Mock FRC Game - Destination: Deepest Space

Hey everyone,

In the offseason I make games for mock kickoffs for my team. This is the one I made this weekend. Feel free to check it out, or don’t. If you want to design a robot for it for fun I suggest trying December 20th - 23rd*. My totally legitimate and completely original polling data says that people are available those days. I won’t be hosting an actual design challenge because I don’t want to but I feel like those days would be pretty good.

You can check out the game manual for Destination: Deepest Space here. It has field CAD files for Solidworks, STEP, and Onshape linked at the top of the manual. There’s probably some errors in there somewhere, I spent 10 hours on this. It’s probably good enough. If you find any errors or have any questions post them here. I just do this for fun these days so it’s a casual side project for me.

@FIRST HQ For real, when can I join the [strike]Avengers[/strike] Game Design Team?

*Don’t actually do this on those dates, there are two other competitions y’all should try out instead.

I can tell you put a ton of effort into this. It looks great.

@FIRST hire this guy ^

Not enough obscure McMaster parts that will run out of stock in less than 12 hours and won’t ever be replenished in this field for it to be real.

This is awesome!

Am I understanding correctly that it takes 10,000 rotations of the Launch Charger drum to gain 1 point?

Every 10,000 rotations of a launch charger translates to +1 point to Energy Terminals that have been obtained during the endgame period. You’re limited to 100,000 rpm, which is 50,000 rotations over a 30 second endgame period. With two active stations that’s a maximum of +10 to every Energy Terminal obtained during the endgame, or 25 points per Energy Terminal instead of the baseline 15 points.

That limit seems high. The ten inch diameter drum’s outer surface will be moving at about Mach 3.9 when spinning at 100,000 RPM. It will also experience more than enough tensile stress to rip it apart and send shards flying.

1000 RPM is a more realistic limit.

Thanks for the sanity check - I’ll modify the scoring system to make it account for that. If anything this is evidence to how little thought I put into this.

You’re welcome. :slight_smile:

And I really like the crater in your game, too. It fits with the shopping list linked in Frank’s blog. Maybe the ‘real’ GDC will give us something similar to play robots on in 2019.

T02 part D:

whiteness of their gloves
lmao

That geometry… my heart!

3D sketches and Boundary features. So many 3D sketches and Boundary features.

I like the additional note for the penalty of G15. That is an interesting idea to ensure that the finals matches are the best spectator matches.

As a game design, I love the way this looks and it seems like it would be interesting to play. As a design challenge though, it looks like it would be a nightmare (for me, at least) to build robots for. ::rtm::

I’m like 30% through with the robot I’m making for it and I started yesterday afternoon. I try to make games with multiple ways to play so that teams of any resource and skill level can design a robot that will contribute to their alliance in a valuable way. I like to think there’s a competitive robot in here for everyone, the exercise is for them to find it. :slight_smile:

2.5/10 not enough massive structures that obstruct drivers’ view.

Robot starting position is in one of the dishes atop a pedestal assigned randomly by the field, before each match.
Autonomous will be to reach carpet surface in 30 seconds. Blue box in manual will remind all that robot bumper max heights are measured from floor if, and when, any part of robot touches the floor.