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#46
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Re: Ball Trajectory Planning
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No successful basketball player has one type of shot making ability from different areas of the court or with defense. However, our robots are limited to being of one type, thus making it a bigger challenge for the programming folks vs. everyone else. |
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#47
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Re: Ball Trajectory Planning
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I can't imagine having a wonderfully repeatable 3 point shooter and then having drivers try to eyeball it from across the court. |
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#48
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Re: Ball Trajectory Planning
Our team didn't even consider drive controlled shooting as an option. Imagine the driver with little dials for pitch, yaw, velocity, etc... They would never get anything done on the field.
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#49
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Re: Ball Trajectory Planning
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#50
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Re: Ball Trajectory Planning
There is a big difference between me throwing a traditional dodgeball (playground ball) as hard as I can and a 6 or 7 year old throwing a foam ball (simmilar in density to this years ball) as hard as he can (as described in my anecdote). The latter I am sure is much closer to the speeds we will be seeing in this game, and again I have observed the effects of drag on the ball.
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#51
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Re: Ball Trajectory Planning
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In 2006 we were shooting 10 balls in sequence for about the same range. We shot at about 8 or 9 for 10. This year is a tougher shot, but you are only shooting 2 or 3 balls so you will be able to be more consistent by taking one shot at a time. My hope is to also make it better by providing feedback, so when the robot takes a shot I can provide feedback as to if it was too far, short, left, or right. Allowing it to learn and adjust similar to a player would if it had to take a similar shot again. Also it could auto adjust to a location it knows a little better. Similar to a player shooting from a familiar location, or a foul shot. |
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#52
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Re: Ball Trajectory Planning
Good programming and STABILITY are the keys.
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#53
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Re: Ball Trajectory Planning
Ok, I’m going to table the debate of whether drag and magnus are significant in order to clarify the second point I was trying to make: who cares?
remember the science lesson when you learned about accuracy vs. precision (repeatability)? all the calculations discussed are concerned with accuracy; however, your FIRST concern should be building a shooter with very good precision!! drag and magnus won't cause bad precision. drag and magnus depend on speed and spin. If you build a shooter that always has exactly the same speed, angle, and spin, then there will be an "accuracy" error, but the ball will land in the same place each time. a few tweaks and you're golden. |
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#54
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Re: Ball Trajectory Planning
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Drag calculations can be very nonlinear even at speeds we may see in this competition. |
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#55
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Re: Ball Trajectory Planning
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Shooting for THE hoops as opposed to A hoop is not necessarily a bad strategy. Last edited by mwtidd : 12-01-2012 at 14:26. |
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#56
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Re: Ball Trajectory Planning
I see. I guess I hadn't considered that teams would have the goal of being able to shoot from anywhere on the court. I was figuring for being able to shoot from the key, and from 1 particular spot on the opposite side of the court.
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#57
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Re: Ball Trajectory Planning
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That’s completely fine if this is your strategy, but why worry about drag/magnus? Say your software automatically compensates your expected landing spot by 2 feet; however, mechanically your margin of error is 10 feet. What’s the point there? |
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#58
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Re: Ball Trajectory Planning
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#59
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Re: Ball Trajectory Planning
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#60
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Re: Ball Trajectory Planning
Did I hear someone say something about this problem being at the University level?
I think 2D kinematics will be sufficient, but hey, maybe that's just trying to build for an ideal world. I'll post this link in the other thread to make sure that people see it. |
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