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#1
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Re: Traction Control for a Turning Tank-Drive
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And I completely agree with you regarding usage of traction control in a pushing match -- a TCS would probably do the exact opposite of what you want. You definitely need an on/off switch. |
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#2
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Re: Traction Control for a Turning Tank-Drive
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#3
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Re: Traction Control for a Turning Tank-Drive
Hmm. That does make sense. Two questions though:
I once looked into racecar launch control systems. The things I read said the fastest launch speeds are achieved by allowing about a 10% slip. Is there a basic-physics explanation for this, or is it due to the non-linear characteristics of rubber tires? Second, say you mount one pair of wheels inline with the robot/trailer CoM so that the force produced is tangent to the path traced (well, assuming no linear net force). Do /those/ wheels slip in a skid-steering configuration (in the ideal case)? If not, would it be beneficial to have an angular TCS if you built your robot like this? [edit] By CoM, I mean axis of rotation. If you put a pair of powered wheels in line with the axis of rotation, the path that they would trace would be a circle (with the wheel's direction of movement tangent to said circle). Therefore, the ideal turn would be such that there was no slippage on these wheels, and you could theoretically program some kind of rotational traction control system. I don't quite remember how to figure out the axis of rotation given a few force vectors on a rigid body, though. Also, this would only be the case if the wheels were in line with the axis of rotation... once you get off that axis, the wheels by definition need to slip, and you're in the useless case which rwagner described... Last edited by DanL : 30-01-2009 at 01:21. |
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#4
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Re: Traction Control for a Turning Tank-Drive
i have thought about using the comparative math earlier that looks at the forward momentum and then based on the case, modifies the casestrucutre and ultimately modifies the scaler going to the system
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#5
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Re: Traction Control for a Turning Tank-Drive
Right off the bat we started with a 'master' disable switch on the driverstation and a momentary reset/disable button on the joystick, and thus far its been quite valuable in testing differences, as well as the fact that if something goes, say, kablooey [a strictly technical term], it can be both reset temporarily or shut off. using something like this could save your drivers in a dire situation.
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