the front 2 wheels will be similar in functions to casters, just to keep the robot from slamming forward like has already been mentioned. The advantage of powering is that now when the robot rocks forward, the robot will still be distributing power to 4 wheels, versus if the front wheels were unpowered, only 2 wheels would have power but the friction force on those wheels would be half of the friction force that 4 powered wheels have to work with.
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#20
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Re: 4WD Turning Difficulties
Quote:
i almost forgot the trailer |
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#21
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Re: 4WD Turning Difficulties
The trailer wheels are near the center of the trailer, so it won't have a lot of tongue weight. You can position the wheels on your robot wherever you want to, they dont need to be exactly in the center. You can position heavy parts of your robot wherever you want to, so the center of gravity need not be in the center of the robot. What all this means is that you can balance the robot how you want...you can have a 6 wd robot that rides on the front 4 wheels almost all the time, if you so desire.
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#22
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Re: 4WD Turning Difficulties
We slightly modified our fal prototype base so it is 4wd, skid steer. It does not turn as well as we would think, but it does turn, but slowly. If you drive it forwards a bit, then start turning it turns much better. We have not driven it with a trailer as of yet, but on the playing surface it may not be a huge problem, besides the fact that the weight of the trailer may pull the back end of the robot a little bit.
Oh, and the robot drifts. A lot. |
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#23
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Re: 4WD Turning Difficulties
Thanks for this post nick! Hmm....now what other designs could we find?
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#24
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Re: 4WD Turning Difficulties
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Can't wait to get more wheels in so we can test with 6 wheels, and most importantly, with at trailer. |
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#25
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Re: 4WD Turning Difficulties
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Tongue weight is also important and will increase with the number of rocks in the trailer. |
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#26
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Re: 4WD Turning Difficulties
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Thanks |
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#27
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Re: 4WD Turning Difficulties
yesterday we were driving our 2007 robot with the rover wheels on the regolith, the results were interesting, we found that the inline CoF is higher then .05 inline, more like .12. the robot wieghed 110lbs and had more then 50newtons of pull (it maxed out a force sensor we borrowed from a physics lab) also when we were driving at our max speed we could stop one of the drives so that we would be dragging the left or the right, and we would continue moving in a straight line with very little pull. (newtons first law)
once we got a second force sensor we were reading a pull of approx. 60 newtons. |
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#28
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Re: 4WD Turning Difficulties
Quote:
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#29
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Re: 4WD Turning Difficulties
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You should still be able to balance the robot the way you want to with clever placement of parts. |
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#30
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Re: 4WD Turning Difficulties
We had far more trouble turning from the lack of traction then from too much transverse friction.
http://www.youtube.com/watch?v=u8aqjM1mmEs The surface we were running on has about double the coefficient of friction as the real surface. Last edited by Joe Ross : 05-01-2009 at 16:15. |
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