gutfeel + vibes = peak design
help
I need to pocket and lighten stuff. This is getting out of hand, lol.
On a side note, I would probably advise teams not to copy this design. As usual, I havenât actually seen a game piece before, so Iâm basing this on intuition. I also tend to design robots that look kind of deceptively simple but are extremely layout sketch/geometry dependent, so it might be kind of a pain to copy it yourself as you might overlook certain details. (Such as designing robust pivots or accounting for hard stops)
Use it as inspiration, of course, but itâs obviously a speedrun CAD, and I think you can find better ways to approach this game with more time.
Just be careful and keep it simple.
Thanks for coming along for the ride, though.
Reduction of material thickness and adding a a few flanges or a thin piece of aluminum angle riveted on is a good way to pull weight out.
This keeps with the âuse the right thickness material for the jobâ philosophy. And can help with the overall thickness of stack ups.
If you do need more material in a spot (like for a bearing) you can add some more support with some bolt-on 3d printed parts (or routed out/ laser cut) to make things âthickerâ.
As far as other things, there is a LOT of motors on that shooter (4 moving and 2 for the elevator). Less mass, less motor/gearbox requirements. (With swerve (8), intake(2), shooter/climber(6) = 18; no wonder it weighs a bit)
Scope creep and additional mechanism complexity really got ya on this one didnât it?
âITâS A TRAP!â Admiral Ackbar might be right on this one. Seriously though, our team has run the numbers and doesnât seem worth to design for it.
Yup, This game is a lot harder than it looks.
Currently right now our team is trying to make a prototype for it to see designs that might work for it. The only part they are running in to is the tilting of the robot when it climbs on the chain.
You need to design the entire robot around COG from the get-go.
Very early on you need to make some major decisions for this design to work with the COG.
Unfortunately itâs one of those âit take practiceâ things to identify the order of operations, not an insane amount of practice but still.
Can you put a onshape link so we can look more in-depth?
So we are planning to keep majority of our weight in the middle and a low as possible so then we donât fall over when running cycles, but also we have to figure out how we are climbing so we have a more accurate place for our COG.
⌠and have roughly even weight on each swerve wheel (assuming swerve).
A few lbs different is ok. 75% of the weight on the back wheels is probably problem territory.
Yup, I spent an unholy amount of time on stream and out of stream just trying to figure out how to plan the robot around tipping and looking at cg. Itâs hard. I want to attempt trap anyway for fun (I know I said I wouldnât), but I think its better to design for trap potentially then figure out the rest after.
Iâm not sure though, Iâll play around with it more. I bet theres a really simple method that can be transferred to other robots thatâs discovered in a week or two though.
The best/only way to reliably align for trap that iâve seen is basically this idea, reacting off the bottom of the stage. the rest seems comparatively not as hard?
Even the model doesnât want you to do the trap huh
Is there a downloadable cad link?
Extra mechanism to make it work, but in the flip side you shouldnât be swinging around, which will be a big benifit.