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#1
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Re: Thoughts on driving in FIRST Stronghold
Vision flags are the best thing known to driver-kind. That is all.
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#2
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Re: Thoughts on driving in FIRST Stronghold
Well, it was my second year on the team and my first as a driver.
Vision was not as much of an issue, having an arm that can raise and lower as we need it to. Things that did cause trouble include:
Things that were fun include:
The negatives list is longer, but I genuinely loved this game. |
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#3
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Re: Thoughts on driving in FIRST Stronghold
We had some trouble with backing over balls and vision from the taller defenses. Other than that it was a lot of fun getting to play aggressive defense
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#4
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Thoughts on driving in FIRST Stronghold
Quote:
Seconded . As a drive coach, I learned camera poles are great for making strategic decisions.Last edited by frcguy : 06-05-2016 at 01:29. |
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#5
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Re: Thoughts on driving in FIRST Stronghold
Not as bad as I originally thought after watching the game reveal - visibility atleast. I remember one game, we chose a draw bridge as a defense, and I couldn't see a good quarter of the field. The nice thing was, we planned for this, with a really long controller wire, and more often than not I was walking around the full width of our driver station.
We used a camera only for going back through the drawbridge. My operator would also be watching the robot, and let me know if I don't notice something. Also, our robot, in the configuration it would be in throughout most of the match, can be seen over the sally port, which was actually designed in. One of the biggest inconveniences were the boulders, driving around them, having them in awkward positions, trying not to incur tech fouls accidentally taking a boulder over during a crossing. Hard to play defense, you don't really know when bumpers are over the vertical projection of the outer works if they are anywhere near it, or in the neutral zone. The one use for a spy I saw personally - not for us, but for say an outerworks shooter, was for the spy to give a signal (simple as a thumbs up) when the bumpers are in the outerworks - hence the robot is protected by defense. This did not apply to our strategy. Edit: Oh, and the batter dividers were always fun ![]() Last edited by Sohaib : 06-05-2016 at 20:23. Reason: Addition |
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#6
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Re: Thoughts on driving in FIRST Stronghold
Quote:
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#7
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Re: Thoughts on driving in FIRST Stronghold
Being the driver this year, not having a camera was one of the hardest things, the Plexiglass killed me every flipping time.
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#8
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Re: Thoughts on driving in FIRST Stronghold
I enjoyed driving Stronghold a lot. As my rookie year, Recycle Rush will always hold a special place in my heart, but the lack of an endgame or any robot-to-robot interaction definitely made it less interesting when compared to 2016. Stronghold was a game that kept drive teams on their feet throughout the match; there was a lot to pay attention to and quick decision making was very important.
I will second the comments about visibility and boulders. If you got turned around behind the drawbridge or accidentally bulldozed a boulder you could lose a lot of valuable seconds! |
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#9
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Re: Thoughts on driving in FIRST Stronghold
This was my first (and unfortunately last) year as a driver. When Stronghold was first revealed, I knew that with a lot of the top tier robots, it would come down to driver skill to determine which was really the best. Even with the pressure to perform well, I had an absolute blast driving this year.
The hardest part of driving in Stronghold was definitely the vision issue. (Defense is a close second. Darn you 4607, your defense in Carver was insane) Personally, I never had a problem with the portcullis, but the drawbridge and sally port were annoying, especially when there was a hidden boulder that you either ended up driving over or weren't aware of to collect.Granted, these problems could have easily been fixed by some smart thinking from the team, either during build or afterwards. Stronghold was a wonderful game to drive in, and I wouldn't wish for any other. |
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#10
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Re: Thoughts on driving in FIRST Stronghold
This year's driving (other than 2015) really seems like it went back to how it usually is. Outside of 2014 (which I thought was fantastic) there was the standard: obstacles, pushing matches and the ever present need for nimble movement. Other than the visibility issues with the portcullis and sallyport, which were not always present, driving this year should have been relatively simple, assuming you had competent drivers. Interestingly enough, the design problem of creating a robot that could successfully defeat the obstacles was unusually high. Clearly FIRST wants to promote creative thinking however the game usually leaves room for new or underprivileged teams. Compared to other years, this games does not seem to allow a more or less stock AM chassis to compete at a super high level. That being said, this hard fact doesn't seem to have hindered many teams and in fact seems to have pushed many teams to accomplish more than they would have otherwise expected.
TL;DR This year SHOULD have been pretty simple driving. |
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#11
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Re: Thoughts on driving in FIRST Stronghold
The first thing that I felt driving in Week 1, was that vision was not as much of a problem as we all thought it would be. Having built a low bar robot, we expected to never be able to see the robot once it's in the opponent's courtyard but in fact, the only time that we couldn't see the bot was when it was directly behind the drawbridge or sallyport. In case that happened, we just lifted our manipulator arm and re-orientated ourselves based on that. When we got back home after our first event, we saw camera poles all over the internet. We immediately thought that was a great idea, but overall useless, because of the lack of limited vision people expected.
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