Day 1
Kickoff day came and went. It was a long but good day!
Our goals for kickoff day were:
- read the manual more or less cover to cover (this took about 2 hours for us to do)
- determine a robot action list (for all possible robots, not just ours)
- start discussions on some possible robot archetypes (algae specialist, coral specialist, what we think Everybot would do, etc)
- have our parents / alumni start building the field
We had nearly 118 non-Pearadox folks attend our kickoff, plus over 20 alumni and alumni parents, and approximately 60 Pearadox students + 20 or so Pearadox mentors and current parents. It was a lot.
Day 2
Our day 2 goals were:
* review Pearadox resources - what are our strengths and weaknesses
* define how we want to play the game
* define the Pearadox must/could/won't list
* get into KrayonCAD /prototyping (which we only marginally achieved)
Resources
Pearadox has worked very hard and are fortunately doing pretty OKon most of our resources. If you check out the categories @Katie_UPS came up with in this awesome table, Pearadox's biggest need is knowledge and experience. Not that we don't have capable students, just many students are filling in to new roles
After discussing our resources, we talked about how we wanted to play the game. We were able to pretty quickly come to a consensus that:
- we want to win matches
- being a good coral scorer is the most reliable way to win matches
- the Auto RP should be a top priority for us. Score coral in auto, and be prepared to push alliance partners past the starting line.
- the Coral RP most aligns with the strategy needed to win matches
- The Barge RP is the last priority of ranking points for us. It might be an easier RP to get if you focus on the deep cage, but if you make sacrifices to your coral scorer you are less likely to win matches, which is the top priority.
While we didn’t explicitly state it during the meeting, this results in the team priorities being:
- Driving
- a fast and accurate Coral scoring
- Deep Cage climbing
- algae scoring if we think it’s necessary for the co-op**
We then moved into a long must/could/wont discussion for the Pearadox Robot Action list.
must
: This will be on the robot. We are willing to make sacrifices to the overall robot design to ensure it makes it on
could
: We are going to prototype it. If it fits into the robot, it will go on. If it doesn’t fit onto the robot, we are willing to make sacrifices to this task/feature to fit it on the robot (it might be slower or only used in special cases). If it doesn’t make it on, that will be OK (even if maybe sad).
won't
: we will not spend energy prototyping it. Either because we believe it’ll happen on it’s own, or we don’t care if it happens.
Most things went pretty smoothly. Since that image is pretty tiny, a pretty high level summary:
- must swerve
- must leave in auto / drive autonomously / score preloaded
- must score L1 - L4 coral
- must knock off algae from the reef
While we didn’t get 100% consensus, most of the team landed on also:
- must have ground pick up
- which also means must have some way for re-orienting the coral (either pre or post hand off). This will hopefully be a passive feature that “just happens” while intaking
We will prototype, but might cut some of these items:
- get algae from the ground into the processor (helpful for Coral RP)
- collect directly from the coral station
- hold both pieces at the same time
- stablize the cages
We could not build consensus on the following things:
- scoring L2-L4 without good alignment (ie coral is pushed up against the base)
- whether we shallow or deep climb
- if we need protection for swinging cages
What now?
The things we couldn't build consensus on were between coulds and musts. So we will plan on prototyping for it all, and depending on the results of some prototypes, we'll come back and re-evaluate our coulds vs musts. Personally, I think we have too many things as "musts" especially given the lack of mentor and student experience/knowledge at the moment. However, until we have consensus on what to cut from the "musts", or it reaches a danger zone where I just have to make executive decisions, we'll have to truck on. We'll hopefully learn quickly where our limitations are or what tasks on this lists will be too big of a resource sink where it harms our overall performance!
We’ll be doing lots of prototyping between now and next Saturday, and re-evaluate then!
** while coop is the first tie breaker, the 6 RPs may mean it comes into play less. We also saw last year how sometimes opponent alliances are unable or unreliable in completing their portion of the task. It may be faster for us to just score the 5 coral than to score 2 algae + potentially 2 opponent algae.
Bonus picture: I always wear my “not all dreams can come true” shirt for the day after kickoff. Bonus-bonus: new build season, new beard