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Thread: Martyn’s 2nd World Championship qualifiers (sign up)

  1. #51

  2. #52
    Right, Chalkie 3G stats are up on Far: Seggy 4.25 are below:

    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.

  3. #53
    Manic Monsoon (Wales) V Seggy 4 (the channel islands)
    Shit, the welsh powerplant against the Vat Free bot

    Looks like I have the slight speed advantage, but it isnt much. Im going for my lovely front wedge which has a pointless flail in, god knows what will happen in a head-on crash, because I havent fully gone over the details, but if I lower my wedge so much that my front wheels are off the ground (which isnt a great deal for me, because Seggy is mainly rear wheel drive), I will send all the power to the rear wheels like I do when upside down, and basically slam straight into Monsoon.

    This is where plan 2 comes into play:
    Either I get underneath Monsoon, where it should be able to stop against the invertible tip thing at the top, which hopefully it has lost enough traction so that i can push it back, I think i have the more torque, which is useful, then it will be a case of either pitting it, or waiting for it to burn out its motors

    Or:
    Monsoon gets under me, where I should put full power in reverse, and lock the wheel up so that I spin around off the front and go broadside, where I should nip under those skirts, to push Monsoon sideways down the pit.

    Or:
    Neither robot gets under each other, which could happen, but could be rare, in this case, reverse out of the way and attack once more.

    I want to control this fight, so using a collection of dodges, anti-dodges and the rare anti-anti-dodge, keep away from the front end, where upto speed, it should only be able to go straight on.

    Good luck Danny, dont destroy poor little seggy.

    ------------

    Axe-o-lot (Mexico) V Chalkie 3G (Canada)

    Use Sword
    Drive into robot
    Duck round side
    Get under
    Lift
    Pit

    Its axe shouldnt damage me

  4. #54
    Siphai, its the stats that make a robot, not the picture

    some of us dont even make pictures, and that changes nothing to the effectiveness of the robot, the picture I made is to give a rough idea of what my machine looks like, not to explain his ground clearance, as Ive made stats for that

    the stats and only the stats is what makes a vapourbot (as long as they are physically possible), and when I say my robot has two lifting plates on the lifting arm at zero ground clearance, than there is zero ground clearance

    according to your stats, your front wedge also has zero ground clearance, meaning the lowness of our fronts is exactly the same

    so technically, youre able to get underneath my front, just like Im able to get underneath your front, so if we hit head on, the one who produces most force (probably me, unless youve build up some momentum) will win

    you probably also are able to get underneath my sideskirts, although that wont be easy for you. seeing your sides have 1 mm of ground clearance, according to your stats, Ill try to manouvre my way underneath them, and ram/lift at the same time, hopefully flipping you over and pitting you

    of course you can outrun me, but you cant keep on fleeing, when were in a struggle, I hope to accelerate and outmanouvere you and thereby get underneath your sides, evantually pitting you

    the clawed wedge is tricky though, I cant drive straght over it to get off it, if you attack my sides I should be able to drive backwards or forwards and drive off that way, if you attack me head on or at my back... well, I just hope my manouverability and acceleration can prevent that

  5. #55

  6. #56

  7. #57
    Tactics later, stats now

    Robot Name: Love Bite V 2.0
    Length/Width/Height: 120/30/20
    Weight: 100KG
    Motivation: €œWheels/Legs/Shuffles€™ 4 inner wheels
    Speed: 30 MPH
    Weapon: €œWeapon type and specs€ Hydraulic pincers at 2000 psi, can damage light-moderate armour. At the front is a Firestorm type flipping arm, CO2 powered, really just a SRIMECH but it will get other bots over, not really meant to be an OOTA flipper seeing as it€™s speed and the pincers do most of the damage.
    Drive: €œMotors used and voltage, style of reduction€ Bosch motors at 36 volts, gear reduction
    Power: €œBattery type and Voltage & Amps€ 2 x 36 volts at 3 amp NiCD packs
    Armour: €œMaterials and thickness, method held on€ 4 mm hardox, welded.
    Ground Clearance: 3MM
    Turning Circle: 0M
    Notes: It is a double wedge with skirts around the two sides. The paint job is black with Love the Bite in red down the skirts. Muchos credit to Aaron for the help.
    Accomplishments: Spawn of Love Bite (NSBFL 7 16th seed), the NSBFLX New Blood runner up

    Name: Going Crunch (Cluster bot)
    Weight: 100kg (55 KG spinner 45 KG flipper)
    Dimensions (LxWxH):120 x 30 x 12 joined.
    Shape: The flipper is triangular and designed not to flip itself ala Gemini. There is also a lump of metal at the back guarding against that as well. The flipping device is at the point of the triangle and there is a slight scoop. The spinner is same shape only the triangle is cut off with the spinner.
    Weapons: A flipper that has the ability to toss opponents far rather than high and a spinner that delivers about 20 KJ energy.
    Srimech: The flipper is its own srimech and the spinner has a lifting arm type srimech.
    Armour: 4mm Titanium
    Top Speed: 14 MPH when joined. Flipper 18 MPH separate. Spinner 14 MPH separate
    Main Tactics: At first the robots can be joined with a spinner at one end and a flipper at the other. Then they separate and use a pincer type attack.
    Colour: Red with black writing.
    Strengths: Ability to use a pincer attack.
    Weaknesses: The flipper is quite light and can be pushed around from the back. That€™s where the spinner would need to help.
    Accomplishments: Seeded 14th in NSBFL 7 Last surviving seed in NSBFL 7, awaiting its third place playoff battle. Runner up (with 360) of NSBFLX tag terror, has always escaped the first battle since being converted from Going Going Crunch.

  8. #58

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