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#91
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Re: Implementing Traction Control for an advantage in the 2009 game
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#92
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Re: Implementing Traction Control for an advantage in the 2009 game
We were given a +/-3g accelerometer, and our robots can accelerate at around +/- .05g (based on the published COF). Therefore, we can only use a ridiculously small portion of the range of the ADC.
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#93
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Re: Implementing Traction Control for an advantage in the 2009 game
Hi, i'm a rookie programmer this year, our team has gone with LabView. I was just wondering if anyone could explain to me how to filter the joystick to limit acceleration, and/or how the how the filtering will effect the acceleration.
Thanks in advance, Charlie |
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#94
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Re: Implementing Traction Control for an advantage in the 2009 game
I used case structures in between the joystick subVIs and the drive VI. I believe I had one case structure to determine if the joysticks were at their "relaxed" position, then one to determine whether it was in a positive or negative position (foward and backwards), and finally one to determine if the output was equal to the input. Inside the last case structure, it the output was less than the input, it increases it by a constant value some each cycle of the while loop. There may be an easier way to do this, but this setup works exactly as we need it to.
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#95
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Re: Implementing Traction Control for an advantage in the 2009 game
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EDITED: Here's a link to a Website of a model-builder who constructs battery-powered hovercraft: http://www.model-hovercraft.com/index.html. A hovercraft is only a Lunacy robot turned upside down. Or... how about an electric hover-lawn mower? http://www.flymo.co.uk/node3126.aspx Last edited by Rick TYler : 25-01-2009 at 11:58. |
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#96
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Re: Implementing Traction Control for an advantage in the 2009 game
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Before spending much time experimenting, you might want to investigate the updates, the blog, and the Q&A system. Lynn (D) - Team Voltage 386 |
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#97
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Re: Implementing Traction Control for an advantage in the 2009 game
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http://frcdirector.blogspot.com/sear...&max-results=7 |
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#98
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Re: Implementing Traction Control for an advantage in the 2009 game
Actually, the accelerometer seems good to us. But, there is definitely a LOT of mechanical noise on our chassis.....which the accelerometer dutifully reports.
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#99
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Re: Implementing Traction Control for an advantage in the 2009 game
We've moved it onto a piece of foam to try and isolate it from the chassis, but due to a me-dropping-the-laptop incident this weekend, we haven't had a chance to see if it improved.
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#100
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Re: Implementing Traction Control for an advantage in the 2009 game
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The fan source I was considering is Cincinnati Fan Company. |
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#101
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Re: Implementing Traction Control for an advantage in the 2009 game
LabVIEW has a "Range and Check" (or something similar) block which allows you to cap a value to a range and/or check if it is in that range--may be useful to your purpose.
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#102
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Re: Implementing Traction Control for an advantage in the 2009 game
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---------------- Now playing: The Police vs. Rick James - Put On The Super Freak [Leebuzz] via FoxyTunes |
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#103
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Re: Implementing Traction Control for an advantage in the 2009 game
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tightly couple the accelerometer to something massive (like the battery) and loosely couple that mass to the frame (mount in spongy foam). |
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#104
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Re: Implementing Traction Control for an advantage in the 2009 game
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I recommend "To Engineer is Human: The Role of Failure in Successful Design" by Henry Petroski for some good cases where engineers learn from the unintended consequences of engineering inadequately foretelling the future. (And I know you know this, Don. I just love the idea of Red Green backing up engineers with his handyman's secret weapon.) (Although My Father the Retired Aerospace Engineer swears he never built anything that didn't have "Missile Tape" on-board somewhere.) |
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#105
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Re: Implementing Traction Control for an advantage in the 2009 game
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I also have this book on my shelf. An excellent read... Regards, Mike |
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