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altercationbot's Issues

Tune Arm & End Effector

Tune the arm speed to something that is useable. Shouldn't throw the whole robot out of alignment, but also shouldn't be so slow it will slow us down. Same situation for the end effector.

To change the arm and effector speeds, go to RobotContainer.cpp and adjust the doubles being passed to the m_arm object, which are the params for the FaceSmasherSubsystem constructor. Which is formed as:
FaceSmasherSubsystem(double armSpeed, double effectorSpeed)

Validate & Tune Drivetrain

Adjust default and boost speed according to feedback from drivers.
Keep in mind the logic for boosting can be inverted. It may be better to have a slow rather than a boost for easy manipulation of game pieces. Work with drivers to find solution.

  • Choose between boost or slow button
  • Change default and modifier speeds (modifier = either boost or slow)

Boost button

Make pressing a button (like left bumper) make the robot go noticeably faster. A good way to implement could be:

  • changing a scalar on the raw controller inputs
  • passing a percentage scalar to the drive functions

Tank Drive Option

Create a member function of ArcadeDriveSubsystem that will do tank drive (yes yes, the names are going to be contradictory now.)

Integrate and Drive

Get controller into RobotContainer.*, integrate ArcadeDriveSubsystem class into RobotContainer and test on argobot.

  • Get input from xbox controller
  • Get ArcadeDriveSubsystem instance in RobotContainer
  • Add deadband to controller in, invert if necissary
  • Call drive from RobotContainer
  • Test on robot, debug.

Determine motor directions

Use the ArmUp and ArmDown binds, and see which way the arm moves. If directions are incorrect, add the line:
m_armMotor.SetInverted(InvertType::InvertMotorOutput); to the constructor of FaceSmasherSubsystem in FaceSmasherSubsystem.cpp This will cause the motor output to become inverted
Repeat this for:

  • Drivetrain
  • Effector

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