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#16
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Re: Mecanum Wheel Considerations
Hello all, I've been talking with everyone on my team concerning a design that team 1322 had on their site (I'd like to thank them for posting it!). Concerning the mecanum wheel designs they have, one of their thoughts has a mecanum wheels on opposing corners (say, front left and rear right) with regular wheels for the other. I believe the purpose of the design is simply to help in turning, since the mecanum wheels would project a force closer to the direction they would want to turn in.
Will this design climb ramps? Will it require any other special programming? We won't be moving sideways, but the wheels are different. If their design is too complex, my team may drop the idea of powered mecanum, and use them passively as rear wheels. Please help! |
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#17
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Re: Mecanum Wheel Considerations
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-------------------------------------------------------------------------------- We have figured out the Xbox controller! We used a wired controller, and downloaded microsoft drivers. The buttons are: 1: A 2: B 3: X 4: Y 5: Back 6: start 7: LB 8: RB 9: Left stick click (L3) 10: right stick click (R3)0 X and Y axis is the left stick X and Y rotation is the right stick Postive on Z is the right trigger, negative on the Z is the left trigger D-Pad is the POV hat (ya we don't know why it says hat....) |
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#18
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Re: Mecanum Wheel Considerations
We used the mecanum wheels for Rack'n'Roll, Overdrive, and now for Breakaway. We hook them up to the BaneBots 12:1 ratio gearboxes, and can push everyone on the field around. We've never had an issue with pushing.
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#19
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Re: Mecanum Wheel Considerations
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#20
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Re: Mecanum Wheel Considerations
Can you give video of this? I highly doubt wheels with 71% efficiency and a 0.7 CoF will "push everyone on the field around".
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#21
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Re: Mecanum Wheel Considerations
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Sorry that I don't have specifics, but I can say that it has never been a problem for us. |
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