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| View Poll Results: How mecanum drive effects a teams position on your pick list | |||
| Automatic DNP |
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34 | 11.11% |
| Moved lower |
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84 | 27.45% |
| Depends on performance |
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160 | 52.29% |
| Nothing (does not effect position) |
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22 | 7.19% |
| Other (please explain in thread) |
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6 | 1.96% |
| Voters: 306. You may not vote on this poll | |||
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#136
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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I agree those features are cool, and all have some arguable utility... My argument is that if the same amount of resources put into that were put into something else, the net competitiveness of the team would be higher. |
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#137
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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There will be a day when the best solution for a game is a well designed holonomic drive, unfortunately for most teams that will mean upper level teams running swerve, mid level teams running octanum, and mid-low level teams with pure mecanum. That game will have a mecanum wheel make it to Einstein, and touch the carpet, but swerves will rule. |
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#138
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Re: Penalizing mecanum wheeled robots durring alliance selection.
I'd maintain that the amount of man hours required to build a decent mecanum drive are not that much more than the amount of man hours required to build a decent tank drive, and the difference in man hours is minimized compared with any other holonomic drive.
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#139
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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HOWEVER, to truly calculate the time, you need to factor in programming. A tank drive can be as simple as mapping two joystick axes to two PWM (or CAN) outputs (in teleop, anyway). A mecanum drive requires three joystick axes mapped to four PWM/CAN outputs, and the outputs can all be different (in theory at least, in practice it'll more likely be two and two, but which two changes a bit...). Sure you can use the pre-done stuff and adapt it--but you are going to want to tweak it to match your system, which may or may not be more trouble than it's worth. That extra time may be the difference between a so-so vision code or so-so automode and a good or great vision or automode. |
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#140
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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#141
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Re: Penalizing mecanum wheeled robots durring alliance selection.
QFT
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#142
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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But I wouldn't know this unless I've built a handful of omni directional drives (kiwi and a handful of mecanums) and fielded them. It's NOT as simple as people think. |
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#143
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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EDIT: CG has far more of an effect than frame rigidity. Even 2 metal pneumatic tanks on one side caused strafing to deteriorate noticeably. Last edited by Max Boord : 29-08-2014 at 00:42. |
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#144
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Re: Penalizing mecanum wheeled robots durring alliance selection.
After further thought, I believe my first post was not blunt enough.
In reality, if mecanum wheels are the answer, I have found that I have asked my self the wrong question. There has not been a single game in my opinion where mecanum drive (or any omni-directional drive for that matter) has presented a significant enough advantage to justify the development of such a drivetrain. It goes against a fundamental rule that anything new in a drivetrain must be tested in the offseason. Remember the three most important parts of a robot... |
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#145
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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We can get vision processing code to work in the shop, but we haven't ever gotten it to work on a field with venue lighting and bandwidth limitations. We've also had communications issues with the camera and program lag with the camera turned on. These are solvable problems, but we have run out of time in the years when we tried to make it work. |
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#146
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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Also, adding gyro feedback for field orriented drive is incredably simple until it starts to drift. |
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#147
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Re: Penalizing mecanum wheeled robots durring alliance selection.
In my experience, this isn't a problem in the 2 minutes required to run a match.
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#148
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Re: Penalizing mecanum wheeled robots durring alliance selection.
You may want to qualify that with "in my experience with very low drift". I have seen large amounts of drift absolutely ruin a robot's ability to move reliably. Like always, strict tolerances are needed for a control system like this.
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#149
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Re: Penalizing mecanum wheeled robots durring alliance selection.
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I do recall a problem one time shortly after installation, but that was because we'd accidentally hooked to the temperature output. Does anyone know off hand what expected drift is over time? |
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#150
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Re: Penalizing mecanum wheeled robots durring alliance selection.
It's...complicated. Drift happens because you are taking an angular velocity measurement and integrating it over time. Small errors in velocity measurements add up to big errors in position given sufficient time. There are many sources of errors, some of which are random and others of which are systemic:
1) Bias drift. MEMS gyros are sensitive to temperature...and they self-heat when powered. Several minutes after booting your cold robot, the gyro will think it is spinning because the null voltage when it was calibrated with has changed. Leaving your robot on for several minutes prior to match start (and recalibrating the gyro soon before the match starts) helps somewhat. 2) Axial misalignment. If your gyro is not perfectly level with the field, you will accumulate small errors over time. Aligning the gyro to your frame is one thing; going over a bump or doing a wheelie on the field is another. 3) Saturation. If your gyro measures up to 250 deg/s rotation and you spin faster than that, you will underestimate your rate of turn and drift will accumulate quickly. 4) ADC discretization and conversion noise. Your analog measurements lose some precision during the conversion to a digital measurement. Carefully selecting the bandwidth to use during sampling helps somewhat, though narrower bandwidth may limit your ability to sense rapid turns. 5) Cross axis sensitivity. Unfortunately, it turns out that gyros only MOSTLY measure angular velocity...they also pick up linear accelerations (typically <1% of cross axis sensitivity, but every little bit counts when integrating). 6) Thermomechanical noise. Unfortunately, even if you perfectly compensate for all of the other factors, Brownian motion occurs within the gyro and will add up over time. There is nothing you can do about this one other than to buy a more expensive gyro. Various specs for all of these factors are available for most gyros. Turning this into a "degrees per minutes" position drift estimate is possible using complex math; for the KOP gyro from a few years back (which I believe is still the gyro available through FIRST Choice as of last season), about 200 degrees per hour is the quoted drift rate. Drift in position occurs exponentially, so in about a minute you would expect ~.05 degrees of drift...IF you perfectly account for the accountable factors above (which is almost never the case in FRC). In my experience, a degree or two of position drift per minute is more achievable (as long as you don't spin too fast and stay on a flat and level field). |
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