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| We go together like a Drill motor, reduced by 3.6:1, and a CIM motor. |
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#46
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Re: Implementing Traction Control for an advantage in the 2009 game
Do you mean: "I think this game is going to be fun to build, frustrating to play, and funniest to watch
";-) |
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#47
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Re: Implementing Traction Control for an advantage in the 2009 game
Quote:
Last edited by DavidGitz : 08-01-2009 at 01:08. Reason: bad code |
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#48
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Re: Implementing Traction Control for an advantage in the 2009 game
Although this might be overly complex, something out of the box would be to create some sort of velocimeter that bounces sound off the ground and measures the change in reflected frequency due to the sound doppler shift. Ocean current profilers work in this fashion. Of course an encoder can accomplish the same thing, in a simler fashion, but just wanted to throw the idea out there.
I like the idea brought up earlier about monitoring the motor's current to detect a drop in load due to the transition from static to kinetic friction. |
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#49
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Re: Implementing Traction Control for an advantage in the 2009 game
Some one might have posted this, but if you use the accelerometer to measure the acceleration of the robot, and solve for what your acceleration should be if the limit of the wheels speed is approaching the speed of the robot, to achieve maximum traction you can multiply the forward force by 120%! Of course you need some serious math for this, but nearly three quarters of it will be math, so if you can solve the math you should be able to program it.
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#50
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Re: Implementing Traction Control for an advantage in the 2009 game
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Ocean current profilers are called sounders, I think? Check out how the weather satellites do it if you're really interested. |
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#51
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Re: Implementing Traction Control for an advantage in the 2009 game
windell747 & purduephotog -
Very cool! That is essentially a radar gun using sound instead of RF. That got me thinking - why not use a radar gun? Do you know of any vendors that sell an accoustic radar gun? |
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#52
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Re: Implementing Traction Control for an advantage in the 2009 game
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#53
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Re: Implementing Traction Control for an advantage in the 2009 game
I know that for braking and acceleration testing at Chrysler we had an optical 5th wheel device that I believe used laser system similar to an optical mouse just with better range. I think these are pretty expensive, and the ones I found online are heavy (0.5Kg for sensor and 1Kg for single converter).
If anyone finds an optical mouse that reads the surface well without touching it, I would love to know the model! |
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#54
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Re: Implementing Traction Control for an advantage in the 2009 game
If your Coefficient of Friction of the mouse is less than the Rover Wheels would that be expectable because it does not increase your traction and you are using it for input rather then output?
-Oris- |
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#55
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Re: Implementing Traction Control for an advantage in the 2009 game
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#56
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Re: Implementing Traction Control for an advantage in the 2009 game
Has anyone thought about using an FIR filter on joystick inputs? It would work for acceleration from a stop in either direction (F/R), but I am stuck on how change directions or stop without considerable lag.
Thoughts? Last edited by Tom Bottiglieri : 08-01-2009 at 11:09. |
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#57
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Re: Implementing Traction Control for an advantage in the 2009 game
Just make the wheel of the caster a Rover Wheel.
-Oris- |
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#58
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Re: Implementing Traction Control for an advantage in the 2009 game
Quote:
http://forums.usfirst.org/showthread.php?t=10917 |
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#59
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Re: Implementing Traction Control for an advantage in the 2009 game
First, I want to thank everyone for such a wonderful open flow of information on this topic. This is such a tremendous paradigm shift from previous years that teams could fall into a "Cold War" mentality and not share this information with others.
Now, Paul Coplioi's post on the second page made one assumption that I thought I would try to correct. I don't think that the mass cancels out in the equation for maximum acceleration (amax=g*CoF). If you walk through it carefully, you will see that while the friction force is Cof*robot weight, the mass that you are acceleating includes the trailer weight. In that case, the maximum acceleration of the system will be limited to roughly 75% of g*CoF. This should only affect teams who are measuring acceleration. Teams using encoders and follower wheels (thank you FIRST GDC for the rapid response to that question) should not see a problem. |
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#60
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Re: Implementing Traction Control for an advantage in the 2009 game
With the recent allowing of idler wheels this will probably not be needed but my thought was to have a pivoting motor mount with a load cell under one of the mounts, thus you could sense the torque applied to the motor shaft. you should be able to calculate, and after it is done test to find your maximum torque that can be applied before slippage occurs, then write your software to drive the motor to this condition. In this case, if you diden't use speed input (would be a good idea to do so) your joystick would become not a speed input, but a torque input, or just like the accelerator pedal in your car!
But the sensor wheel will most likely give you 95% of the benefit that you are looking for anyway, but I like to throw my ideas out there and see if anyone bites. |
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