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#1
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Re: Drop-center drivetrains: Why?
No problem.
I felt really, really bad not including "the math" supporting the claim, so here's a link to an excellent paper on the topic of drivetrains that explains all of the phenomena. It never specifically addresses the case of the 6 wheel drop, or what happens if you lower the sideways traction of one of your wheel sets (i.e. if you put omnis on one part of your drivetrain) but it shouldn't be too hard to see how a 6 wheel performs better than a regular drivetrain as a result. If we're engineers, I feel we shouldn't be content with the what without the why... http://www.chiefdelphi.com/media/papers/1443 |
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#2
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Re: Drop-center drivetrains: Why?
Quote:
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#3
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Re: Drop-center drivetrains: Why?
We're not engineers, small correction. Statement is true otherwise.
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#4
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Re: Drop-center drivetrains: Why?
Simply put, without dropping the center wheels, drive motors rapidly go to stall current in turns.
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#5
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Re: Drop-center drivetrains: Why?
Do a little more digging. A common questiont that many 6x6 drop center guys will ask is "How much drop are you using?". While a fair question, the same amount of drop will have various effects on different chassis. CG placement and Chassis stiffness, and overall goals/objectives play a big part into what is considered effective amounts of drop.
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#6
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Re: Drop-center drivetrains: Why?
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EDIT: To avoid confusion, I am talking about a 6wd platform with two traction wheels in the middle, and omni wheels at each corner. Last edited by JamesCH95 : 03-08-2010 at 08:55. |
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#7
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Re: Drop-center drivetrains: Why?
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Unfortunately it is exceptionally hard to integrate c.g. from scratch ahead of time; rough estimates are the best I've ever seen derived at the early stages of design. Since drive train is one of the three systems that MUST work (drive train, electronics, programming) in order to do anything effective in a game, most teams prototype like crazy on a pre-season prototype drive train. Additionally, finishing the production drive train early in the season is atypical of actuality for most teams. Ergo a wise suggestion to anyone worried about c.g. shift on a rocking drive train is to have a pre-season prototype ready to go such that manipulators may be directly mounted to it during build season prototyping. This will give earlier estimates on c.g. and should produce constraints on shifting c.g. that may dictate where to put the 'heavy' elements (compressor, battery, drive train gear boxes, etc) on the production robot. |
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#8
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Re: Drop-center drivetrains: Why?
For all of the analysis that could go into a chassis like that it is simpler to use omni wheels on the corners and be done with it. That frees up all the time and energy saved in chassis analysis for use in more unique challenges.
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#9
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Re: Drop-center drivetrains: Why?
It's simpler, unless the game requires pointing in one direction for any length of time (like 2 seconds to unload a game object). The defensive robots love 6WD robots that have omnis on the corners, something about they're easier to knock out of position rotationally.
A pneumatic center wheel on a drop-center is actually a pretty good idea: you can fine-tune the drop a little bit to get exactly the characteristics you want, even between matches. |
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#10
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Re: Drop-center drivetrains: Why?
Good point about the defense.
Changing pneumatic tire pressure would also change gearing and grip, but those might also be good things. |
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#11
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Re: Drop-center drivetrains: Why?
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That said, in 2008 there wasn't a lot of incentive to knock robots silly, so we may have just gotten lucky. As a counterpoint to my own counterpoint, I can't think of many situations where if someone is trying to rotate you, you'd be much better off with the stickier wheels. In 2010 if someone was messing with you, you'd drive off before kicking the ball. In 2007, you were probably entangled in the Rack, so the squirrelyness (technical term) might help you swing around to another Spider. In 2006 if someone was pushing on you, it was probably enough to throw off your aim. Additionally, it cut way down on our distance (though our conveyor to our shooter and shooter wheels were all on one CIM, so this may have been less of an issue for others). In 2005, perhaps it could help you stick your ground for just an extra second, but this came turned out so offensively, I'd rather not be rocking back and forth with a 10 pound tetra 10 feet up in the air. |
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#12
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Re: Drop-center drivetrains: Why?
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Not meaning to nitpick here, but the suggestions you make are all alternative maneuvers your team can make to offset being spun easily. In all those instances, I would much rather not be spun and complete the task my team wants to, than come up with a new game plan because someone is playing D on me. -Brando |
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#13
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Re: Drop-center drivetrains: Why?
Make sure when discussing "performance" to use key words like traction, ability to hold ground, ease of turning, manuverability...
Saying "XYZ will perform better" in a thread like this can lead to misconceptions. Many of the parameters for manuverabilty and the ability to hold ones ground are in direct conflict. |
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#14
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Re: Drop-center drivetrains: Why?
Perhaps you were blessed with better drivers than us. It just seemed that the vast majority of the time we were being defended, it was a better use of our time to leave and sneak to a different location rather than wiggle back and forth with someone slamming on us.
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#15
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Re: Drop-center drivetrains: Why?
We have (on more than one occasion) used a dropped a foot under the front or back of the robot to assist in turning. This raises one set of wheels off the ground.
For some of the other discussion, there is no substitute for practice. A common joke among music professionals goes like this... A person on a street in New York is asked "How do you get to Carnegie Hall?". The response is "practice, practice, practice!" |
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