DiscoBots 2587 - Build Blog 2025

The Discobots are located in Houston Texas and have been competing in various Robotics programs like FRC since 2008. Our team comprises many great minds from all across the Houston area. Most of our students come from Houston ISD Schools like Lamar, Westside, Carnegie Vanguard & Debakey.

As an Open Alliance team, our CAD, Github, and other resources will be public. Our online meetings every Sunday evening will be recorded and posted to YouTube weekly once the season starts. We will regularly post on YouTube and this thread about our discoveries and thoughts as build season progresses.

Team Resources:

  • CAD(To be released as the season starts)
  • Github(To be released as the season starts)

Social Media:

Competitions:

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Casino Clash CADathon

CAD Document(Onshape)

In late November, The DiscoBots participated in the Casino Clash CADathon hosted by team FRC2485 - Overclocked. The event started on November 21 and ended on December 8 (total 2.5 weeks).
The game was based on a casino where robots had to place chips into a cage to score points and place dice on a table to earn endgame and ranking points.
Some interesting features of the game include:

  • A very unique endgame
    Most endgames in FRC usually include some sort of climb. In Casino Clash, the endgame consists of placing octahedron dice onto the craps table. The endgame scoring of this game is very unique. The scoring of the endgame is the sum of values of the upward-facing side of each dice. Since each octahedron has 1-8 point values,3-die endgames could be worth anywhere between 3 and 24 points.

  • The use of random chance and probability
    The game has several instances of using probability. The first instance is the use of slot machines. When a chip is inserted into the slot machine, the machine dispenses anywhere between 1-8 chips, with a rare 99-chip jackpot(1% Chance!). The second is the endgame, where points are randomly determined by the value of each die.

Our Design Philosophy

Going into this CADathon, we had a goal of making a robot that we could realistically produce in a regular 6-week build season. To do this, we focused on simplicity and playing the game within the scope of our team. We also limited our manufacturing capabilities by limiting CNC use and instead focusing on basic power and hand tools, and our laser cutter.

Robot Subsystems

Drivetrain & Bumpers
  • 29.5 x 29.5in MAXSwerve
  • Cross braces through the middle
  • Standard Electronics
  • 15lbs Bumper sets
  • Bumper used South Co. latches for easy swaps
Intake
  • Over-bumper pivoting intake
  • Uses 1 Neo (45:1) to pivot
  • Uses 1 Neo (Direct Drive) to drive shafts
  • 2in Compliant Wheels (35A)
  • PC(Polycarbonate) backing plate covered in shower curtain to reduce friction
  • Concerns: geometry, flow of chips, weight, vulnerability, and compression
Conveyor
  • Uses 1 Neo (Direct Drive) to drive shafts
  • 2in Complaint Wheels (35A)
  • PC backing plate covered in shower curtain to reduce friction
  • Mounts to high struts (2x1s)
  • Concerns: steep angle, “That’s… a lot of rollers,” handoff between intake and conveyor needs to be refined
Cage Scorer/Shooter
  • Mounts with 4 high 2x1 struts
  • Uses 1 Neo (Direct Drive) to drive shafts
  • Uses PC covered in shower curtain to reduce friction
  • 3in Compliant Wheels (40A)
  • Concerns: compression geometry, needs some sort of redirector and/or roller to assist handoff, handoff from the conveyor needs to be checked
Improvements to Structure Durability
  • Use more triangles!
  • More support needs to be added for the 2x1s that are used by the shooter. Cross beams, an X, triangles, etc.

Lessons Learned and Takeaways
Too much procrastination led to a rushed and unfinished design. In the total 2.5 weeks we had, we slacked off too much in the first week, putting us really behind going into the final week.
Master sketching is extremely important, especially when opportunities to test and prototype are rare. The master sketch would allow us to get a better view of how certain geometries would work if we actually built them.
CAD Organization is also extremely important. In the CAD, I grouped everything by subsystem instead of subassembly. This caused smaller parts like electronics to be very unorganized and made it inefficient to change certain parts.

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Kickoff

Today we met at Lamar Highschool and were together to look at this year’s game reveal. We then split up into 2 groups and developed strategies independently, before coming together and combining our strategies. We saw lots of similarities, and some differences, with most of our similarities putting the importance on simplicity.

Non-Negotiable
  • Swerve (MAXSwerve)
  • Ability to Park (Endgame)
  • Auton Taxi
  • Kitbot Coral Scoring (L1)
  • Score in the processor
Nice to Have
  • L2, L3 scoring
  • Shallow climb
  • Be able to manipulate algae
  • Ability to remove algae from the reef
  • Good auton
  • Odometry???
  • Robot height < Shallow height (29in the limit)
Never
  • No L4
  • No CORAL Ground intake
  • No robot-shooting algae

SCHEDULE:
GOAL: Driving robot with LEGAL bumpers by February 22
CrayonCAD done by January 9
Get bumper attachment and drivetrain mechanisms finalized/designed by January 11
Design freeze January 18
Design review January 19
CAD FREEZE January 25
Robot that scores coral and drives with bumpers February 1
BASIC auton(taxi) February 1
Auton score by February 8
No major mechanical changes after February 22

  • Any other changes should be for weight, cleaning CAD, etc.
    Dedicated to driver practice until competition March 8

Week 3 - Victoria → MARCH 15
Week 5 - Space City → MARCH 27

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Design 1

Here is the initial design that we came up with. We stuck with our design philosophy of a relatively simple robot. We try to do this by limiting the number of “new” or novel systems to one. In this case, this is the elevator.

Capabilities

  • L3, L2, L1
  • De-algefiying
  • Processor scoring

Design

Crayoncad

We try to start all of our designs with a crayon CAD to show how parts of the robot will fit together. This process also helps us rule out approaches. The design we went for utilizes an elevator, a funnel to score Coral, and an arm with rollers for holding algae. It loads coral from the loading station and deals with algae from the ground.
Onshape: Onshape


Alternative Approach

We also looked into a 4-bar arm design to make a similar motion as our elevator. However, we did not continue with this design because we had significant weight concerns, and it seemed like it added more complexity than an elevator. We typically favor arms over elevators we have had more experience in arms, but the elevator seemed worth it in this case.
Onshape: Onshape


Subsystems

Students come up with approaches to the game and develop sketches and crayon cads of these robots. We validate ideas as they appear in various RI3D robots. Systems that appear in more RI3D robots are more attractive to us.
Design 1 Onshape: Onshape

Swerve Drive

Our design features a 29" x 29" drive base because we want high stability with the elevator on our robot. We don’t see the utility in having a frame perimeter much smaller than the maximum.
We are utilizing a MAXSwerve drive system because of the availability of their code template. This has allowed even our novice programmers to set up our drive system. We have ensured that our programmers can code our swerve drive.

Elevator

Most of the RI3D teams we saw went with the elevator. This design utilizes a single-stage elevator which moves our coral-scoring mechanism. We used WCP inline bearing blocks, but we would adapt the elevator to whatever system is available (elevators are selling out quickly!).
We got the idea for this elevator from team 3512 Sparktronics’s Casino Clash Cadathon submission.

Coral Scorer

Our Coral Scorer is the most unique part of our robot. We have a hopper that accepts coral from the loading station and outtakes it out the side onto a branch. This system is mounted on the elevator. Compliant wheel rollers push the coral out the side. We liked this system because it was relatively simple, requiring only rollers to operate. With this design, we sacrifice driver loading and scoring time for mechanical simplicity.

We are concerned that this system will not work very effectively due to bounces while the robot is moving. Additionally, lining up to score will be hard for the driver. We are scared about this idea because we have not seen any other teams take this approach.

De-Algefying

Our De-algefying is similar to one shown by Cranberry Alarm We highly recommend checking out their content. The wheels on a small pivoting arm roll algae off the reef. Cranberry Alarm has shown this method is viable, so we are confident it will work.
CD1.9.dalgae1

Processor Scorer

Our approach to scoring in the processor uses a system similar to our 2014 robot Octanis with a large scoring arm. This approach has also been seen in various RI3D Robots so we feel confident in going with this system.


Postmortem

We had a cad meeting where we discussed the direction we want to take. We think the best direction we can take is to try to mimic the RustHounds RI3D robot the best we can. We think there are several improvements to their design that we can implement and modify to better fit our capabilities. With this in mind, we are stopping development on this approach of the game in favor of their design. Our designs have similar aspects, so we expect our robot to be similar.

We decided to move away from this design of our robot because of several factors.

  • We are unsure of the viability of the coral intake. As mentioned before, we are concerned that this design may not work. We will likely put our coral intake on the back burner. The lack of driver visibility in this style of system may prove to be a big issue for our driver. The arm of the RustHounds’ robot will alleviate this issue.
  • We think the RustHounds RI3D is an impressive and highly effective robot. We plan on putting it on a swerve drive to make it even more competitive.
  • We value more driver practice time over prototyping time. We hope going with this approach will increase our driver practice and programming time, which is something we have been severely lacking for the past several years.
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Great work so far!

It’s cool to see you all take designs from several different Ri3D teams, mix them together with systems you’ve designed, and come up with a new design that looks to be highly effective!

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