Hey so i saw a simalar post for Curie but none for Archi so… Here it is.
This is a place for Archi teams to post pics and specs for their robots so teams can get a headstart scouting as well as to see what we’re up against :rolleyes:
I will post pics and specs of mine as soon as i get to my home computer…
Sounds good Our team has a pretty advanced scouting system that we have been slowly perfecting throughout our competitions this season, and it is definitely ready for the craziness that is ARCHIMEDES That said, anyone who’d like to stop by our spot in the stands or in the pits and check out or scouting database and system, we’d be happy to help you out and share it The laptop in the stands will be updated first, and then the updated program will be taken to the pits so the information can be accessed there as well. We scout the HP’s on Thursday, as well as do all preliminary scouting on Thursday (any we have not been able to get done through Chief Delphi/The Blue Alliance) and matches will be scouted for teams on Friday, and probably one on Saturday as well. And, assuming we make it into the finals (fingers crossed) we’ll have people watching the finals in other divisions, to see the competition. You never know what can happen, right?!? Some may say we go a tad overboard on the scouting thing, but by the end of Friday we know ever bot on the field and chances are good we wouldn’t have come this far without the ability to pick good alliances. So, please feel welcome to come say hi and check out the system Good luck everyone!!! LET"S GO ARCHIMEDES!!!
Turreted down-angle shooter (camera guided in teleop with manual override - and we won two awards for it )
Ground pickup and human load
Fans to aid propulsion
Traction Control
Here is a video of it in action (note that this video was taken during build season. Since then, we have improved our firing rate): http://www.youtube.com/watch?v=Cz8PktQikng
This is 1743’s entry for 2009. Perhaps not the most efficient dumper you’ll see on this field, but we can load from the floor, we can score, we can run empty cells, and we can pin like crazy. Our max speed will be close to double what it was in Pittsburgh, making it much easier for us to catch other trailers and protect our own. Our payload specialist is easily among the top 10% for accuracy, and he does a mean Cupid Shuffle.
Drivetrain -
-Standard 6wd
-22" Three Blade Fan on a CIM - generates a lot of thrust, somewhere upward of 7lbs
-We can push quite a bit and the fan makes us a very good pinning/ catching bot
Manipulator:
-Two towers, each hold 5 balls - for a total of 10 ball capacity
-Can empty those 10 balls into a trailer in about 1-2 seconds with the conveyor that’s controlled by a CIM
-Floor pickup that is pretty effective
-90-99% accurate on ball dumps
-Can get about 3 ball dumps per match if we are playing full on offense
-Can deliver empty cells pretty well, by only running the ball collector and keeping the EC in a little space between the conveyor and the ground collector
Human Player:
6’1", 130 lbs — wait this isn’t sports
6/8 on Supercell shots at Florida - has scored 2 shots in a match before
90-95% accurate on shots
Doesn’t throw wildly - always important
We did a similar mod between regionals. There is window of correlation between torque and speed with our drivetrain. We went back to the drawing board and came up with another plan of attack.
Attached pic is of 558’s 2009 robot, affectionately known as the Great Glass Elevator [GGE], just starting to dump its load of moon rocks in the trailer of team 228. The GGE features:
4 different autonomous modes, including random evading and positioning for empty cell collection;
Proximity sensors with indicators lights for fast, accurate dumping;
Holds 12-15 balls;
Open top hopper for loading by payload specialist;
Harvest from floor via conveyor;
EXPERIENCED DRIVER (3 yrs.);
Max speed of 5.5 MPH (8ft/s);
Highly maneuverable and capable of pinning other bots.
In addition, we have a very reliable human player who hits approximately 85% of his shots and is especially effective in the outpost position, where all shots count as there is NO RELOADING!
At the CT Regional, our bot/human player combination scored a very respectible 30-46 points in almost every match (the lone exception being one match where our robot was the only scoring threat and we were double teamed the entire round).
Here’s a pic of 1986 Team Titanium’s long-range shooting bot, FORCE-II. This catapult shooter can fire any distance from 1 to 35 ft. on a 270 degree turret. We feel super cells are the key to winning, so when it comes to empty cells, we take care of business right now…shooting empty cells directly from the outpost into the corners, one at a time, quickly, so our alliance can focus on playing and scoring instead of making 4 trips to the outpost. After two regionals, we are pretty darn good at it. But we can also harvest balls and shoot at trailers, from a five-ball magazine, and have pretty good vision aquisition. Sometimes we use our gathering and shooting capability to return balls to the corners. Our 3rd-year driver is crazy good, and our outpost shooter is deadly. Can’t wait to team up with some top-notch scorers for the ultimate offensive alliance. Here’s a youtube of us in action: http://www.youtube.com/watch?v=L-eQgjjvxDk
Team 2470’s robot can hold up to 7 orbit balls, and due to new modifications deliver them effectivly, we are also very good at defending and screening other teams (hoping we get to play with Team Titanium again during the championship ) And our speed is a little above average. We also have a few tricks up our sleve, as you will see.
I gotta say, the accuracy of that shooter is scary impressive, especially considering those shots are in Autonomous. If you don’t mind me asking, how fast can your bot shoot in mid-match, assuming you’ve pinned a trailer?
While that robot is very impressive. I don’t think those shots are being taken in autonomous. Watch the drivers in the background, they’re at the control station.
Quick question for 1986 - have you guys encountered a problem with people pushing you away from the fueling port while you’re trying to shoot your empty cells? Or unloading on your trailer while you’re stationary? Just curious.
Ah, you’re right. There’s a shot at around 00:35 where it looks as if all the robots are somewhat paused and the starting bell goes off (which I’m assuming now is a result of overlapping clips). I must’ve mixed confused it with the autonomous buzzer.
No these shots are not in autonomous. We have preset loading and shooting positions and distance which allow the operator to get them done quickly, but they are manually controlled. We do sometimes use autonomous to get into position. Yes, we have had opponents try to harrass us during these throws, but when our outpost player begins filling their trailer, they usually go away. Sort of a win-win situation. Have also had some good partners throw picks for us until we are done. If we are harrassed too much we just finish it later. Haven’t had too much trouble with dumpers scoring on us during our throws, we are not there very long. It is worth giving up a few points to get this job done. I would say our short range scoring rate against a pinned trailer is about 2 sec. per shot. Not fast…we can get a few in, but it is not our main focus. We have become very good at plowing large quantities of balls into our airlocks. We find they are more valuable in our human’s hands than carying them around.
Drivetrain: 4 independently controlled swivel modules.
Ball Pickup: Flailed roller
Shooter: 180 degree hooded turret for accurate shooting of balls 1-3 feet.
Capacity: 14 balls
Feed Rate: 3 balls/sec using cam/elevator feed system.
Empty Cell Conveyance: Empty cells can be stored separate from the feed system in our intake or brought into the feed system to be shot out.
Awards: 2x winner of the the Delphi Driving Tomorrow’s Technology Award (at Kettering and Wayne State), the Xerox Creativity Award (Western Michigan District), Motorola Quality Award (Michigan State Championship).
Autonomous: 4 modes. 3 for pinning in autonomous and a “death-spin” mode that makes us impervious to human players.
Human Player:
80%+ Accuracy
58 matches, NO PENALTIES!!!
Our robot is is multifaceted machine. Built to do just about everything from pinning and scoring to delivering empty cells. We’re capable of playing both good offense and defense and our drive team has over two years of experience.
8 wheels comprised of 4 corner assemblies with 1 motor and 2 wheels each. Extensive traction/friction testing showed a clear advantage to having more wheels. We can push almost anyone , even laterally.
Independent anti-spin acceleration and anti-skid braking control for each of the 4 drive assemblies.
Swerve style front wheel steering allows:
Cornering with zero wheel-slip.
Operation with the stickier static friction virtually all of the time.
Effective maneuvering and pushing out of pins.
Sharp turning, pirouette etc without the traction robbing effects of wheel
spin that a skid steered robot has.
Stability controlled steering to minimize possibility of under-steer…
Top speed is over 11 fps.
Several driver controlled manual overrides for exception conditions… etc.
The drive system was developed entirely within the 40 lb holdback rules and was refined and driven continuously up to the day before the AZ regional.
Ball Handler:
Pneumatic catapult assisted dumper can dump 1 to 10 balls in ½ sec with excellent accuracy. This minimizes the time that we have to loiter on target and as such we are less of a target. Notice our near empty trailer in most matches. Up to 6 additional balls can be stored in the conveyor system.
Field Team:
A super experienced driver with championship RC car and 3D flying experience.
A ball handler operator than knows the guts of the software programs.
A skilled human player.