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EnigmaTek Series 1.01
EnigmaTek 1.01
EnigmaTek is one of the leading manufacturers in combat robot parts, producing top quality ESC€™s, Motors and even custom CNC bot parts. The company makes an annual profit of $100 Million. As a Tax evasion technique, EnigmaTek has decided to spend some money into a Robotic Combat Competition. Reducing there Tax while increasing their sales (From all the damaged robots in the battles!)
An email arrives in your inbox, it reads:
€˜You have been officially invited to represent your local region (City/Town/Suburb) in the first EnigmaTek Qualifiers, where you have the chance to prove yourself to earn a place in the top 8 robots that will enter the EnigmaTek 1.01! Winning the EnigmaTek 1.01 competition pays a $1million cash prize! Take your chances against the best and enter TODAY!€™
You quickly race to the shed after reading the email, pulling the covers off your pride and joy sitting on the work bench; you lift the covers off and give it a last minute check over before loading all your tools and parts into your car. Your destination, EnigmaTek!
You arrive to find many other roboteers racing around a crowded pit bay. An official walks up to you and says:
€˜Competitor are we? You better fill out this form and look over these rules€™ He gives you a form to fill out and hands you a thick rule book.
You then open up the rule book to make sure your robot complies with the rules for the 100th time since building it.
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EnigmaTek 1.01 *Battle of the Champions!*
EnigmaTek 1.01 RULES AND REGULATIONS
Weight:
Wheeled = 100kg (No Speed Limit)
Shuffler = 150kg (15KM/H Limit)
Walker = 200kg (10KM/H Limit)
Clusterbots = weight + 5% (Speed and Weight Limits Apply)
Pressures:
Hydraulic = 3000psi
Pneumatic = 1000psi (Nitrogen & CO2 only)
Spinners:
No more then 50% weight can be used in the rotating mass
No more then 8000rpm on any spinning weapon larger then 300mm diameter.
Weapons:
Each robot must have at least a passive weapon to compete ie: static spike (Wedges and scoops not included)
Clusterbots:
Maximum of 3 parts, All parts must be knocked out to be defeated.
EnigmaTek 1.0 JUDGING
No time limit, No Judges. A total fight to the death, you have to either KO an opponent or pit/OOTA to win a match. If your robot chews power, kill the opponent before you run out of power!
EnigmaTek 1.0 ENTRY FORM
Team Name:
City/Town/Suburb Representing:
Robot Name:
Length/Width/Height:
Weight: KG
Motivation: Wheels/Legs/Shuffles
Speed: KM/H
Weapon: Weapon type and specs
Drive: Motors used and voltage, style of reduction
Power: Battery type and Voltage & Amps
Armour: Materials and thickness, method held on
Ground Clearance: MM
Turning Circle: M
Notes: Anything you want to explain that doesn€™t fit in the above categories
You fill in the form and give it back to the official who leads you to a room with other roboteers. You stand patiently waiting for all the entries to be accepted and wait for your match to be drawn out.
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EnigmaTek Series 1.01
As your waiting for you matchs to be drawn up on the Battle Grid, an official approaches the crowd of anxious roboteers and says:
Welcome to the EnigmaTek qualifiers. My name is Xanthus and Im the battle scoring and battle grid official. Ill now just briefly explain how the battles will be run.
The EnigmaTek 1.0 Series will run a double elimination scoring system.
Each robot will battle as many battles until they lose twice or run out of in competition opponents. During this process, your robot will be awarded 1500 points to your robots title. When you win a match, your points will go up, accordingly to the opponent you faced. If you win a match against a low ranked opponent, you will only gain small increments of points, if you win against a highly ranked opponent, you will gain a large amount.
At the end of the qualifiers, the top 8 robots with the highest scores will be taken into the 1.0 series.
Once in the 1.0 series, you will once against follow the double elimination system, if you lose the first round, you will go into a losers division and will get the chance to work your way back into the winners devision. Here you will battle through a series of round till you either get knocked out after two loses or you win the championship.
Ill be handing out information on the scoring system before the Qualifiers start. Are there any questions?
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EnigmaTek Series 1.01
Simple terms:
Im looking for 8-12 people to enter one or two robots each.
Just to be fair, if you manage to qualify both your robots into the series, youll be asked to with draw one of them to be fair to others who missed out on qualifing.
Contact me on msn: knightrousoxide (at) gmail.com
if you want more information or help.
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EnigmaTek Series 1.01
woohoohoo! nice tourney Aaron
save me 2 spots till I think of a team name :P
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EnigmaTek Series 1.01
Save me a couple of places too please. I might enter a few new ones for this...
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EnigmaTek Series 1.01
I will enter, if someone is kidn enoguh to give me soem help with the more techy aspects (specifically stuff on drive and power)
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EnigmaTek Series 1.01
Ill deffo enter, so can I reserve 2 spaces please, Mr Knight?
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EnigmaTek Series 1.01
Im in! :proud:
TEAM NAME: Team Braveheart
TOWN REPRESENTING: Glasgow, Scotland
ROBOT: Wedge Devolution
DIMENSIONS: 90cm X 78cm X 40cm (LxWxH)
WEIGHT: round about 100kg
SHAPE: low wedge with sloped rear and Biohazard-style side and rear skirts
MOTIVATION: 4 x inner wheels
SPEED: 16mph
WEAPON: As usual, the main weapon is a rear-hinged flipper. This is very similar to Chaos 2, except the blade at the bottom is bent ala Bigger Brother, allowing the flipper to have greater effect against bots with skirts or low centres of gravity. The flipper itself is powered by 2 X 80mm high pressure pneumatic rams, each running at 250psi. This should allow Wedge Devo to comfortably flip up to 1 tonne.
Also, the front blade can be exchanged for a Nose-style plate, approximately 15cm in length. This is used primarily for full-body spinners.
DRIVE: 2 x LEM-COs at 36v
POWER: 12 x 12v 3amp NiCad packs, giving 36v @ 12amp
ARMOUR: 4mm monocoque Hardox
GROUND CLEARANCE: 0mm at the front, 7mm for the rest of the robot (without skirts), 0mm at all sides (with skirts)
TURNING CIRCLE: 0m
NOTES: flashing red light on top of robot, flies Scotland flag
Piccy can be found here: http://thdcrobotics.proboards33.com/index.cgi?board=Braveheart&action=display&thread=1 103714482http://thdcrobotics.proboards33.com/...ion=display&th read=1103714482
And to get around the static weapon rule, Mr Devo will feature two little static spikes on the rear. Along with the rear wedge, thisll also greatly help prevent any self-flipping.
If I can get the time, Ill maybe enter another, but hopefully, thisll be fine :)
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EnigmaTek Series 1.01
I will give it a shot, with something I just threw together:
Team Name: Team WIDTCI (Whatever I Decide To Call It)
City/Town/Suburb Representing: Hampshire
Seggy 4.25
Mass - The chassis itself with no weapons fitted weighs in at 77 kg (give or take 0.5 kg). The heaviest weapon setup tips the scales at 100 kg.
The main weapon is interchangeable, the options are:
Weapon 1a - An invertible flipping arm(think of Big Nipper), this arm is designed to work both ways around and is not designed to lift above 30 degree in either direction, as the stroke of the double ended custom piston is only 30 Cms, but with Co2, at 750 psi on the twin pistons should send a robot into the air.
Weapon 1b - A vertical drum weapon, the drum weighs 12.1 kg, and is tri belt driven using a simple ratio from a MagMotor at 36 volts. The speed is a nice 2000 rpm; the teeth are designed to flip upwards, used mainly against skirted machines.
Weapon 1c - A horizontal spinning bar, weighing 10 kg, the motor is the same motor from the drum, but connected to the bar using 4 chains on a shaft. Runs about 2000 rpm. Used mainly against machines with exposed frame and weapons.
Weapon 1d - This weapon is a four tooth blade, running at 2000 rpm, the good thing of this blade is that it can be adjusted heights, so one fight it could be at ground level for wheels and the next fight if fixed it can be at the right height to hit something else. The system for spin is the same setup as the bar.
Weapon 1e - The Spike of Coffee, basically it€™s a 750 psi powered ram, powering a spike though a hole to pierce the other robot, then we fire a little servo to loosen the grippers and pull backwards, the spike has little wings in which to keep hold of the other robot.
Weapon 1f - Passive Active wedge. 23 kg of steel, which means it€™s a good spinner stopper. Also it can have electro-springs pinning the wedge down further, so that the front wheels lift off the ground. The active part is a little flail which is designed to damage wheels. There is a tip on the top of the wedge to stop robots driving up and over the top and to make it invertible-ish.
Weapon 1g - This is an €˜active€™ anti spinner scoop. It is designed to flex backwards with the forces from the spinner. The twin shocks are designed to be adjusted to allow for mega energy levels, at its maximum tightness the scoop can re-stand a massive 1 MJ of kinetic energy. The normal running tightness can re-stand 100 kJ; because of the smooth, oiled piston in which the main spring is stored it creates a virtually zero friction levels. Then the fun can begin, as the energy is released in what Andy said, one massive amount, pushing the spinner anti-clockwise, which in some cases will destroy the shaft. This bias to the left can be changed to the right. The centre pole is held within an oiled shaft which makes damage zero. To protect the back of the scoop and the front of the robot, there is a piece of 1cm rubber either side of the shock zone. For protection, there are torsion spring loaded side panels, which protect the inners of the scoop and flex outwards when the scoop is loaded.
Weapon 1h - The Pie tossing weapon. This is a full 750 psi flipper, with a Wedge Devolution style front plate. Baby, Seggy has a proper flipper to toss those annoying robots over the fence.
Weapons (b, c, d, e and f) have a little front wedge fitted, this is to prevent robots from getting underneath, and can be removed.
Weapon 2 - 4 rear spikes, each one weighing 150 grams and are fixed. These give protection from ramming and spinners at the rear end.
Can it self-right - It€™ is semi-invertible, so that only the rear two wheels are open to attack. Even if the rear wheels taken to pieces, the front two wheels are enough to move. Side rollover cages and rear spikes prevent landing on side or rear.
Velocity - I lost to speed in the past, this time I have increased the speed to take on the speedy robots that are around today. The maximum speed is 30 mph HOWEVER, the normal speed used in fights is 18 mph, which gives the best control and punch, twinned with the gearing, the acceleration is high.
Wheels - Depending on arena surface, a set of 1 piece titanium wheels with added Big Nipper style groves or two piece titanium hub rubbers outside, grip baby.
Turning Circle - The 4 wheels use a skid-steer method. This gives a turning circle of zero mm; however the true turning circle is something like 1mm.
Ground clearance - The ground clearance all over the machine is 20mm, this giving aid to turning, the front has an optioned wedge, which is fixed with some weapons without a scoop (drum, spinners). The skirts reduce the ground clearance to zero
Skirts - This version; I have finally got some skirts to fit against flippers and wedges. These are normal skirts, which when inverted fold back on themselves, when the electromagnet is released. The skirts hold down with a force about 2000 Newtons, meaning that I don€™t normally like them, because of the added resistance.
Wheel Type - 2 LEM 130€™s at 36 volts, though a double chain reduction gearbox, giving overall 17.5:1 reduction. The chains themselves are protected by axes and crushers by the use of a steel protection bar.
With the front wheels being smaller than the rear wheels, the gearing is different to counter-act the forces, so that both sets run at the same speed. The average gearing is 17.5:1.
Body Shape: Semi-invertible box (i.e. 4 wheels on the bottom, 2 wheels on the top) with rear spikes and side roll-over bars.
Chassis - The main chassis is 6.3mm steel bars with it being enforced with 19mm steel triangles giving a very tough little robot. It is a Chalkie 2 style chassis with only the top and bottom being allowed to be removed to stop those pesky spinners. The sides have added steel plates around, which are doubled around the wheels, so there is no chance that the chassis can jam against the wheels.
There is a 5cm layer of rubber around the inside of the chassis to absorb energy, so this version of Seggy is larger than PCC. The first weapon will fit within a large cut-out in the robot. The top and bottom plates are 5mm titanium.
Colour: - It is a shade of yellow, with metallic threads within the paint, sprayed on to give it about 2mm of paint. When the scoops are fitted, the cut-out is covered with 5mm of titanium.
Batteries - The robot is run by 4 packs of 3000mAh NiCad€™s @ 36 volts. This gives 12 Amps to get though the full 5 minutes of a fight. There is a simple recharging battery to recharge the batteries throughout the fight to keep it going.
Summary - The 5th version. The 4th version did me well, but it had some problems, now, I have a proper flipper, faster and tougher front wheel gearing to cope with the different sizes, ladies and gentlemen please, meet Seggy 4.2, now with added rubber. Carlsberg don€™t make robots, but if they did they would be the best robots in the world.
Strengths - Interchangeable weapons to suit everybody, speed, control, power
Weaknesses - Some might say it€™s a jack of all trades, master of none.
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EnigmaTek Series 1.01
Can I enter a real robot?