My absense has been caused by the constructon of my new super computer and an extended 4 day lan party. You would have noticed I dissappeared from the whole internet for aroud 8 days.
My apologies for not being here to reply to your queries, causing you to shift heats around. Now to your Qs
1 - What is its ground clearance?
A moderate and realistic 10mm around the sides and back, 0mm at the front due to the active wedge.
2 - Can you explain how you can get a 96% flywheel to hammer rate, when you have the friction caused by stopping the flywheel dead, the heat from the clutch and the gearboxes and the sound energy being wasted? Explain in fundumental terms if you would.
Okay, trying to not get technicalThe flywheel doesnt actually stop. What happens is that the clutch is engaged for a variable time, only long enough to make the hammer to complete its travel and then the clutch disengages allowing the flywheel to pick up the lost RPM and build up energy again. Its not perfectly effecient, but nothing is. The whole disadvantage is that it cannot keep delivering killer blows repeatedly as the flywheel will not have a chance to get up to full speed inbetween reloads.
3 - If you get flipped and lands with the hammer in, would the hammer just rip though the floor with 43 Kj of energy instead of self-righting Generator?
Not to sure what you mean here, but the hammer would produce much lower forces here because the hammer is not actually moving its mass to create extra kenetic energy. The robots body will be moving in the selfrighting process.
If your still querying the mechanism. Im prepared to change the mechanism to a slightly lighter, less powerful and less complicated design I came up with tonight, which is designed for a flipper but will work in Generator as well. I may even finish the Generator render tommorow with the new hammer mech if you want.
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