The objective of the game is to score as many points as possible by shooting in a high goal or pushing into low goals volley ball size balls that had the density of a plush dodgeball. As well, you could score points on going through different obstacles and also climbing. For that year we decided to do everything however our shooter never fully operated. We primarily did the obstacles and climbed consistently. In autonomous, due to us recieving very little time with the robot (2 days) we were able to make it go forward off of a timed loop.
Mentors | Students |
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Tyler Veness | William Ward (Lead) |
Gabe Nava | Luke Rowe |
Aubrey Payne | |
Zerek Lazowski | |
Nick Debruno | |
Genaro Lozano |
The objective of the game is to score as many points as possible by transporting gears to the airship and shooting fuel (balls) into the boiler. We didn't build a shooter because we haven't built consistent ones yet and the point trade-off wasn't worth it. We decided that the two main ways of obtaining points were to hang the gear via GPU (Gear Picker Upper. Yes, we understand this name is cringey) and to climb a rope via a winch. In autonomous, the main goal was to hang a gear.
Mentors | Students |
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Tyler Veness | Luke Rowe (Lead) |
William Ward | Charlie Parkinson |
Genaro Lozano (Left mid-year) |
The objective of the game is to score as many points as possible by tilting a switch and a scale into your favor. The longer you hold the switch and scale the more points you get. The switch is low to the ground and the scale is much higher to reach. As well the end game involves climbing and in our instance, often times with another robot on our back. We decided to do all of the game with a pawl system and a CPU (cube picker upper, these naming conventions are on point). In autonomous the main goal was to be able to score in all of the various positions as well as in all goals.
Mentors | Students |
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Tyler Veness | Luke Rowe (Lead) |
William Ward | Charlie Parkinson |
Kyle Quinlan |