|
|
|
![]() |
|
|||||||
|
||||||||
![]() |
|
|
Thread Tools | Rate Thread | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Curve of contact in shooter
Our designing team is thinking in making a change in the typical wheel shooter by making the spining part of the shooter with the same curve of the ball (Something like the 973´s shooter in 2012). In our heads, the more points of contact with the ball and also the "walls" that will this shooter have, will be better but in contrast there are just a few robots with that kind of shooter.
We are wondering, what are your thoughts about using a mass with the shape of the ball (fuel)? |
|
#2
|
||||
|
||||
|
Re: Curve of contact in shooter
If you are a team with the resources, go for it. Otherwise I feel you should not bother. This game is much more short range and will not require as much control over the ball.
|
|
#3
|
||||
|
||||
|
Re: Curve of contact in shooter
This is not a good idea. When different parts of your shooter wheel have different diameters, those different parts also have different surface speeds. This means that if the ball contacts the drum in a slightly different place on the wheel it will attempt to propel the ball faster or slower. In the past with foam balls, this was really really bad. With a harder game object it might not be as detrimental to accuracy, but it will almost certainly not have any positive effect.
Cheers, Bryan |
|
#4
|
|||
|
|||
|
Re: Curve of contact in shooter
Thank you for your replys.
We understand that there are different speeds depending on which part of the rotating mass you measure. But if the curve were designed to contact the ball in "only" two points (and not half ball or something like that) ? Having the benefit of center the ball and also another point of contact to transfer the energy to the ball. Something like this (very quick design to think in that option): http://imgur.com/a/Y0e4F |
|
#5
|
||||
|
||||
|
Re: Curve of contact in shooter
Quote:
|
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|