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#1
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Re: Rethinking the Low bar
Yes. The low bar is one of the easiest ways to get through the defenses. By designing for it you also build a robot with a low CG. This then makes going over the other obsticles without tipping over much easier. Its worked well for us so far. It did take some extra time to design, but it was worth it.
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#2
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Re: Rethinking the Low bar
Right after we watched the reveal video on the 9th we went to 179's field to see what it looked like. When I saw the height of the low bar I looked at one of my team mates and said "There's no way we're fitting under that". I would probably still have the same reaction.
For me, the low bar is an obstacle that I personally knew most teams would design their robot for because "OOOOHHH WE GOTTA DO EVERTHIN'". So we decided not to. I think we would make that decision again. Even with our #tallbot we still had trouble packaging everything into what we built so kudos to all those low bar robots. EDIT: I've been wanting to say this for a while and I feel like this is an appropriate place to say it: The low bar is a defence, yes? Yes. So I looked at the problem as would we design our robot to just be able to damage one defence, say the Portcullis. That Portcullis design is essentially your constraint and you can't remove it, you can't work around it. It has to stay there. So we decided to not let 1 defence constrain us when there are 8 other ones that are available to take down. (I think that makes sense) Last edited by Trevor1523 : 03-17-2016 at 11:44 AM. |
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#3
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Re: Rethinking the Low bar
We would definitely take the low bar approach again. We looked at it from a strategy standpoint from district events through worlds. Add to that the design and engineering challenge of getting everything to fit in a tight package. It's a really good lesson in minimalist design. We opted to not have pneumatics this year to save space, and aren't regretting that decision at all.
We typically are crossing the other defenses in teleop, but we still wanted to be able to handle that one, as we might be paired with 2 robots who couldn't do the low bar. From our week 2 event, there were a few times we had to cross the low bar because an alliance partner wasn't able to complete it for one reason or another. When we are in tower attack mode, it provides a quick path to go back and forth from the neutral zone and/or secret passage. We used it often (though not always) to make that trip. Low bar isn't for everyone, but it provides a fun challenge. |
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#4
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Re: Rethinking the Low bar
My team totally ditched the low-bar Saturday after bag and tag. We are using our withholding allowance to build a mechanism for Colorado that I believe should be able to change the way defense is played in this game.
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#5
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Re: Rethinking the Low bar
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I told my students on day two that the game isn't hard per se, but it is a difficult packaging problem, which is very common in engineering. |
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#6
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Re: Rethinking the Low bar
Confirmed - we'd still be low-bar capable. The low bar was definitely the easiest defense to breach. The mistakes that held us down at Bayou were mechanical implementation, not strategic decisions. No more #25 chain, at least not for dead-axle drive wheels. We achieved our highest regional seeding yet (#18 of 56), and were the highest seeded 5-5 team due to several breaching RP and a capture RP (we scored a few boulders and carried more into the courtyard). Our post season mods will focus on the drive train and tweaking the pickup and launcher.
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#7
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Re: Rethinking the Low bar
I think this is an interesting question. I go back and forth on the answer. One thing that I have come to believe is that the low bar saved this game.
I'm serious. I shudder to think of the bedlam that would have ensued had it not been the case that 90% of the teams decided to try to be a low bar robot (forget if they actually CAN limbo, they TRIED, and that saved a lot of them). I have seen more upside down and tipped over robots this year than in any year I can remember*. Had 90% of teams built 4ft tall robots the highlight reel would have been filled with tipped robots. Again, the GDC saved this game by making the low bar be the one permanent defense. Dr. Joe J. *well, excepting 1997 when when Naval Undersea Warfare went after the other two robots on the field at the opening trumpet blast, tipped them with a spatula type thingy and scored at their leisure once they were the only upright robot left but let us never speak of such things. The horror, the horror... Last edited by Joe Johnson : 03-16-2016 at 11:18 PM. |
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#8
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Re: Rethinking the Low bar
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#9
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Re: Rethinking the Low bar
Yes but I believe the static case for that occurring and the dynamic case are different. When stationary we could pull our robot back to quite a degree without it tipping over but when we attempted to cross defenses the robot turned into a pendulum and it tipped. Adding ankle weights at the four corners prevented it from happening again. Our COM was already low so it wasn't just the COM that needed to be adjusted to fix the tipping issue.
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#10
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Re: Rethinking the Low bar
The problem I saw with the higher robots was not necessarily that they would tip, but that so much time was spent waiting for the teetering to dampen out before being able to drive again. It plagued a couple of teams in Los Angeles. If they hadn't waited a moment to let the back and forth movement settle, they would have most likely driven "under themselves" and tipped backwards. Precious seconds lost multiple times in a match.
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#11
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Re: Rethinking the Low bar
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