Transcript mort11.org
Drives & End Effectors By Akash Rastogi, Nick Brennan, Sam Mills & Ethan Miller FRC 11 - Mt. Olive Robotics Team Objectives • • • • Discuss pros and cons of various drivetrain types Discuss details of skid steer tank drives Learn what an end effector is Discuss various types of end effectors used in FRC Drivetrain Styles • • • • • • West Coast Drive - cantilevered drive developed by team 60 Plate - parallel plates support axles on both ends (dead or live axle) Mecanum - 4 independently driven wheels allow for simple omnidirectional motion Swerve - complex drive pods allow for superior omni-directional motion Jump - dual purpose drive which uses both mecanum and high traction wheels Butterfly - dual purpose drive which uses both omni and high traction wheels West Coast Drive • • • • • • Generally constructed with 1/16" or 1/8" wall tubing (1" x 2"), fastened together through either welds or gussets. Wheels are cantilevered, so a WCD may require a bearing block for proper axial support and to tension chain. Bearing blocks can now be purchased off the shelf. These used to be the limiting factor for most teams when deciding to make a WCD or not. WCDs can be relatively simple, produce a low part count, and can be very light weight, if designed correctly. WCDs are direct driven, which increases the efficiency of the drive as well as reliability. The wheels and gearboxes are easily accessible for required maintenance. Can be constructed modularly so an entire side can be removed for easy repairs (see Plate Drives) West Coast Drive Continued... Plate Drives • • • • Frames are generally made of parallel 1/8" to 1/4" thick plates of aluminum and 1/2" tapped or hollow standoffs, fastened together with bolts Standard FRC weight holes leave extra material around bearings and the supporting struts/standoffs Wheels are supported on both sides, so there is no need for a bearing block in the drive. Shims for bearings can be added if using thinner plate. • • • Plate drives can have a higher part count,but can still be very light weight if designed correctly. Each drive side should be entirely modular, and should have the ability be removed easily for maintenance. Plate drives are generally direct driven for improved efficiency and reliability. Note: Plates can be substituted for aluminum tubing Plate Drives Continued... Skid Steer: 4, 6, 8 Wheel Drives Skid steer drives or "tank drives" (such as parallel plate drives, WCD, etc..) are made with traction wheels with the center wheel(s) "dropped" so that the drive turns on the central set of wheels. 4 wheel drives should only be used in a wide frame orientation with a wider stance than the length of the wheelbase or with omni wheels on one end. 6 wheel drives should use a center "drop" or some may remove the drop and use omni wheels in the corners. "Rocks" on center wheel (creates two 4 wheel drives). 8 wheel drives use the two center sets dropped below the outer sets in order to turn properly. Allows for most stable tank drive. All of these drives must be able to overcome the friction and torque required to turn in place in order to be successful. These are the most common and, arguably, the "best" type of drive in FRC. (Just ask the Poofs!) Mecanum Drive • • • • • • The slant of the diagonal wheels must form an X when viewed from above. Four gearboxes, one for each wheel, can cause mecanum drives to have a higher weight than other drives. In order to have enough torque to move sideways instantaneously, a 120 pound robot must be geared near 8fps Due to the rollers, it can be very difficult for a mecanum drive to go up a slope or withstand being pushed. Sideways movement can be useful for getting around defense, but mecanum drives are also rarely well driven or used Swerve Drives • • • Swerve drive is a drive whose wheels can change their orientation within the frame, wheels can either do this independently or dependently of each other. Allows for omni-directional motion without sacrificing speed or pushing power, while maintaining a constant robot orientation. When done well, swerve drive can be extremely maneuverable and effective, as seen in Team 1717's 2012 robot. • • • Can be extremely complex, both in terms of the mechanical design of the drive, and can be difficult to program as well. Highly resource intensive A driver needs many hours of practice in order to become skilled at driving a swerve drive Swerve Drives Continued... Jump Drive (Octocanum) • • • • • This type of drive uses a pneumatic piston to switch between a mecanum wheel and a traction wheel. Another method for achieving omnidirectional motion while not sacrificing pushing power. Complicated drive system to design well and requires a large amount of resources. The traction wheels must be at the pivot point in order to avoid serious issues with torsion in the module when turning. Since weight on the mecanum wheels is supported by pistons, no suspension is needed like on a regular mecanum drive. Jump Drive Continued... Butterfly Drive • • • Similar setup to a jump drive, except it uses omni wheels instead of mecanum wheels. By switching to omni wheels after a period of forward motion, the driver is able to essentially drift & create smooth turns. Allows the drive to "float," hence the name butterfly. Wheel Examples • • • • • Colsons o Take several competitions to see any significant wear. o No replacement tread required. o Very robust & affordable Mecanum o Allows sideways motion using 45* rollers Onmi o Allows for butterfly motion using 90* rollers Pneumatic o High traction and low wear wheels. o Must be properly inflated and retain air to avoid turning issues. Treaded Wheels o High traction o Treading can be easily replaced during competition using screws or rivets Dead Axle vs Live Axle Dead Axle: Wheel rides on bearings, and a sprocket/pulley is mounted directly to the wheel. Very robust system that can take hits and frame warping well. Simple setup and design Torque is not translated into the axles • • • • Live Axle: • The drive shaft is on bearings, so a sprocket or pulley turns the shaft. Wheel is attached to the axle via key, hex. • It is extremely easy to swap out wheels. You do not have to deal with tensioning chain or belts. Other Drivetrain Criteria Here are a few items to consider when designing or selecting your drivetrain: • • • • • • • Speed vs Pushing Power o Design for your strategy, decide which is more preferable. Wheel size o The smaller the better! Number of Wheels o generally either 6 or 8, but 4 is also good on a wide bot Wheel Spacing o Even spacing on a 6 wheel, uneven spacing on an 8 wheel Obstacle Clearance o Use of angles and sloped to get over bumps(2012) Belting versus chain 4 vs 6 Motor Drive (or other motors) o 6 cims helps you reach higher speeds, but does not improve speed significantly at lower speeds. End Effector = any component of the robot which manipulates or controls the game piece and interacts with field elements TYPES OF END EFFECTORS: Arms Telescoping Arms Elevators Shooters Intake Systems Conveyors Hoppers and Storage Hangers Claws Dumpers Bridge Manipulators • • • • • • • • • • • Articulating Arms • • • • PROS Simple Lightweight Longer reach than elevators Can be combined with other manipulators (548-2012) • • • • • CONS Risks damage when outside of the bumpers Can be slightly slower than elevators for lifting Arm's position changes center of gravity Require additional stability (linkage arms, gas springs, etc) May require more drive practice if there are multiple scoring heights (2011, 2007) Articulating Arms Continued... 4 bar linkage arm AVOID TOO MANY LINKAGES/PIVOTS Telescoping Arms • • • PROS Greater range than basic arm Can take up less initial space More reliable than adding multiple pivots to an arm • • • • CONS Relatively heavy May use more motors Greater risk to break/malfunction due to more moving parts Much more complex to design effectively Elevators • • • • PROS Fast method of lifting • Takes up very little space • Can be combined with other manipulators. (254 -2011, 17182013) Contained within bumpers • CONS Require high precision to avoid binding Can be complex to design and fabricate Can be difficult to repair (112008) Elevators Continued... Pulley + cable system or chain used Elevator and Arm Tips NEVER have too many pivot or articulation points. Always have sensor feedback control using encoders, potentiometers, limit switches, etc... Integrating sensors into the design creates ease of use for the drivers as well as for autonomous. Always prototype new systems in the offseason. You don't want to discover issues during build. Using a method of counter-balancing on an arm or elevator greatly reduces the stress on motors and gearboxes and leaves the mechanism "neutrally buoyant" • • • Gas springs Surgical tubing Springs o torsion spring o constant force spring (254 elevators) Power systems up and down See Greg Needel's presentation for more details Shooters • • • • • • Used to launch game pieces Flywheels vs Elastics/pneumatics Flywheel should have a high moment of inertia PROS Can be added to other manipulators Allows for scoring from a distance Allows for quicker scoring • • CONS Must be consistent or aiming is impossible Camera tracking for best results Intake Systems USE "ACTIVE" INTAKE METHODS • • • Every FRC game piece ever, can be best manipulated by high friction rollers or wheels. Recommended materials: o Rubber tire (11-2011) o Polycord Only use as much compression on game piece as necessary Make the intake quick and make sure it hangs on! Conveyors Use urethane belting or "polycord" • Should not need strong motors but should have enough power to move balls or game piece through system without jamming Size out conveyors based on capacity rules. Wider conveyors are normally better unless they need to funnel into a single line shooter (2006) Hoppers and Storage Things to consider Is capacity limited by the Rules? • • • What will cause jamming and how to avoid this o Unevenly spaced walls (19862013) o Active unload (1717-2012) o Spacers between game pieces (33-2006?) (3539-2013) o Double Belts (233-2012) Gravity is NOT the fastest way to empty a hopper, always rely on active mechanisms Hangers Hanging is a very common task in FRC games. Many robots latch onto hanging targets and use: • • • • Winch and pulley systems Pneumatics or gas springs (0 second hang, stored energy) PTO - Power Take Off: route all drivetrain power to lifting winch Ratcheting gearboxes Main goal - raise up your robot as high as necessary and KEEP it there. Accomplished through pneumatics, high torque gearboxes, latching mechanisms, locking mechanisms, ratchet & pawl system 2013 was unique in having the ability to use a passive hanging mechanisms Dumpers • • • • • • PROS High storage Allow for the possibility of a large quantity of game pieces to be scored at one time Can have a shooter attached to it CONS If robot is not correctly lined up, could lose points and time Uses time to fill hopper Ineffective when the game limits # of game pieces stored in robot Bridge Manipulators • • • • Allow robot to tilt bridge Best ones can perform while robot is in motion o Robot does not need to stop to lower bridge Usually achieved using pistons Can be small and very simple, yet effective Sources & Links • Greg Needel's Manipulators Presentation: http://www.technoguards.org/system/files/Manipulators.pdf • Images from Chief Delphi & Picasa: https://plus.google.com/photos/106946949944311837712/albums/5302862347473440881?banner=pwa