Alright, we’re a bit overdue for a blog post. Here’s a rough recap of our strategy, our testing with each subsystem, and our current plan moving forward. I’ll try to keep it focused on stuff that other teams might find useful
Strategy
We hope to have a sub-10-second cycle time to score 2 notes per amplification period. We intend to score in the trap after we climb, but we won’t normally choose to try for multiple traps. We expect any hoarding strategies to get shut down by opponents stealing your stash, as it adds little time to their cycle and makes you waste an entire cycle getting another note
Intake
We tried several intake configurations, most of which have already been covered by RI3D teams or open alliance blogs. Basically everything we’ve done intaking-wise has seemed to work pretty well.
In terms of geometry, we’re planning to use an over-the-bumper “assist” roller to feed our under-the-bumper primary intake. This will hopefully allow us to snatch game pieces during auton and reach into corners, but if it gets damaged we’ll still have our protected UTB intake. We’ll be doing a polycarbonate four-bar linkage for deployment, so that it can flex/retract upon impact.
Our UTB intake will be a pair of vertical wheels to center the piece and maximize our intaking width. Our OTB assist will help force the note into the wheels for the centering to happen.
Further back, we’ll have a set of long, horizontal “pincher” rollers to pry the gamepiece off the ground and pull it into the robot. We’ve found success with keeping these rollers at the same height, which will inherently allow intaking from both sides. While it is not a priority for our first iteration, we may eventually add extra vertical rollers to shuffle notes in from multiple sides.
Shooter
We’ve tried a few styles of shooter, including a slingshot (primarily as a way to speed up the note before feeding a normal flywheel shooter)
Since the notes are weird and squishy, there’s not a lot of resistance to compression. This limits your frictional force, and therefore limits your ring’s acceleration. If you’re going with a vertical shooter (like the kitbot) then we’ve found the most success using the grippiest wheels we can find, making sure they’re clean, and using multiple sets of wheels on different reductions/speeds to avoid slippage. If your note is slipping/ripping, you might need to slow down your first set of wheels.
If you’re using horizontal wheels/drums, then you can compress a bunch to get more friction, and then you don’t need to worry about slippage. We haven’t done as much testing with horizontal wheels, but it seems like there’s also more consistency from note to note.
Spin is good? Unless your shooter is built very nicely, and you shoot really fast, you’ll probably have issues with the note tumbling before it gets to the speaker. We didn’t have much luck with using grippier wheels on one side of our horizontal-drum-shooter to induce spin.
We did have success with holding a piece of box tube in front of the left side of our shooter so it smacks the note (making it spin) on the way out. It slowed the note down, but it stopped the tumbling. This was a demonstration that spin is good, but maybe not a viable means of inducing that spin. We plan on just spinning the wheels on each side at different speeds for our first robot.
For now, we’ve settled on horizontal drum flywheels on a pitch-adjustable shooter, mounted such that our intake can feed it at any angle. Here’s a clip of 3255’s shooter, which we are loosely basing our current design on.
Amp
We don’t trust amp shooting, we’re planning on having a small note feeder at the top of our robot. We’ll slowly “shoot” into it to feed it, and then shove it down into the amp. We’ll also score the trap and intake from the source with this mechanism
Climber
We’re going to start with an arm climb, similar to 3847’s prototype, but our primary goal right now is to get a robot up and running so our drive team and programmers can begin doing stuff with a physical robot. This means climber stuff is at the bottom of our priority list for CAD/machining/assembly, though we are including it in our layout sketches so we can add it later.
Here’s our primary sketch document as it stands:
Our team goes through weekly updates which helps us keep everyone on the same page about things, even on such a large team with many different projects and subgroups. It’s meant to be a combination of status updates and goals for the next week. If there’s any questions about anything in these slides, or this post, just let us know.