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| View Poll Results: What method are you using for traction control? | |||
| No traction control |
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5 | 8.06% |
| Using an accelerometer to directly measure acceleration |
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4 | 6.45% |
| Using encoders to detect slipping wheels |
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21 | 33.87% |
| Using a encoder/accelermeter hybrid approach |
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19 | 30.65% |
| Something else |
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13 | 20.97% |
| Voters: 62. You may not vote on this poll | |||
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#1
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Re: How are you implementing traction control?
Quote:
Jason <Edit> re-running the numbers without the trailer, or with 100% of the trailer weight on the tongue and contributing to the normal force of the robot, is should still take at least seven seconds each way... unless there is some great bouncy rebound off the end driver station wall. These calculations are also based on 100% regolith travel... Dave may have been using the carpet at the edge of the field to get up to speed. Perhaps we have been underestimating the influence that the carpeted boundary will have on the game. </Edit> Last edited by dtengineering : 20-01-2009 at 03:09. |
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#2
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Re: How are you implementing traction control?
Limiting the commanded acceleration of your drive wheels can prevent wheel slippage - but ONLY in the absence of unaccounted external forces. If you are running into the arena walls and other robots, this assumption is no longer valid.
In other words, this type of traction control would not help in a pushing match. |
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#3
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Re: How are you implementing traction control?
This is how we're doing it...
Your wheel speed is given by a magnetic rotation sensor (what controls your volume in your car). This is compared to to integrated accelerator value, over 20ms. Find the difference, correct the motor speed, use some ifs to determine if your driver is accelerating your decelerating. Then out put the correct speed of the robot to the wheel, plus a tiny fraction of acceleration energy, or none if you want to hold constant speed... |
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