I’ve been planning out some basic autos and it seems like a 3 pieces will be possible and 4 barely possible if you’re really fast. What do you think the max auto a single team will accomplish this year is?
It depends on teams’ strategies, but I could definitely see an auto strategy where a robot just runs back and forth between the staging marks and the community line, shooting cubes at the alliance wall to fill the lower nodes (or potentially a cube node), getting all five game pieces.
Anything that involves getting closer to the grids than the charging station will be limited at 4 I think though.
I’ve landed on this as well, not sure we will see it attempted much but a 5 cube autonomous seems within reach for a robot designed around shooting them from across the Community. As long as you can keep the cubes from bouncing out of the grid where they land doesn’t matter much. The wording of G404 leaves some intersting autonomous strategies open.
5 cone auto by a single bot I don’t see, and has little benefit to attempt when 5 cubes is more straightforward and scores the same points.
Having handled the cubes, I seriously doubt that this kind of 5 cube auto will work. They are fairly bouncy when properly inflated and firing them from 18’ away (or even from the edge of the community) would certainly see them bounce back off the shelf.
You are really discounting them, they will launch 5 pieces and be docked and engaged on the charge station.
Edit:
Maybe something like this (~12.5 second of driving). So that gives at least half second to launch each.
In hybrid node, that is a 30 pt auto. But if you can do 4 + engage that is a 27 pt auto in hybrid node and it is ~9.25 second path using default speed/accels in pathplanner.
Good illustration, that lays out the picture I had in my head for 5 cubes.
For a consistent 5 cube auto I think you are correct - the cubes are bouncy enough it is unlikely to work every time. If you aim to lob or “roll” the cubes towards the low hybrid nodes you could tune your shooter speed to land in a somewhat limited target area, and with luck you will sometimes get all 5 to score.
Since each game piece in auto is only worth 1 bonus point above teleop scoring there is not a big loss in missing, and your missed cubes are likely to stay close to the grid. Assuming you spread out your shots they can then be pushed into scoring position by robots scoring a game piece mid or high in the same vertical “row” with minimal extra effort. A cube that rolls off the grid and rests partially in the hybrid zone should be scored with a little push back in.
I’ve been thinking about odd but advantageous robots, and this sort of cube launcher is pretty high on the list. I shouldn’t tell you that to the substation and back to the charge station is 6.25 seconds in pathplanner.
I am really liking the idea of a cube launcher for a niche design choice. It seems like a relatively mechanically simple robot to build for a mid-level team that can be extremely useful through to the highest levels of play.
If you are going to, keep low CG and narrow bot and maximize on the endgame too. I should see what the non-holonomic 4 cube runs for the simplest (everybot) version.