Using Rev Hardware Client to tune the shooters for consistency and distance. I’m particularly interested in the input voltage drop, current output, and velocity graphs and how they relate to each other.
Trying to tune for passing game, so roughly 30-32’ distance from Stage Area red/blue line to speaker-amp corner.
Observation:
Reading from the graph, it looks like the voltage drop is 2V-ish when the note is travelling the rollers.
Inversely, the current spiked up to about 35A.
There is less than 1 sec for the roller to speed back up. This is without any flywheel.
Background:
2 NEO V1.1
1.6 Updaction. RPM at roller is about 6500 ish. measured using $20 Digital Tacho RPM.
3 top rollers and 3 bottom rollers. 60A Durometer REV flexible wheels.
.4" compression.
With this config, I could clear 40 feet distance but I don’t think it would clear the Stage (10 feet-ish). Increasing the angle reduces the distance. I think we can do 25" from the mid field
Thinking of the following:
Increase the grip between the note and roller.
Increase compression? in a way this is increasing the grip. Did this and distance got shorter.
More spins? If I put more spins, distance gets shorter but precision and accuracy increased.
adding flywheel. The flywheel would keep inertia during note travels? would this mean the voltage drop would be less during that time also.
reduced static friction everywhere note is touching?
Bigger wheel. More surface speed. This would change the packaging design.
It’s not clear what you are asking. You state that with the configuration in your background section you can “clear” 40 feet. You then state that you can’t “clear” 10 feet-ish over the stage. Are you saying that you can shoot to a maximum range of 40 feet, but never exceed 10 feet in height above the ground? If you shoot at a higher angle than is needed to just go over the stage, you should be increasing your range. For parabolic-like flight paths, maximum range is at a steeper launch angle than the angle that produces 10 feet of height and 40 feet of range.
In item #2 of your background section, are you saying that you have 3" diameter wheels on top and bottom axles, or that you have 3 separate axles on both on the top and bottom? If it’s the latter, what is the diameter of your wheels?
Just for reference, my team’s shooter runs at about 2950 rpm to shoot lob shots to about 30 feet range. We use 4" rigid wheels. The result is about 620 in/sec surface velocity of the wheel. If you happen to be using 3" wheels running at 6500 rpm, you are getting around 1000 in/sec. I’m not sure where you are losing efficiency transferring wheel surface velocity to Note velocity, but if we were running at 1000 in/sec, we’d be putting Notes into the stands.
In general, for shooters, it tends to work best when you have flexible wheels with rigid game pieces or rigid wheels with flexible game pieces. Flexible/flexible typically results in too much flex. Given that your wheels are the 60A variety, you are at least limiting the wheel flexibility. I expect rigid wheels might serve you better.
Yes, I think this is fixed now. In theory you would never need to clear to stage from your area, you just need to clear the stage on your opposing alliance area. We adjusted the wheels config, adding more spin, and the note got flatter.
We’re using 2" wheel diameters, each .5" thick, qty of 6 wheels spread across on the top. and 6 spread across the bottom.