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NUTRONS

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Arms and Accessories. Drive Trains - Type. Tank Drive. Left and Right Independent motion ... Crab Drive. 2 sets of DTs set 90 from each other. Holonomic ... – PowerPoint PPT presentation

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Title: NUTRONS


1
NUTRONS
  • Drivetrains and Arms
  • Kyle Henry
  • 8/16/2008

2
Agenda
  • Drive Trains
  • Arms and Accessories

3
Drive Trains - Type
  • Tank Drive
  • Left and Right Independent motion
  • Drive it like a tank
  • 2, 4 6 Wheel as well as tank tread (usually
    timing belt)
  • Swerve Drive
  • Rotate the wheels to the direction of travel
  • Crab Drive
  • 2 sets of DTs set 90º from each other.
  • Holonomic
  • Special Omni-wheels that while varying

4
Drive Train - Criteria
  • Choosing the right Drive Train for you
  • Speed
  • How fast do you need to go?
  • Agility
  • Are there obstacles on the field or do you want
    to be able to out maneuver around other teams?
  • Pushing Power
  • Do you have to pull or push something?
  • Do you want to be able to push people around?
  • Traction
  • What will you be driving on?

5
Drive Trains
  • The game and what you want to do in the game is
    what will determine what type of drive train
    required.
  • Some drive trains take years of development to
    work right
  • Need to start somewhere and sometime.
  • Can be a fall/summer project.
  • Ultimately you can get any specific one to work
    and do what you want, its just the resources and
    development time that you want to invest in it.

6
Accessory Devices
  • Accessories are game dependant.
  • Examples include
  • Arms
  • Elevator
  • Ball Intake devices
  • Hoppers
  • Ball Shooters
  • Grippers
  • Wings
  • Ramps

7
Arms, Elevators and Wings
  • Arms
  • General goal is to lift and object
  • Generally use rotating joints to move.
  • Elevator
  • Uses linear motion to raise or lower an object
  • Wings
  • Increase your size generally used to push or
    herd objects.

8
Arms
  • Arms us rotation about a point to lift or move
    objects.
  • Torque is critical criteria.
  • Need to count for several weights and differences
  • End Effecter
  • Game Piece
  • Weight of the arm itself
  • Place this weight at the geometric center of the
    arm
  • Should look at how fast you want to accelerate
    the piece
  • Design for X Safety factor
  • 50 added torque is adequate
  • 2 X Structural, if you can.
  • Always use worse case loading scenario
  • When arm is fully extended and parallel to the
    ground.

9
Elevators
  • Good for lifting objects.
  • Generally require less power
  • Lower forces
  • Friction is the biggest obstacle.
  • Need low sliding friction between pieces
  • Pulley systems need to be wound correctly
  • Size can be an issue
  • Not always a large area for you to put things
    into.

10
Appendix A - DTs
11
Drive Trains Number of Wheels
  • 2 Wheel
  • Easy Turning
  • One end is little resistance to being pushed
  • Need something to create a wheel base
  • Casters
  • Low Friction Skids
  • Omni-wheels
  • 4 Wheel
  • Hard to push from the side
  • Difficult Turning
  • Have to overpower friction of the wheels
  • Greater traction with 4 wheels on the ground
  • 6 Wheel (2 ways)
  • Dropped Center Wheel
  • Agility (small wheel base)
  • Only 4 wheels on the ground at one time
  • Level Wheels
  • Need to overpower friction to turn
  • More traction

12
Drive Trains Typical Alternative
  • Crab
  • 2 drivetrains
  • 1 is lowered/ raised
  • Set 90 apart from each other
  • Allow transverse or strafing type motion
  • Swerve
  • Rotate the wheels to the direction you want to
    travel in
  • Typical 4 wheel arrangement
  • Can be independent power source or central source.
  • Holonomic (2 ways)
  • Mechanum Wheels
  • 4 wheels controlled independently
  • 360 travel instantaneously
  • Omni
  • 4 omni wheels
  • 2 sets 90 from each other
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