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#1
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Re: User Interface - Drivetrain Controls
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Too many options: I completely agree. Part of what we're trying to figure out here is how to limit our DoFs. We certainly don't need them all. Quote:
As far as holonomic control strategy though, that's exactly what this thread is for. We've talked to a few teams in person and received some helpful information. Many have tended to go the Halo route though, so I'm asking to see if people have other strategies. When we do figure out a successful theory, I fully intend to share it. Maximum traction: That was one of our main reasons for trying pivot this year. It's definitely (albeit unsurprisingly) worked. We can push most standard tank drives off-axis for the same reason. Some we can push head-to-head as well, but that's more power transmission design than holonomics and transverse vs inline frictional coefficients. Algorithms: Yes, much more complicated. It's an interesting learning curve, but we're getting there. Nonadrive definitely has its benefits, though (albeit not just in control theory). Quote:
Two hands: This makes sense. We're actually doing one version of this currently: rotational+crab on one of the analog sticks and longitudinal snake on the other. It doesn't work so well for us, but perhaps a different combination. Demos: We currently have a few different drive versions for demos/competitions, including one that disables everything except the kicker (great for young kids--highly recommend it). Never considered controlling maximum speed for the demos/pit. Smart, thanks. Decent 2: I read the Wikipedia navigation section for the original Decent. Interesting. (Ambiguous and a little worrisome, but interesting.) Care to give me a hint, or do I need to go track down a game first released in '96? Kamocat: 3D mice are indeed awesome. We've used them in graphical representations for higher-level calculus, and they work fantastically. Has any FRC team done this, though? The vertical axis would prove interesting in robot control, and accommodating snake is still not entirely straight-forward. Certainly a creative idea. Given our team's resources, though I'm personally not quite ready to spring for an $80 mouse that my driver's never used and my programmers have never programmed, to be used in a dynamic live action environment I've never seen it applied to. Now if I could wrangle a donation... |
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#2
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Re: User Interface - Drivetrain Controls
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For example, if you want the vehicle to revolve around a central point while at the same time rotating about its own axis (like the Moon around the Earth), that motion can be specified in terms of the 3 degrees of freedom mentioned above, and the mecanum, omni, and your drive can do it. Or, if you want the vehicle to spin its back end around and pivot around a point located between the front wheels, a mecanum or omni can do that as well (again, as a combination of the 2 translational and 1 rotational degrees of freedom of the vehicle). Or if you want the vehicle to go forward in a straight line while simultaneously spinning around its center, a mecanum or omni can do that too. (Although it would require a very talented and dextrous driver to do so!) Any conceivable vehicle motion on the flat surface can be accomplished by the proper (time-varying) instantaneous wheel speeds (and angles). As long as the drive motors have the necessary dynamic response to create the necessary time-varying wheel speeds (and angles), the desired vehicle motion can be accomplished. The "inverse kinematic problem" is to determine, given a desired instantaneous vehicle motion, what each of the four wheel speeds should be (in the case of mecanum or omni), or what each of the four wheel speeds plus wheel angles should be (in the case of your drive), to achieve the desired instantaneous vehicle motion. The "forward kinematic problem" is to determine what vehicle motion will result from an arbitrary choice of wheel speeds (and angles). In general, this has no solution. Only properly coordinated sets of speeds (and angles) will result in vehicle motion without "scrubbing" the wheels on the floor. Considering the above, the way to give your driver "complete manual control" is to allow them to independently command forward/reverse, strafe left/right, and spin CW/CCW. All possible motions of the vehicle can be accomplished by these three degrees of freedom. But, this may NOT be the best "driver presentation", depending on what types of motion the driver wants to do, because it may be too difficult for the driver to think that fast. For example, as mentioned above a mecanum or omni vehicle is mechanically capable of going in a straight line while simultaneously spinning, but I highly doubt a driver could do it without computer assistance. If a competition required this type of motion, you would want to provide a gyro and/or accelerometer or whatever on the vehicle so that the driver commands could be interpreted as field-oriented commands and then translated on-the-fly by the cRIO into the correct wheel speeds (and angles). There's an excellent text which discusses this (cf especially Chapter 3) if you want to research it further: Mechanics of Robotic Manipulation ~ Last edited by Ether : 20-08-2010 at 14:47. |
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#3
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Re: User Interface - Drivetrain Controls
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That being said, if you're going to try tracking it down in order to experience it... be careful. There are a ton of sites out there that allow free downloads of games from that era, classifying them as "abandonware", making you think it's ok... but for a vast majority of those titles, someone still holds the copyright and downloading it from those sites is copyright infringement, just like downloading music or movies illegally. The game is only abandoned in the sense that the company doesn't support it anymore. |
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