As our team’s robot has reached an MVR (minimum viable robot) state and we’re running test matches, we were wondering what everyone’s experience has been with loading balls through the Loading Station?
Kudos to the VEX Game Design team for creating a mechanism that truly randomizes ball delivery! Our Loaders and Drivers have been trying to figure out an effective method to ensure the balls roll a fair distance away from the Loading Station; however, we keep encountering situations where the ball just “dies” right near the exit point of the Loading Station (near the 12x12 Truss Plate) and thus creates a tricky intake scenario that can cost valuable time.
Are others encountering this same situation? Have you found any effective ways to legally impact ball delivery to avoid this?
We’ve also noticed that when trying to load the ball with a bit of “force.” that the bright yellow front beam at the top of the Loading Station can dislodge…which would be a violation that we of course want to avoid!
3 Likes
I try to put topspin on the ball and add a bit of downward force on the ball when loading. We also try to use the back part that sticks out (amazing detail here lol) to push the ball down the ramp. However, we have had the 1x20 beams snap due to too much force, so be careful not to break it. If you put enough topspin and force, you can make the ball roll above the 12x12 truss plate! I think this would be legal, but I would ask the head ref about this.
Good luck!
1417R
2 Likes
So what our team has found out through a bunch of tests is as BananaPi already mentioned is to spin the ball. 90% of the time, when you spin the ball to the left, it goes to the right, and if you spin it to the right, it goes to the left. The thing with these balls is they change shape very easily, so one second it is round, and the next, the balls end up being flat. If you have a second, try to round the balls with your hands so they will act as you predict. Another thing is to ensure the ball rolls out of the loading station. We have had instances where the ball gets stuck behind the front support for the diverting beam and we have to waste a lot of time extracting the ball with the robot.
Good Luck and Best wishes!
Team 2470Z
2 Likes
Oh, I didn’t read the whole thing. So regarding the problem with the ball “dying” our team has found it helpful to drop the ball from higher up. This may take some practice, but the ball in this case will be moving faster. I find that using downforce using your hand does not work the best as sometimes, our hands will intrude the volume of the loadzone, thus a violation of rule //. Rounding the balls with your hands before the load may also help with them rolling better.
1 Like
I have a question.
Why does it matter if you can get the ball to go one way if there’s still the chance it goes to the other?
Makes more sense to just stay in the middle than actually moving one way more than the other
Since in most events you get 3 driver skills runs, and multiple teamwork runs, the odds make way more sense just to take a gamble and “park” your robot on the side that both balls will go. If you master it, most likely in that case you can load another ball through the rapid load station instead of going right into the rapid load.
1 Like
Why would you choose to gamble with the loader instead of rapid loading?
Because the balls loaded through the Loading Station are still eligible for the passing multiplier. So in those final 15 seconds, if you’re able to load even a single ball through the Loading Station, pass it and score it you’re getting 12 points (assuming you’ve cleared all 4 switches). You’d have to score 12 Rapid Loaded balls in 15 seconds to get that same result!
if in skills you would finish clearing all of the switches BEFORE the 25 second driver switch period, so your essentially just sitting there for 10 seconds doing nothing
You would get 11 extra points in if you clear all of the switches