Our team focused heavily on building within our means this year. We decided that based on our surprisingly low mentor experience and robot budget we would not be able to build a scale robot worthy of playing Saturday at champs. Our goal for the season is making division elims, and we figured there would be a place for a vault/switch robot in division elims.
With our strategic design set our strategy priority list was:
Vault
Switch
Climb (we do have a climber, it’s awesome, and it gets a shot in the video, but so far has only gotten tested on the practice robot, and will hopefully make its way onto Pigxel as the season progresses)
Extrapolating from that our robot priority list was:
Drivetrain
Intake/outtake
Cube movement mechanism (arm, elevator, conveyor, etc.)
Climber
The drive train we wanted to be strong but also fast, so we went with a pretty aggressive gear ratio spread (the entire reveal is low gear, she flies in high gear) and a 6 wheel tank drive with blue nitrile on the center for slightly improved turning (we’re also incredibly extra and do things like pick out our bumper fabric based on our strategy and role). In addition wanted a very low CG, as we knew with likely thousands of elevators this would be very valuable in a third robot who would be running vault, switch, and defense. This drove some of our next decisions.
We stumbled upon the idea of the top/bottom intake early on in build season (literally kickoff night with 2 drills, some hex shaft, and the two green compliance wheels in the KOP) and after ordering more wheels to test it eventually proved itself over the side intake being prototyped in parallel. This was very exciting because it gives us a huge acquisition zone compared to most team and enables our 3 cube switch auto. Next was the cube mover.
We had 2 main ideas for the cube move, an arm and a conveyor. An elevator seemed excessive for the task of lifting it 2 feet. From our simulation tests we had found that not having to turn around saves ~2.5 seconds per vault cycle, so symmetry and pass through transport became a must. This made the conveyor difficult, and we perused it for a few more days before it was eventually cut in favor of the simpler arm. The climber was also integrated into this, as it mounts to the arm to enable control and the drum for the climber is actually the axle around which the arm rotates.
Everything was then designed around the geometry of the arm and intake. We tested several iterations at tons of angles to try and find the best one and got it. We kept the low CG,
All of it has come together quite nicely, and we’re excited to see how competition goes, but it all comes back to wanting to build within our means, and I think we successfully did that. Now just to execute the rest.
A side note on cube shooters. I love them, and I definitely see the value in going low CG, I think they’ll dominate early regionals, but I think a division elims alliance needs at least 1 elevator for when things get dicey on the scale.