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#1
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Re: Drive systems ideas
Well you have many numerous white paper at your disposal but I will give you a crash course in simple drive systems.
Direct vs. Chain/Belt - Direct requires more room to incorporate 4 single geared gearboxes - Direct only has a single speed controlled gear box (Unless you want to mount 4 shifting transmissions )- Chain/Belt reduces space but tensioners and design quality will affect breakdowns - Chains/Belts do allow you to have multiple non-driven wheels which worked great for this year - If you were to go with Belts/Chain, Cyber Blue (234) has a white paper that revealed after testing that belts are more tedious to work with but they work better with a drive train In my honest opinion, go with what the game play will be like. If there will be pushing and shoving, a Chain/Belt drive with 6 or 8 wheels will be optimal. If the game requires fast paced movement and little torque, then a direct driven omni-directional or mecanum wheel system is what you are going for. Check out this top to see the multiple systems that are available. http://www.chiefdelphi.com/forums/showthread.php?threadid=87786 Like I said, wait until you know your strategy before deciding on one. Anyone else want to add? I know there is so much more that can be incorporated. |
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#2
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Re: Drive systems ideas
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Simple drive train + Elegant manipulator vs. Elegant drive train + simple manipulator So my recommendation is for your team to stick with what they know, and 'experiment' with various ways to drive manipulators (belts, direct drive, etc). That will teach you everything you will want to know while also maintaining a solid, reliable drive base. |
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#3
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Re: Drive systems ideas
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#4
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Re: Drive systems ideas
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I would just like to add a reminder that the drive is the most important part of the robot. A failed experiment costs you a season, basically. This is why most teams do drivetrain prototypes in the fall when they want to try something new. |
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#5
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Re: Drive systems ideas
May I also recommend you look at the FIRST WPI resource center? There are workshop and conference presentations posted there by some of the some of the most experienced members in FIRST. I know for a fact that the 2008 workshops and conferences had some very useful power points on both drive train and manipulator design.
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#6
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Re: Drive systems ideas
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The divide is typically made with a sense of time: if you have 3 units of time and 1 design iteration takes 1 unit of time, would you rather iterate the design of the drive train or the manipulator given that you cannot do both? Since many first and second year teams still show up to competition without even the first iteration completely built, I'd say it's a valid analogy. If this question were posed earlier in the year, there would be extra time, but alas there is not. Last edited by JesseK : 09-12-2010 at 12:48. |
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#7
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Re: Drive systems ideas
Thanks JesseK, We are actaully a rookie team, until January comes and we enter our second year. The few of us on the team that worked this year are working on teaching those that are completely new. We are kind of waiting til the game is announced before we make any crucial decisions on design because we want to focus all of our design on the game. we are just wondering so that we can have some options open for our design. We do have some experience in the design are, just not necessarily in all of these systems. I have been trying to model our team off of some of the more experienced teams that have been very successful. But thank you everyoe for your input. Geuss thats whats so good about FIRST!
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