I didn't use the lifters on Void 6 or 7 very much because they didn't work very well. On 6, IIRC the lifter didn't really go high enough and because of the scoop, opponents fell off it easily. On 7, I tried a different mechanism using a slider, and again, the lifter was quite slow and didn't really go up high enough. In the CAD designs they looked fine, but they didn't really work as expected.Dave26 wrote:Scott, does Void actually NEED a flipper? I know you're famously hold backish with the weapon, and I think you used it once at the last AWS (not including self righting). I know its a nice feature to have, but could you not do something else with the weight?
I've always wanted a weapon on Void, but the last couple of designs just havn't worked out so I've ended up not using it much, as you said. With trying something different on Void 8, I'm hoping to actually get a proper flipper back (rather than just a lifter), and if everything goes to plan it will actually perform triple-duty as a lifter (something pneumatics or springs can't do) and a nomme...grabber.
The design ethos I'm following with Void at the moment is focused on control. I want great control of the robot through 4wd, good quality controllers and a gyro (possibly - still working out the details of that one), and I want to be able to control the opponent, whether it's flipping them over, carefully lifting them in a certain way in order to gain an advantage, or trapping them. Void's always been intended to be a great all-rounder, so this vision fits in quite well with that.
I'll be as interested as anyone else to see how well it actually all works in the end
