The Overhaul 2018 Design and Build Series, Part 2: Where Everything Gets Easier

Hey! There’s a robot-related TV show premiering on May 11th you might be interested in. There are robots on it, and they do stuff. They might even tell you about how the robots were made or about who made them! I might even be on it occasionally (But for sure not the first episode: The new format of the show was filmed in fairly cleanly episode-divided chunks, and I’m not quite at liberty to say which episode(s) Overhaul stars in)

Guess what? It’s finally after BattleBots. This means my life has finally returned to roughly normal (whatever that…. is), and most importantly, I can actually finish these damn build reports. Remember back in the day when this site was more hardcore, where I posted basically daily about what I made that day? It turns out “real life” is a class you can’t skip too many times a week. Build everything in college and ditch your classes, kids! I mean, uhh, be a responsible young adult and remain engaged in your education. Yeah. That’s the right message to send! Something something public facing role model…

We return to the design stage of Overhaul by picking up after the most imperative task – redoing the steel frontal parts of the bot – was finished. In fact, I left this post half-finished before I dove into making sure everything was done and had spares, etc.

Everything else honestly seemed easy by comparison, because I already determined what was going on with the other aspects of the bot beforehand, and it really only needed to be pounded through. The next two priorities after the new forks and clamp actuator were to finish designing the drive wheels so I could immediately start 3D printing cores and molds for production, and retrofitting the bot with Brushless Rages.

 

The wheel technology I wanted to use on the bot was pretty well developed by prototyping it with Überclocker last year for the Franklin and Motorama events. I essentially just scaled it up and kept the “scooter wheel” style molding features.

 

Something cool you can do with 3D printing easily is make fully interior voids that have no opening to the outside world. I didn’t want to waste material and time by printing a huge wheel which is mostly hollow anyway, and wanted more material perimeters near the highly-stressed hub area. But a fully spoked design would have been extra fragile in my mind.

Solution? I enclosed the spokes with endcaps that have 45-degree chamfered lead-ins so it can print without support. This way, I get the concentrated materal perimeter in the center and the outer regions, as well as two relatively solid endcaps. You can’t see these from the outside at all – they look like blank wheels.

The molds are constructed the exact same as Überclocker’s, too. I’m hurrying on the wheels first because I wanted to test the viability of the “twist to unlock” demolding strategy that I piloted with the smaller wheels. As you can see, I designed in giant wrench flats (or perhaps vising flats) so I can hold the mold in something. Up until this point, I was completely unsure if twist-to-unlock was even going to begin to work!

Parametric generation made designing the 3″ front wheels super easy! To really do parametric modeling well, you have to pay a lot of attention to the order that your features were made in. I’ve practiced using parametric-CAD for its actual parametric properties more in the past few years with consulting jobs, and Überclocker’s wheels were the first multi-variant parametric part of this complexity I’ve done and had gotten it to generate correctly on the first try. I haven’t even dared touch fully parametric assemblies.

The parameters were essentially related to wheel diameter/feature thicknesses, number of thru-slots, and suppression of the interior spokes of the larger one.

(Useful side note – the continuation of that article series about horizontal modeling is something that experienced CAD users all do subconsciously. I learned it the hard way through many of my models exploding, and watching friends with bad CAD habits having entire assemblies made of parts that are exploding. If you look back through how I generate Overhaul’s relatively complex wedge facets, that’s probably the best example I have visible of horizontal modeling concepts)

I imported the wheel assemblies and also added new 12-tooth drive sprockets. I’ve described many times how Overhaul was very under-geared with a design top speed of 18-19mph and could not use nearly all of its velocity space in the arena, coupled with limited traction (hopefully less an issue this time). My experiences with Clocker at Motorama with its new 10mph top speed showed that it felt a lot less squirrely and linear to drive despite not having the best traction.

Going to 12-tooth motor sprockets from the 15 tooth ones would bring that down to 14mph, which was historically a “sweet spot” speed for the 48ft BattleBox.

The liftgear remains pretty much the exact same as last time, but the gearboxes are now the BaneBots BB220 series. I got to test drive these in some of my recent consulting projects after talking with BaneBots post-Season 2. The problem with the P80s was the Double-D coupling inside starting to round off under high-torque loads. The BB220 shares a gear pitch with the P80s, so all my spare purchased gearsets are still useable, but have output stage carriers that are twice as thick and connected using a 12mm hex bore and not a 10mm DD.

I only had to design a different mounting plate to adapt these – the ratios are otherwise the same. BaneBots only sells 4:1 stages for this gearbox right now, but with the ring gear being the same gear pitch and tooth counts as the P80, you COULD fiddle a 3:1 stage anywhere but the output.

Next item on my agenda was the “Anti-Cobalting System” for the outer frame rails. I stewed pretty hard on how to implement these. The ideal solution would have been to box off the top and bottom of the rails with an intermediate tying member, or try to do it Clocker style with a thicker single spanning piece.

Problem is, there is a lot going on in that area – on one side, all the liftgear intermediate bearings are built into the frame rail, and the front drive chain also snakes around there. There’s also not much space to attach an upper brace plate on the inside frame rails without making it fully service-dependent on removing the arm towers (and hence the top half of the bot) for any kind of access to the drivetrain from the top.

I didn’t want to sacrifice that serviceability, and I was also much LESS concerned about “Cobalting” the rails save for a direct side hit because of DETHPLOW now tying both sides together with wubbie isolation. So the ACS became a single bridge plate which spanned the entire unsupported length between the center and front axles. I decided to make it from left over 4mm titanium stitched in through its entire length by 1/4-20 Grade 8 screws.

In a realistic direct hit to the frame side, that plate is still going to buckle and likely pop a few screws. Generally though, it takes transferring a relatively minusule amount of energy to the inner frame rail to prevent buckling. If I had more material and time, I would actually have made an entire width-of-bot bridging piece to act as a huge gusset for this whole area.

But I don’t! So here we are.

That’s actually….. it. There’s not much else going on in this bot which is substantially different this year. Electrically, though, it’s a different story. I decided to drastically refactor and simplify the electrical deck. Last season’s mantra was designing the E-deck and battery as two modules which are replaced wholesale in event of failure, then we figure out what’s wrong with the broken one later.

I really consider that system over-engineered now, and especially with DETHPLOW mode, I needed a lot of that weight back first. With the ESC choice being standardized, there wasn’t a need to make a whole rack of them removable at a time.

I also thought about the number of times I swapped a battery out to charge it and replaced it with a freshly charged one: 0

Every lithium battery worth using in a robot nowadays can charge at 2-5C rates. That means a full charge in 30 minutes or less, and matches at BattleBots will not occur that quickly. Overhaul is also not a bot which is so strenous on batteries that it will roll through an entire charge in one match – Overhaul 1 took up about half of is battery nominal capacity, and OH2 was even worse at like 1/3rd per match.

Therefore, I settled for keeping the Brushless Rages on a single plate accessible from the top for individual removal if needed, and batteries considered now non-removable and better armored within the bot.

So here’s what’s going on! My HobbyKing sponsorship was renewed around now, and they finally had the high C-rating Graphene packs in stock and ready to fire (heh) over to me. I was interested in these last season, but they had been very recently introduced then and the larger sizes were not yet in production.

I am not going to harp on the potential upsides and/or downsides of graphene battery marketing (bad sponsoree…. bad!), but 65C lipos are 65C lipos. Technically Overhaul would be just fine running 2 of them, but I had space for all 4.

The batteries form a single layer in the bot instead of being double-stacked near the back now.

A little hole-patterning later, and the new e-deck unit is basically done. The whole assembly is now wubbie-suspended within the bot, with the batteries (in real life) double-sided taped together into a brick and then sandwiched between the aluminum plate and a lower either-metal-or-Garolite plate, depending on available weight.

This is the assembly by itself. I found some space to squeeze in the 7th Brushless Rage to handle the clamp drive. This whole stack is around 3.5″ tall, so it leaves about 1/2 of air gap between the top plate and my ESCs. That miiiiiiiiiiiiiight be enough?

Seen in faint outline in the e-deck installation photo is a new top plate. I decided to do away with all the fancy cutouts and vents since the ESCs have a giant heat sink for a home. It will exist in two versions – a titanium 4mm one for DETHPLOW mode which trades about 3 pounds I can use, and one made of 4mm AR400/500 steel that weighs more for wedge fight mode (which is looking more and more like it’ll need ballasting)

Finally, the completing modification….. is moving the master switches to somewhere else that isn’t directly accessible on the top of the bot by wayward hammers. Hey, if someone reaches all the way back there (last season), we’re fucked anyway, right? Well guess what – someone did reach all the way there, and we were fucked.

The new location is accessible with the same tool, and with the activator still standing off to the side. The switches face 45-degrees upward directly under the arm tubes and sunk into the frame rail cubby – formerly occupied by Overhaul’s well-meaning but ineffective server fan exhaust port.

So here we go! The two master configurations for Overhaul this time:

General purpose match mode -wedge fights and vertical type weapons alike get the long arms and Limited Liability wedges, with exact positioning depending on who. The heavy top plate is in play. The configuration weight here is 230 pounds only, so I have a lot of wiggle room for silly accessories, minibots, and customized countermeasures.

The anti-KE DETHPLOW mode is specifically for horizontal bar and disc spinners. This mode is actually questionable against higher-hitting bar weapons like Icewave, but I’ve also not had to face such a thing yet, so hell if I know what happens!

And that’s it! The fabrication of everything obviously had to move quickly, so the build reports for Overhaul this year will be a little short. Stay tuned!

The Overhaul 2018 Design & Build Series, Part 1: Because of The Implications

Here we go! This post is all about design and redesign. What I’ve decided to do is instead of making a master post of all of Overhaul’s problems and issues I wanted to address, I’ll just stream it as I go. This stems from sitting down to write such a post and then realizing that okay, I actually have a problem with damn near everything. I was 2000 words in and hadn’t even gotten out of the discussion of shortcomings.

One of the most important things you can learn as an engineer is proper project scoping, whether your own or on a team with others, and how to spot and pre-empt scope creep. Well if that’s the case, I just watched my oscilloscope grow legs and bail out of a window, which is a shame, since it cost a lot of money.

Yeah, there’s 1001 things I want to change about Overhaul, but I obviously don’t have the time-money product factor to make it all happen. So I whittled the list down to some of the topics I covered previously, as well as new ones that came about from observing Motorama.

There were both easy to execute changes such as simple part replacements, and also more involved design…… overhauls….. which needed my attention more from the start.

The easy stuff included

  • Higher gearing for less top speed and more control over its own inertia, experimeted on with Clocker.
  • Getting rid of the “rocker” drive configuration by using a smaller center wheel – I want all 6 wheels on the ground at all times if I can manage it, especially with the added torque of a higher gear ratio.

More difficult and needing frame mods and new subassemblies, we have

  • Moving to all Brushless Rages for controllers! This basically meant throwing out the whole electrical deck, which I felt was too over-engineered for Season 2 anyway with its full polycarbonate enclosure.
  • Changing the lift gearboxes to the BaneBots BB220 line, which I had used in a few consulting projects between 2016 and now and which was better suited for high-torque loads. Luckily, this is easy since they are the same physical size.
  • Designing up a bracing system for the frame rails where they are current unsupported between the center and front wheels
  • As seen previously on the first design post, moving to the new actuator design which is more compact and should be much more durable.

And finally, what needed comprehensive redesign:

  • A new clamp body (the Overhaul anteater-dolphin-horsecatbearpig-raptor head) to accommodate the new actuator design
  • Changing the arm and lift hub such that the arms are universal, not mirrored weldments. This wasn’t a problem during Season 2 so much as I wanted to maximize the swappability of parts – if I had to replace a left arm twice, I’d be out of those but not Rights. If the arms were simple flat weldments, they could stand in for each other.
  • Changing the armored wedge design to be more effective – and since Motorama, optimizing for a wedge-fight mode versus a spinner-mode
  • For the latter spinner fight mode, going to a full front-spanning plow arrangement.

Since I was already starting off on the actuator, I decided to move onto the next most logical place first, which is the things that actuator mounts to. When you’re doing almost completely freeform design, you have to anchor it some place. When I taught the EV design class, I called it “grounding” the design – basically, you have to start somewhere, so just pick one and come back to it later as the design evolves.

I had a few concepts sketched for the new lift hub. It basically had to be compatible with the existing arm and gear bolt pattern and be the correct width, so actually designing it was a matter of picking a fastening method which made sense and trying to get it lighter. By “making sense” I meant moving away from the engine head studs holding the previous setup together, one which I no longer favored.

Basically, the longer the threaded stud, the more you have to torque it down for overall rigidity in the things being fastened. I also couldn’t locate an easy source of replacement studs in a higher strength grade than approximately Gr. 5 in the 2 different lengths needed, whereas I could easily find very high strength bolts. Recall that the arms had to be flat now as a design goal, so the whole lift hub is wider anyway, so the bolts may be rather short (well, 3″ and 4″ versus 6-7″ of stud length)

So I made the decision to abandon modifying or adding spacers to the existing lift hub – more spacers, more places for preload loss – and make a whole new hub.

This is the object that resulted. It keeps the profile and spacings of the current hub, but becomes a steel tube weldment with threaded 3/8″ thick endcaps. The length of the barrels on each former arm is just added to the length of the hub, keeping the whole liftgear the same width.

Since I would most likely be the one welding all this up, I could add stupid shortcuts that real welders would probably shun me for.  That’s the reason for those weird little tabs on the bottom, so I can fixture the holes relative to each other easily!

After shadowing Overhaul 2’s principal welder Skunkadelia , and having done more welding in general for work related projects, I’m now more confident enough having picked up my welding skills again to design around it more. I used to despise welding, and still kind of do, but hey, somehow this robot is 50% welded steel shapes so I might as well learn to maintain it.

I kept mulling over the arm design as I decided to whip up a temporary Überclocker-esque wedge shape. Notice the lack of side-wubbie engagement at this point? I was thinking I could get away without them, but Motorama showed me quickly they were probably necessary – as many wubbies on deck as possible.

I included the sidebar in this screenshot to show the process of generating the surfaces and planes needed to define the completely-lacking-in-perpendicular-features wedges.

Adding the backstop plate in a similar fashion to what I was planning for Clocker. After raw sketch lines, I generate surfaces using the sketch profiles.

I then use a Thicken operation on each surface in turn to make them into solid “plates”. At this point, there’s no joinery, because I was just interested in pounding out the shape.

In continuing the “nearly a visual mockup” theme, I then moved onto the fork arms themselves. I decided to dispense with the “tube skeleton and welded plates” method for not really being beneficial over just being made of plate weldments. The tube cuts were always less precise than the waterjet- and laser-cut plates anyway, and part of the reason Overhaul 2 was missing the inter-fork bracing standoffs Clocker had was because none of the holes ended up lining up.

I also committed to having all of the new steel parts made of commonly-found 1/4″, 3/8″, and 1/2″ steel plate. High strength steels like AR400 are far harder to find in thicknesses thinner than that. I had a lead on 3/16″ material fine, but sourcing the 4mm plate last season for the fork and clamp sides was an adventure. Very few steel companies list it as a product, because who needs a 1/8″ thick dumptruck body or mining shovel? It also gave me the option of making things from normie steel (mild/hot and cold roll low carbon) to just use geometry over sheer material strength as a design rule.

 

 

The forkss are now fully made from interleaved plates. Here I’m playing “connect the dots” with tube bosses and gusset plates. I made this plate adaptive so I could still change the  sizes slightly and not have to manually regenerate it.

Here is where I decided to make the forks from plain mild steel. I had the opportunity and supply chain to use AR steel for them as well, but decided against it. Essentially, if the forks were very rigid, they had the potential to easily wreck everything upstream (the lift shaft and hub, the towers, etc.) if somethng hit them directly. With a few geometry changes, I could get the forks to be rigid enough to take the potential downward force from the clamp.

Again, with the basic shape of things established, I went onto the next piece.

I started thinking about “Limited Liability wedges” for Overhaul about the same time as when I cooked up the idea for Clocker. Overhaul’s front is a slightly different shape than Clocker. The chamfer that forms the sloping face is smaller and so the frame rails of the bot extend further forward.

This means there was only so much liability I could limit if I kept the tall rubber wubbies, since by design, they kept the old style wedges flush with the forks. While I probably could have hard-mounted them to keep everything low-profile, I wanted to keep that level of shock isolation and break-away behavior provided by the wubbies in case an attack on  a vertical weapon goes wrong.

I therefore switched the design to a shorter wubbie style , which through the angle of the sloped front, set the ‘intersection line’ of the slope with the ground back a good 3 inches or so. This finally let me have enough fork prominence to make it worthwhile.

Above is the quickly thought up revision 1 of the design, which was basically “make slope piece, add pokey thing”. The idea was fine, but obviously that pokey wasn’t going to last long as a piece single-supported from a plate.

I extended the slope and front vertical pieces off the edge and extended the “pokey thing” as a gusset piece. Now this looks better topologically.

With basically all the elements of the bot that I wanted to redesign in place, I mirrored things and imported the Season 2 clamp to get a first visual.

ADD SAW TEETH AND SPIKES AND HOOKS TO MAKE IT EDGIER

This let me have a sense of which components needed to be bumped and shifted. Overall, the forks are 1″ longer than they were in Season 2. I wanted more prominence in general in order to attack with them first. These wedges are there only to help stablize the bot in most lift instances.

My goal for the clamp profile was to shift it forward more and also make it a little lower profile. Overhaul’s Season 2 clamp design was almost exclusively to house the huge actuator, and it actually looked a little ungainly to me. Plus, the taller the clamp, the more likely it is to get stuck sideways (which the ears are actually placed to prevent).

I simply exported a copy of the clamp profile and ripped most of the features out of it, including the awkward bump of motor-saving.  The hole positions shifted around a lot with the geometry changes, of course, so they had to come and go as I needed them.

After a few tries, I found a near perfect alignment of holes that actually let me mount the actuator in a position I long wrote off – with the motor pointed forwards. This configuration was modified slightly to adjust the motor spacing. It allowed the use of a very short leadscrew to achieve the range of motion desired, so I was much less concerned now about leadscrew rigidity.

Now with 100% more ear. I re-imported and adjusted the ear model, keeping it as a folded single piece. The plan was still to make the clamp sides from 4mm AR steel. I also added an alignment tab for welding. This was the extent of the work I did before Motorama.

One of the first things I did after Motorama was go back and edit the heavy anti-spinner wedges. Clocker doesn’t have the two front wubbies, nor the two sides, and I became even more convinced that Overhaul’s triple-plane constraint was a good design choice. Future Überclocker will have a more design-true layout rather than being a cartoony model.

I made a multi-faceted edge that was just a flat plate where the side wubbies are mounted. Recall that Overhaul’s season 2 wedge pods had fully angled sides, and I had an interior gusset piece which mounted to the side wubbies. I decided to flatten this area out in order to give even less things to grab onto – the prominent gusseted back edge was pretty much an invitation to getting the whole thing ripped off forwards if I miss an approach. Reinforcement of the area would be taken care of by a cross piece (green outline near the front wubbies) and a flat lower gusset.

This was the result. I rather like it – it adds to the new edgier aesthetic of the bot and is much lower profile and less bulky looking than the Season 2 wedges. The 2nd-angle transition to the pointed backstop plates is also much sharper, hopefully adding a stronge upward vector to someone’s deflected shot.

At this point I started becoming weight-paranoid, and so I just rage-added every remaining major part of the bot I could think of. What’s not shown is a pattern of several dozen (if not over a hundred) socket cap screws that make up the frame hardware.

There was also beginning to be a large weight difference on the order of 7-8 pounds between the heavy anti-KE configuration and the lighter wedge-match and vertical weapons configuration. I was just going to let this play out, since I could always add some kind of ballast if needed or make a smarmy lawn-care attachment to fight Hypershock with, but I wanted to leave a healthy margin for the improtant parts.

Notice something about the pointy wedges? I swapped their sides on the bot design! This obviously also works in real life, and is partly the reason I chose the design I did. I could even go in lopsided if I mounted two left or two right ones. An “arms close” configuration like this is that I would imagine doing for a fight against another lifter/flipper, whereas forks apart are what I would take on vertical weapons with since I can try to make close flanking passes and try to get under one of their corners.

Finally, we get to the crux of my Motorama ruminations.

I pulled the CAD back up one day afterwards and went alright, that’s it… this is happening and I will make weight for it no matter what

Basically I took the existing heavy wedge design just completed and bridged the two halves with a single U-shaped front plate. Reinforcing features have not yet been added underneath, but they will be.

This added about 8lb to the front – a little less worse than I thought, really, and that was without selective weight reduction cutouts. I like this already.

As I said from my Motorama conclusion posts, having a full-span front wedge probably could have turned my tournament around. On Overhaul, it is also wubbie-supported in all 3 coordinate planes in both compression and tension as opposed to just a flat plane of wubbies. It would take a lot of me fucking up in order to lose this thing in battle. The team started nicknaming it the “dethplow”, so Dethplow it is.

The plow also allows me to address another Motorama quibble, which was having to back up and attempt to bring the fork down. I made another configuration which I termed “T-rex arms” since they are half the length of the full length forks.

They fit fully behind the plow when stowed, but if I have someone trapped, I no longer have to back up, but can clamp and lift as normal.

rawr i am oversaur-cathorsedolphin-shark…..bearpig

The clamped-opponent orientation does change a little since the tooth now has significant overbite, but whatever – spinner matches are a matter of survival, not looking good.

I tabbed everything together and added five longitudinal gussets and one transverse rail to brace up the front and underside. The total weight of the dethplow is around 30 pounds!

Next up on how to CAD an Overhaul: Moving through the other systems making the revisions I wanted to do.