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#1
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When using a track drive or a SKID-STEER type steering system, how would you move away from the wall if you got pushed side ways against it accidentally?
- J15.5h (TEAM 1247 ROKS) ![]() |
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#2
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Re: GETTING AWAY FROM THOSE WALLS?
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#3
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Re: GETTING AWAY FROM THOSE WALLS?
As a prelude to this post, for the sake of fully explaining myself, I am going go into more detail than needed, but I will bold objects that are most important to the topic at hand.
When using a tank drive (equivalent to a track drive for this purpose), there are a few options of movement. You can move Left Drive(L) Forwards (F) or Backwards (B) as well as not moving (N). This also applies to the Right Drive(R). This means that you can have these senarios: LF RF =forwards LF RN =curve clockwise to the right with your R as the pivot point LF RB =turn clockwise with a point between the drives as the pivot point LN RF =curve counter-clockwise to the left with your L as the pivot point LN RN =stopped LN RB =curve clockwise to the right with your L as the pivot point LB RF =turn counter-clockwise with a point between the drives as the pivot point LB RN =curve counter-clockwise to the right with your R as the pivot point LB RB =backwards This is the list of basic movements for a tank-drive robot non-inclusive of speeds (varying PWM values or gear ratios) and also non-inclusive of choosing between sharp braking or glide-braking with your victor's. The four options bolded above allow the robot to move away from a wall that one side parallel to it's drivetrain direction is pressed flat up against. This is because the robot drags around the turn and thus means that your pivot point becomes the upper or lower point of contact with the side of the field instead. That is the theoretical easiest way out. In reality, all FIRST robots motors (drill, CIM, fisher-price, van-door, window, etc...) are powerful enough to push the robot out in any of the turning configurations barring another robot pinning you there. I hope this answers your question for you, but I've been doing History for an hour (Civil War), so I may be making a few mistakes. Correct at will. |
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#4
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Re: GETTING AWAY FROM THOSE WALLS?
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#5
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Re: GETTING AWAY FROM THOSE WALLS?
and then of course assuming 1) you have lots and lots of torque. 2) you have plenty of grip to spare. 3) the walls are not bolted into the floor every foot.
then the walls will move. or at least give a little if you are missing either 1) or 2) or maybe both. so you basically dont have to worry about getting stuck at all *edit. oh right. you are pushed sideways into the wall. nvm 2) then well aaaanyways, the REAL question is if you have 2wd but have the drivewheels at the center point of your robot. either you need a lot of torque qith grip or just less grip. either way, unless your robot is a circle, center 2wd is probably the hardest to get away from a "parallel park to the wall" ![]() Last edited by greencactus3 : 09-12-2004 at 23:11. |
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#6
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Re: GETTING AWAY FROM THOSE WALLS?
My team used BreckoFlex tracks this year and had NO problem. Its relativley easy, say your up agains the player station wall. you can drive straigh with a slight arc and eventually you will have gotten off the wall. OR you can simply just turn left or right and it will "flop" around... i use the term "flop" as it does this weird turn i cant explain.
WARNING.... we used and offset idler pully in our tracks....so we had less of a foot print to turn on... I HIGHLY RECOMMEND USING A OFFSET IDLER OR RISK THE POTENTIAL OF NOT TURNING...WE FOUND OUT THE HARD WAY! |
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#7
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Re: GETTING AWAY FROM THOSE WALLS?
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To also include on this we actually also had a nub on the side of teh frame toowhich allowed use to have a slight turn on the wall...enough so that we can get off it...it kinda looks like whats below ----------^------------ This allows you to pivot on that point |
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