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#1
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Re: Implementing Traction Control for an advantage in the 2009 game
Our team is looking into implementing an algorithm we found for a four-independent-wheel-drive electric vehicle ETS, using four encoders and a gyroscopic yaw-rate sensor. We will be enhancing it with the accelerometer to detect sideways skid and report to the driver, if not correct it.
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Re: Implementing Traction Control for an advantage in the 2009 game
Quote:
http://scholar.lib.vt.edu/theses/ava...ed/Thesis2.pdf and here's some observer and alpha-beta filter explanations: http://www.mstarlabs.com/control.html Check out "rough Data, Smooth signals" and "When One feedback isn't enough" I expect SPAM'll compete with the "middle income" solution at the Florida regional cool stuff Eric |
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Re: Implementing Traction Control for an advantage in the 2009 game
Hey, cool! I will definitely have the guys look in on those.
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Re: Implementing Traction Control for an advantage in the 2009 game
Just a note:
We went to implement our accelerometer/encoder solution last night, and it wasn't as good as expected. This was partly because I hadn't totally thought it through and thought that simply comparing accelerations was going to be sufficient. I failed to realize the obvious fact that the encoder acceleration would not STAY above the accelerometer acceleration for long, so it is not a good way of telling when the wheelspin stopped. It was an excellent way of telling when your wheel started spinning, but since you can't easily detect when they stop spinning, the algorithm as I described it is not ideal. We're going to have to get a bit more complicated, with either an estimated velocity from the accelerometer or a trailing wheel to get this working properly. Last edited by Bongle : 23-01-2009 at 09:31. |
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#5
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Re: Implementing Traction Control for an advantage in the 2009 game
You can try integrating the acceleration signal to get velocity, and then comparing velocities to detect slip. The problem is that a noisy accelerometer signal looks even worse once it's integrated. For this and other reasons (one being the simplicity of an apples to apples speed comparison in code), non-driven encoder wheels lead to a better solution to this problem in my opinion.
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#6
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Re: Implementing Traction Control for an advantage in the 2009 game
Quote:
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Re: Implementing Traction Control for an advantage in the 2009 game
Quote:
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#8
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Re: Implementing Traction Control for an advantage in the 2009 game
We were given a +/-3g accelerometer, and our robots can accelerate at around +/- .05g (based on the published COF). Therefore, we can only use a ridiculously small portion of the range of the ADC.
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