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#1
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
Here's a few things our team needs to improve on:
Last edited by TD912 : 02-12-2010 at 02:49. |
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#2
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
One word - BUMPERS.
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#3
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
Re-quoted for emphasis.
The bumpers offer a very unique problem when dealing with game objects resting along the walls. -Brando |
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#4
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
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Does that mean the bumpers are annoying or - does that mean that not enough time and thought is given to them? How are they a pitfall to be avoided? Jane |
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#5
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
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This was especially bad in the corner goals as the padding caused another edge to block the ball from going into the goal. Thus teams struggling to push the ball in those last foot. Visually this made the robots look quite clumsy and added an unexpected degreee of difficulty to collecting and the "simple task" of pushing a ball into the goal. The pitfall to avoid here would be testing a prototype or concept without the offset induced by the bumpers. There were a couple ball collecting ideas that were fine in the past (pre-bumper), that would have significant difficulty with the "wall manuever" if they were moved out 3 inches... |
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#6
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
Thank you, Ike. You just provided a post that can be referenced for information regarding the bumpers and the pitfalls. Cool.
Jane Last edited by JaneYoung : 02-12-2010 at 14:27. |
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#7
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
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Not particularly sure how this applies to a pincher, if at all, but it was certainly a game feature that could be accounted for and fixed in design. It was probably my favorite robot feature this year for my team. |
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#8
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
Another thing that is not really mentioned here:
Robot orientation. Every year, 103 creates a, "Long," robot, or one in which the front of the robot is the shorter side. For some games that requires a lot of game pieces to pick up, this is definitely not ideal. If you look at every robot on Einstein in 2009, you will notice that they are, "Wide." They were the robot that was able to pick up the most balls the fastest, because if you cannot pick up game pieces fast, you cannot possibly score fast. I hope that for a post season project next year that we can create our first wide bot. |
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#9
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
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Ike handled your last question exactly as I would have, so I will leave it at that. Bumpers are somewhat annoying, but its just another part of the game that needs to be accounted for. I think as bumpers have become a staple in FRC, we've seen teams slowly start to give them the proper time they require. When bumpers first appeared, we saw teams that had bumpers falling off left and right, and we saw teams that had bumpers so securely fashioned to their robot that it literally would take an act of god to remove them. Obviously both extremes had huge disadvantages (penalties for bumpers falling off if they were too loose, or hours spent removin/reattaching bumpers to weigh the robot for inspection if they were not easily removable). As time has progressed, we now see nice and elegant bumper designs popping up everywhere. Most teams now design bumpers so that they can be added/removed in a matter of minutes. We see bumpers that can change from red/blue or vice versa with a flip of a piece of fabric. It's taken a little while, but teams are falling into a groove now of efficient and elegant bumper design. Like I said bumpers are somewhat annoying, but its just something teams need to address from the beginning as they are designing their robot. For me, it is painfully obvious when a team hasn't put much thought into their bumpers when I get to a competition, and I'm sure it's just as painful for the team to get through the season that way. -Brando |
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#10
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
We make our "object manipulators" removeable. Within the build season we will typically due several prototypes, and a couple "production" manipulators in the search for bettter collecting/control. Then it will likely get tweaked several times (some years more drastic than others) during the competition season. Assuming you have found the "ideal manipulator" is a big pitfall. Event the really good manipulators that I saw got tweaked throughout the season.
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#11
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Re: Pitfalls to avoid when brainstorming the 2011 game and robot
Avoid "Not reading the manual" before you start creating a strategy.
Avoid "Designing a robot" before you have an agreed strategy. Avoid "Not being all together on a strategy" before moving forward with a design. One key, esspecialy for newer teams, is to understand that the game rule book and design requirements are requirements, not suggestions. You must fit inside the space requirements. You must be under the weight requiremets. You can only use the approved motors, epectronics, wire sizes, etc. |
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