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Meeting the
"Hangin'-A-Round" FIRST Vex Challenge for 2006-7
Some ideas to get you started . . .
"Offense" - examine how to get points (high score
wins the round).
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Placing a softball in the
your low corner goal yields one point each.
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Placing a softball in either
of your high goals yields three point each.
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Having the doubling ball on
your side of the alliance line (or more on your side than not) doubles your
ball score.
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High score at the end of the
20 second autonomous period yields a ten point bonus.
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Parking your robot on the
rotating platform at the end of the operator-controlled period yields five
points.
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Hanging your robot off the
bar on the rotating platform at the end of the autonomous period yields
fifteen points.
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Scores are figured after
objects come to rest, not at the instant the round ends. If the
doubling ball is rolling, if a hanging robot sags down to the platform,
scores will be figured once movement stops.
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Each round won earns two
Qualifying Points (one for a tie), and Ranking Points in the amount of the
losing alliances score. Ranking Points differentiate between teams
with the same number of wins. "Winning Big" actually decreases Ranking
Points.
Robot design
issues:
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Scoring into
the lower goal is easier than the high goals, as balls can be pushed into
it.
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Any chassis
can be used for a "pusherbot" (from a "Squarebot" to an 18x18x18" "Maxbot").
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Designs that
carry balls internally may give better control.
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Chassis
designs for robots meant to park or hang must be able to climb onto the
platform - ground clearance, speed, torque and wheel size will all be
factors.
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Chassis
designs for robots meant to score in the high goal (24") must be wide enough
to be stable, and center of gravity must be considered!
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18x18x18"
robot dimensions are a starting condition - the robot can expand beyond this
in action - important if you want to score a high (24") goal!
Control of the
doubling ball is important - particularly at the end of the autonomous and
operator-controlled periods (when scores are determined).
Cooperation between alliance
partners is crucial - field coaches must coordinate!
"Defense" - Examine how to
minimize the score of the opposing alliance.
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Robots can end up pushing
each other - torque and traction are critical.
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Balls can be "de-scored" -
practical for low goals
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Obstructing the movement of
robots in the opposing alliance can be critical - scoring balls into the
goals, possession of the doubling ball and bonuses for parking or hanging
can all depend on free movement on the field.
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Removing the doubling ball
from the field could be a wise tactic - if it's possession by the opposing
alliance is the only way your alliance could lose, for example.
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