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Thread: FRA Royal Robot Rumble: 30 enter, 1 leaves

  1. #51
    Eteks are nominal 48v motors, they do 3400rpm at 48v so your going to have a 1700rpm weapon right now

  2. #52
    Only 15 robots entered so far: were halfway there !

    Real RW Royal Rumble will be up soon

  3. #53
    Guest
    have a look at issue 2-4 in official robot wars magazine in the news section.

    to scott: what name did you expect from a russian guy, andreivich?

  4. #54

  5. #55
    Two stats designed just for this tourney.

    Scoop 3

    Weight- 121kg

    Dimensions- H-50cm W-70cm L-1m

    Speed- 16mph

    Shape- Elongated and thinned Behemoth shape

    Ground Clearance- 0mm under bucket, 0mm under skirts at the side, 2mm at rear

    Turning Circle- 0

    Armour- 13mm Lithium Carbide (Lithium is what€™s added to alloys to harden them up, and the flexibility is a lot like Magnesium strips, but the thickness means that it won€™t flex, thought it will still be shit to cut through. The carbon means that it€™s shit light and 1mm is about 2kg for the entire robot.

    Locomotion- 4 small vulcanore wheels, protruding from the skirts

    Power- Several hawker batteries and 4 LEM 130€™s

    Pushing Power- Around 14hp

    Failsafe Position- Behind 5mm steel panel 5€ x 5€ secured by a 200kg force electromagnet

    Paint Scheme- Red Black and White diagonal stripes.

    Weapons- He2 powered front scoop with Pussycat style interchangeable blades, made of Titanium, Tungsten or Carbon. For this tournament, we€™ll use the tungsten one.

    Srimech- 2 X- Terminator style rams on side powered by electricity, with unlimited rams.

    Strong Against- Spinners, Rammers, Slow robots

    Weak against- Crushers, invertible axes.

    Robot most compared to- Behemoth

    House Robot Most Feared- Killalot

    Strengths- Power, Speed, Weaponry, Armour

    Weaknesses- Stronger pushers, Easy to flip from rear.

    Breakdown of weight

    Chassis- 20kg
    Armour- 23kg
    Batteries- 30kg
    Motors- 12kg
    Locomotion- 7kg
    Weaponry- 12kg
    Weapon Power (inc. Srimech)- 10kg
    Electronics- 7kg

    TOTAL- 121kg (OK, slightly overweight, but with the 1% rule, I€™m OK)

    Chain Gang TTFN

    Weight- 120kg

    Dimensions- H- 60cm L- 120cm W- 75cm

    Shape- Irregular, see my profile

    Turning Circle- 0

    Ground Clearance- 0mm under wedge, 2mm under frame, 2-0mm under sides

    Armour- 4mm Grade 5 titanium, over 3mm Lexan, over 2mm Hard Rubber Compound, over 10mm fabric Teflon.

    Locomotion- 2 large Vulcanore wheels and as ever, the now familiar rear frame

    Power- 2 LEM130€™s powered by Ni Cad packs

    Pushing Power- 5Hp

    Failsafe Position- Above the disc behind a sliding panel made of 4mm Aluminium Boron Carbide

    Paint Scheme- Orange and Blue zigzags

    Weapons- Large 30kg Vertical disc which contrary to the picture goes through the front, with the teeth coming out of the hole at the very bottom of the disc€™s spinning motion. The blades are once again sharpened chains made of tungsten. They are welded tight, so won€™t bend away from the disc.

    Srimech- Invertible, again contrary to the picture.

    Strong Against- Weak Armoured Bots, Flippers, Vertical Discs, Full Body Spinners.

    Weak Against- Crushers, Horizontal discs, Rammers

    Robot Most Compared to- Itself

    House Robot most feared- Growler

    Strengths- Destructive, Invulnerable to Flippers

    Weaknesses- Low pushing power, Tyres can be shredded by a strong angled spinner

    Weight Breakdown

    Chassis- 18kg
    Armour- 26kg
    Batteries- 20kg
    Motors- 6kg
    Locomotion inc. frame- 15kg
    Weaponry- 32kg
    Weaponry motors- 6kg
    Electronics- 7kg

    TOTAL- 120kg


  6. #56
    Master Blue
    Weight: 120 kg
    Shape: A box, its base is square, and its height is about half the lengt/width, its top is curved.
    Dimensions: 1,35x1,00x0,40 m
    Speed: 18mph
    Ground Clearance: 0mm
    Armour: 4mm Titanium
    Wheels: 4 inner wheels
    Power: 24V battery and motors
    Weapon: On top of the curved top is a double headed axe, Terrorhurtz-style, but alot more deadly, it can sweep back and forward 5 times a second and comes down with a power of 300 Kilogram. At the front of the robot are two sharp spikes of 5 cm each, able to perforate 1 mm of titanium with no problem, but especially able to hold the opponent in front to let my axe do his job.
    Srimech: The axe acts as srimech, and the curved top makes it self-righteven faster
    Strengths: Very violent, very destructive
    Weaknesses: Cant do much against a full body spinner

    Tactics: SMASH, SMASH, SMASH!!! while I hold my opponent stuck in front of me with my spikes, Ill probably try to take out my opponents weapon first, by piercing his pnumatics for example

    Ill post my second entry when I think of one


  7. #57
    Guest
    So you want a second robot from me. I did do something other than go-kart testing this week in Wales

    Meet Project Old Age

    Team Name - Team New Age, testing department

    The Team - Dave is the driver, Steve controls the engine, and Emma is the flipper operator

    Robot€™s Name - Project Old Age

    Concept of Robot - The concept behind Old Age is steam, using several boilers and a walking system, to give torque to drive.

    Mass - See Below

    Weapons - The robot has a flipper, powered from one of the outtakes from the main boiler, giving about 205 kg flipper power using a standard ex-hydraulic ram. There is a front scoop which is powered by a single invertible linear ram, to lift the front off the ground to act as a brake. Never trust the handbrake, use the front bucket. The scoop can also be flipped up with the flipper, and can lift up without the flipper.

    Self-righter - The main self righting method is a €œCentre of Mass Srimech€ which means that the robot can not land upside down without the robot being unbalanced. If the robot is flipped onto the top, the exposed steam ram will walk the robot around, slowly but very stylist.

    Boiler - There are 10 little boilers, each in the shape of a cone, at an angle. Why cones, due to my research a cone boils water the quickest. The boilers are heated by a express water heating element, designed for use in the steam cars. Picture 2 shows the way the boilers are aligned, the pipes are heavy duty pipes which can restand temperatures up to 500 degree.

    Walking Method - So how do I get the steam from the boilers to power the legs I hear you ask? The boilers are aligned so that 1 give the steam to the flipper storage, 1 gives power to the generator to generate electricity to power up the elements, 4 of the boilers are controlled to give power to the front pack, and the final 4 are used for the rear pack of legs.

    So how do the legs work? - Taking one set of legs on there own, the pipes are all pumped into a 10 litre storage tank, heated at 101 degree to keep the steam in it€™s form. Inside the tanks are a set of steam wheels which turn in total via belts a shaft which is though the centre of the tank, held in place by a seal. The other end of this shaft is a flywheel, connected to a rod via a tooth system (see picture 5). The end of this rod is connected to another flywheel, which is exposed at the top and used to do the dance if the robot lands onto it€™s top. From this flywheel, another clogged rod (flywheel has teeth, and the top of the rod has teeth at the top) comes down into a trick duel way differential (one side can spin clockwise, then the other side can turn anti-clockwise) to power a shaft with cams on it to lift and walk 3 legs either side. See picture 4.

    12 legs in total? - There are 12 legs in total, but 6 are always on the ground because of the cam system. However to give support, a part of the chassis is on the ground which is lifted up with the legs. This may or may not get passed as a proper walking system, but it is more of a walker than Anarchy.

    So, you have explained the walking system, what about the flipper? - The flipper has a 5 litre storage tank, which is like the main walking tanks, heated. Inside the tank is a shaft to turn a flywheel, which using teeth (see picture 5), the shaft opens the inside of the tank to let about 125 ml of steam out at a time and pressurises it to send it through the ram, connected directly to the flipper hinge. The steam is re-routed back into the tank, but the excess is used to power a horn.

    Velocity - The speed of the robot is a mighty constant 5m/s (about 12 mph).

    Turning Circle - It uses a simple skid-steer system and can turn on the spot, but not that quickly (5 seconds to do a complete 180).

    Ground Clearance - At the front, the flipper comes to the ground with a 5cm extension plate giving zero, underneath the skirts is a clearance of 15mm. The skirts reduce this to 1mm. The front scoop is fixed to the front underneath the flipper itself, and it stays to the ground when lifting the robot up in the air or the reverse it lifts up to lift skirts.

    Skirts - As stated in the ground clearance, there are side and rear skirts, sprung at the top to stop non-wedges getting underneath the 15mm clearance. The skirts will not do a thing with wedges, but it can always self-right.

    Armour - The sides are 2mm aircraft grade aluminium over a layer of 10mm compacted chalk over 3mm steel, bolted onto the steel €œladder€ chassis. Spinners will remove the top armour, but thanks to the compacted chalk, will never get far because the chalk will be flaked off. Compacted chalk to loose chalk is in a ratio of 1:3, the aluminium is bolted though the chalk onto the chassis. Underneath the aluminium is a thin layer of carbon, glued onto 5mm of pine. The aluminium will be ripped of to knock off the titanium teeth on the disc, which it will scatter against the pine (metal disc designed to cut metal vs. a piece of wood). If the disc survives the carbon and wood armour, the chalk is next and if there is any gaps between the disc and the main body, the chalk will get stuck in there. In addition the loose chalk is useful for robots with a low ride height or go-kart wheels. Being a go-kart driver, I know the worst thing to get on the wheels is chalk, as it sticks and doesn€™t come off.

    Colour - The robot is white.

    Safety - Safety is an issue with steam, but because of the chalk the heat will not be able to get out. To stop ignition, there is a pressure release value on all of the holding tanks to stop the pressure getting above 200 psi. The steam is vented via pipes into a cold holding tank to turn it back into water to be pumped into the main water tank. In the pits, there is a cover to be bolted onto the flywheels and a stand to sit the robot onto. The boilers can be removed within 20 minutes.

    So How Much Water? - In total, it has 15 kg of water on board, but thanks to the ruling that states water is a consumable and isn€™t measured when the robot is weighed, it doesn€™t come into the weight limit.

    Times - It takes about 15 seconds to get the pressure up enough to walk, and 52 seconds to get the tanks filled and working efficiently. As the robot has to walk into the arena, it is run for 1 minute before walking into the arena.

    Shape - The shape is a box with a narrow top, see picture 1.

    Masses -
    The total mass is spilt into these areas
    € Walking system (2 holding tanks, rods, flywheels, legs etc) - 58 kg
    € Boilers (10, plus all piping and heating elements) - 36 kg
    € Water Tank (Plus water) - 24kg
    € Weapons (Flipper, ram, holding tank, values etc) - 26 kg
    € Electrics (Servos, remote control system etc) - 13 kg
    € Chassis (Armour, bolts, welds, connecting poles etc) - 49 kg
    € Horn - 2 kg
    € Other (Generator, batteries, pressure values etc) - 6 kg
    € Holding for power link - 1 kg

    Total - 215 kg, but as the 15 kg of water doesn€™t count, 200 kg on the dot.

    Summary - I would like to thank, Michael Hunt for the steam system, George Sheppard for the walking system, Chris Rombach for the flipper, Richard Marriot for the armour and off course Kate for the main idea. When did you see the steam robot?

    Strengths - Hmm can never break down; will always self-right, unless out of the arena.

    Weakness - Unusual power source, high ground clearance, can€™t self-right once over the arena fence.

  8. #58

  9. #59
    Guest
    [Also, Walkers get the extra 20kg for batteries like everyone else (Heavyweight walkers are normally 200kg, so 20kg is added for batteries or gas, depending on your choice) ]

    its be shufflers that not allowed.

  10. #60

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