The Overhaul of the Future Begins Now: Überclocker 5.0 (Also, Welcome Back to Robots)

After season 2, I had a whole list of changes I wanted to make and “design regrets” …that I wanted to address.

Really, I… see #season3 as a chance to do Season 2 “correctly”, addressing things that didn’t go the way we want or designs that could have been done better.

And frankly, anybody trying to build from scratch for the season now is either a dumbass or more of a man than I…

-me, some time in 2018

 

AAAAAAAAAAAAAAHHHHHHHHHHHHH

Those words have come back to haunt me.  Great! That’s totally never happened before, right? 

Okay, okay. No more vans, I promise – not for a while, as the Cold Brutal Winter of I Hate New England Weather has fully settled in. Here we are, on the cusp of another potential (#NextWeek) BattleBots season. I still owe the world a “event report” and summary for BattleBots Season 4/2019, which I went to anyway and set up in the pits as a Ragebridge dealer.  While I obviously didn’t bring Overhaul nor was involved in any of the matches, I did get up to a lot of Learnin’ and Talkin’ to with everybody there, as well as some incidental brushless motor troubleshooting. I tell you what, kids: brushless motors are a mistake.

My takeaway from the whole two weeks of hanging out with everyone, watching all the matches, and being in the pits acting sporadically helpful or like a nuisance? The metagame has moved on, and Overhaul has to move on with it. Consider this post really a recap of all of the off-season work since then, up until a few weeks ago which I’ll cover more in detail as this post series grows. Sit down, because it’s gonna be long and filled with Philosoraptor Charles Mangst!

The Exposition

Coming out of Season 3 in 2018, I was actually very satisfied with the bot mechanically. Here’s what that entails:

  • The Fantastic Combination Gearnut and packaging of the clamp actuator was greatly improved over the Season 2 ball screw design, and it worked swell the entire time. This part – and really the entire updated clamp arm for S3 – is probably going to make a straight unedited return.
  • The frame brace that was added to the intersection between the outer rails and the front crossing bulkhead greatly increased the rigidity of that area, to the point where there’s no visible deflection even after getting thrown around by Witch Doctor and Warhawk.  To be fair, OH got some reasonably softball matches that season, and I’d love to see just how it would have done in another old-Cobalt style hit. But it truly was a hack to try and patch a deficiency in the original design.
  • I was super into the redesign of the main lift hub, which was really my first on-purpose designed hollow weldment with attachment features. It  had a larger radius of engagement (bolt circle) with the lower forks, and enabled the forks themselves to be a single design instead of having 2 mirrored configurations.
  • The cast wheels and drivetrain proved also reasonable in service. The front wheels ended up being a little too fragile and had to be replaced almost every match, but I didn’t have any SET SCREW PROBLEMS this time at least. In all, even during Season 2, the drivetrain of the bot hasn’t been a source of mechanical headache – remember in S2 I drove the entire 3 minutes, even if underwhelmingly, against Beta, and this time around barring fire issues Overhaul was in pretty constant motion the entire time.

So in summary? I did get to do “Season 2 correctly” in that limited sense. But obviously, the whole bot catching on fire issue was…. suboptimal, among other emerging and now very salient problems.

The Conflict

So did I REALLY “do Season 3 correctly” either?

Brushless Rage was tested on the bench under some simulated use cases including throwing big hub motors around. But what I wasn’t able to make time for was actually putting the system in the bots, including Sadbot, and then driving it around enough to discover the transients that would ultimately cost it matches. The development of Brushless Rage took some of 2016 and 2017 while first I was kept busy at the (then) new shop space doing consulting work, and then the startup itself ramped up significantly closer to the back half of 2017 and going into 2018. 6-FET Brushless Rage has, by now, proven itself to be rock solid in the lighter weight classes, but I could not test 12-FET to discover its limits effectively.

Not that I’m blaming it exclusively, mind you: a few other bots including Brutus and Predator actually ran it fine for multiple matches during the season. Instead, in light of some new testing performed recently with Sadbot and Overhaul itself, which I’ll discuss here in the near future, I’m rather convinced that the interaction between Overhaul’s split drive motors (i.e. two ganged motors per side) was what led to my FIERY DEATH! problems.

Here’s what is going on in the Overhaul 2.x drivetrain. I have two 63mm brushless SK3 motors per side, each going into a Banebots P80 gearbox that’s a single stage 4:1, and the outputs joined by a short chain.

Seems legit, right? The problem is, if you hold one motor still, you can just about rotate the other motor a half or even 3/4 of a turn before the slop (made of two 4:1 derp-tier gearboxes and a kind of loose chain) is taken up and you actually “feel” the other motor.

The problem comes when direction changes and stops occur. No ESC is ever perfectly timed, and no R/C pulsewidth is noise-free. Nor can you guarantee the motor stops in a useful position to quickly push the other way.  Therefore, the chances are high that in stopping and direction changes, one motor acts first – and promptly runs into the other, possibly desynchronizing with the ESC momentarily too. When this happens with a brushless setup, you usually get high surge currents for that instant. Add up enough of them and I can pretty easily see the Brushless Rages simply overcooking themselves in under 3 minutes.

It took driving Overhaul hard around the expanses of the new shop which the company moved to only this past March, with the lid off, before I was able to witness this in action: some times, one motor will just start before the other on the same side. Before then, I’d never been up close to the bot as it was rapidly changing direction, turning, or stopping (…for good reason, I maintain). All because the old shop was too small and confined to safely do it, and the lack of ground level access and dismal state of the parking lot anyway meant the psychological need wasn’t there. It “drove fine” in the limited context of the shop floor, so I hoped for the best.

The original premise of this design was to load-share the 6374 motors, which definitely have adequate power output ability to drive a heavyweight around on only two, but which do not have nearly the thermal mass needed. Work done is still work, and the same amount of energy heating up a smaller mass makes it much hotter.

But in retrospect – and only can I really say in retrospect now because others have done it as an offshoot or variation on this design – the way to do it would have been to gang the motors together themselves, instead of through gearboxes. The Robot Wars entry Magnetar (and Pulsar) built by contemporary Brushless Hipster Ellis in the UK illustrates this: two 63mm brushless motors are ganged onto a single bull gear directly. There’s minimal slop between the two, virtually eliminating the chance of the motors contesting each other.

I’m not gonna write the OH2.x design off as “too complicated” – really, the mechanicals of the thing never gave us any problems in the pits. It was designed to allow quick disassembly of the frame rails and replacement of wheels, and it fulfilled that role well. We never had spontaneous chain-falling-off or wheel-jams-up issues like so many bots did (…minus #SetscrewGhazi). What I chalk it up to be is a 2nd-order phenomenon (slop between motors) that interacted very poorly with the control architecture (dumb R/C-style sensorless commutation) and whose cumulative effects (overheating and failure of one or both controllers) were not discovered due to lack of stress testing.

And I stuck with it for 2 BattleBots seasons – one because I didn’t know better at the time, and the next because I didn’t really have the time to deep-dive into these assumptions. As for why Overhaul didn’t catch fire during the regular Season 2 matches? Well, remember the 3-way “MIT Rumble” at the end. It did consume one of the dLux ESCs, and it was a match where I was much more involved in pushing and shoving and trying to flip Road Rash back over. In the Cobalt match, #SetScrewGhazi ended the match early. And I spent most of the Beta match running away from it!

I don’t know how much it all mattered in the end anyway, because the fact of the matter is: I never liked how Overhaul 2.x drove. Not with Colsons, and not with the urethane cast wheels.

Here’s the plight I face. Everyone plays me up to be a “good driver” because of my historical wins and my usually more showy driving style. I’ve never been able to bring it to bear on the TV show. It hurts to watch OH2.x matches, and believe it, it was even worse physically being up there. Unlike Overhaul 1, and by derivation Sadbot, OH2.x seemed sluggish to respond to inputs despite being – or maybe BECAUSE OF being – overpowered drive horsepower wise. I never felt one able to put the power into the box floor. Missed charges, lost or parried pushing matches, and just plain to-the-audience questionable maneuvering were all symptoms. Like just go back and watch Overhaul 1 and Bite Force 1 again. I live for driving matches like that, and OH2.x has not been able to follow through.

Remember the Sadbot driving video I linked above? The difference between doing that with Sadbot and trying to do it with Overhaul 2.x is, at all moments in that video I felt like I was in full control of Sadbot. With Overhaul, similar attempts this year felt stiffer, and the bot was less able to effect turns predictably – even after all of my arena time with it, on a bare polished concrete warehouse floor, I found myself going “Wow, this thing drives like garbage”.


If I actually ran this match, I’m fairly positive in Sadbot being able to win 100% of the time.

 

Part of it is geometry. Overhaul 2.x has a square drivetrain layout, where Overhaul 1 rested mostly on its front 2 wheels with a wheel arrangement that is much wider (track) than long (wheelbase).  Sadbot, using the same drive system but with a very central weight bias, handles even better. A slightly oversquare (wider than long) drive will be more favorable to quick turns and controllable slides, whereas a longer-than-wide setup is going to favor a more point-and-shoot driving approach where you tend to separate turning and forward-backward driving into more discrete events.

The other part of it, as we mused over in the pits at Season 4, is just sheer contact area. Academically speaking, no robot should ever have a traction advantage over the other except as a function of wheel compound softness. Because hey, Fₜ = μFₙ right? That’s how it’s presented math-wise in robot land, and is how must physics students learn about friction. And if both bots weigh 250 pounds, the vernacular rule of thumb always goes “softer tires win because the same weight will press downwards no matter how much contact patch there is”. Go ahead – ask a question on any robot builder group if treaded wheels are “better” than slick wheels.

What I think the basic theoretical treatment misses on is how dynamic forces from robot motion, wheel compliance, and weight shifting affect both contact patch and resultant available friction force. Think of it this way: A small and relatively stiff wheel like a Colson will never really change its contact properties with the arena floor no matter what angle you mash it into the floor at. It’s going to be tiny relative to the total wheel circumferential area, and vaguely parabolic or elliptical-looking.

However, a big go-kart tire, despite being made from a “harder” rubber compound, is designed to deflect and comply with the ground. A solid foam tire might be somewhere in the middle, offering more stiffness except when you really are putting power into it, deforming the foam carcass. What it means on a high level is that the contact properties with the floor exhibit a very wide variation with the potential for simply more favorable solutions to transmitting the total available drive power of a bot to the ground. I can’t really substantiate this without writing an entire thesis on it, but a gaggle of robot nerds petting each others’ confirmation bias is at least 80% as reliable!

In other words, what a few of us pretty much concluded from the mutual chin-cupping and nodding of this season was that if you wanted a quick yet maneuverable bot, you pretty much had no choice but to use acres and acres of tires. Compliant, bouncy tires, of almost any compound and material. The most stupendously driving bots in the game – designs like Stinger/Sewer Snake, Hypershock, Free Shipping, Sawblaze, etc. all just have obnoxious amount of wheel – go look at their official bot photos.

Too much wheel for me, historically speaking. I grew up on the romance of graceful, low profile bots like the original Biohazard, and this has carried over in some way for almost all of my robot bloodlines. Even Overhaul 2.0 was, in a way, a romantic testament to the low-slung billet-machined box.  Take the top half of Overhaul off, and it’s just as nice looking as a flat lifter-box style of bot from the Classic Days. In fact, at one point, I was going to run “just the bottom” as a Middleweight at RoboGames.

That preference, I realized, also comes back to bite me when it comes to driveability. Small, rigid wheels are better suited for the point-and-shoot bots because their inflexibility also means their regime of best tractive performance is more limited.  My general feeling is that the custom cast urethane wheels with tread lines made OH2.x traction more linear and predictable, due to being able to clear box floor debris, but not necessarily any greater in magnitude. It was, at least, consistently bad to drive and I felt like I was able to somewhat work against it – but put me in a match where the opponent had Acres of Tire such as Sawblaze and even Witch Doctor at the end of Season 3, and the difference became stark.

In short, the 6 rigid and small wheels of Overhaul 2.x were not conducive to it handling predictably due to so many points of contact on a varying floor, and just not having the deformable contact patch to really transmit the power of the drivetrain into the ground, at least without overcoming the material’s own shear strength.

There was one final trend that bugged me to see in Overhaul 2.x that stemmed from its last 2 matches with Witch Doctor and Warhawk.

Even if I can self-right, the ability to get away quickly to do that somewhere else is absolutely critical.

Yes, Overhaul can self-right. It can even do so pretty quickly, but some times the bot needs a second or two to settle into the position, especially if the clamp is all the way extended. The ears actually help with this explicitly; on Overhaul 1 they were 100% critical to self-righting at all.

But, that second  will kill you because Bite Force can get the good ol’ one-two hit in. That’s the nice thing about little vertical spinners – you can just keep pointing yourself at the opponent and expect results. Again, look at the most legendary driving bots of today: they can drive in almost any position, even if not on all wheels, at least enough to get themselves out of a sticky situation. Overhaul 2.x can’t do that, and not even Overhaul 1 or Sadbot can.

In the end, if I wanted Overhaul to drive like Hypershock, so like Hypershock it must appear. I was going to have to dispsense with the romance of Biohazards Past and focus the bot’s geometry on being able to drive. I know, now, that it can grab and lift just fine. But no amount of high-performance grabby-lifty will win matches if you can’t feed the opponent in.

Personally, I wouldn’t be convinced at this point that I “do a season correctly” until Overhaul just gets out-robotted consistently. Losing repeatedly due to random mechanical and electrical bugs is just sloppy.

The Dénouement

As OPERATION RESTORING BROWN was ongoing, a lot of these newly updated design requirements were stirring in my mind. It’s what I was actually doing while brainlessly covering myself in “van powder”.  I wanted to get a new Überclocker (/30haul) together for Dragon Con, but let’s be real, van is already too much of a project anyway. The next best thing to aim for was NERC Franklin Institute in October, or the Orlando Maker Faire “Robot Ruckus” in early November after I get back from Dragon Con.

Basically, while I was destroying my brain cells painting the van cab, I was using the remaining few I had left to formulate what I wanted out of Überclocker v5 as a Robot Reynolds Number test model for Overhaul 3.

  • As I mentioned, the lift and clamp arrangement was going to remain unchanged. This goes for Clocker too – even V4 (with Overhaul 2.0’s general appearance) managed to get off some great throws, and I was familiar with the design needs of the leadscrew drive clamp and gear-drive forks.
  • It needed comically large wheels for its size. Mentally, I figured Overhaul was going to use a go-kart tire or foam-filled utility tire in the 8 to 10 inch range, so it implied a 4 inch and up wheel.
  • However, and this is the important part – I needed the wheels to at least behave, on the 30lb scale, like what a foam filled or solid foam tire would behave at the 250lb scale: fairly bouncy and compliant. This actually ruled out a lot of wheel and tire choices. I could get the 4 inch BaneBots wheels again which Clocker v3 used to amazing effect, but they are fairly rigid. Same with Colsons. Custom-cast silicone or urethane wheels with a durometer of 30A or so might have given me that compliance, but from my experience casting soft urethane wheels for Clocker v4 at Franklin Institute, they were also going to shred and burn out very fast.
  • The design had to accommodate what I called “butt traction”. Overhaul, and by extension Clocker v4, can’t get tilted backwards more than about 25 to 30 degrees before all the wheels are off the ground. Even Clocker v3 has “butt traction” ability – see how the rear wheels extend past the rear frame members? This is suboptimal from an armoring perspective, since a spinner can pretty easily pinch your wheels off from the back. But a part of me wondered if that was okay as long as you saw it coming.
  • With all this changeup going to bigger wheels, the frame would need to be taller and denser than I’m used to – I tend to lay a lot of components out flat since the bot bases were always very wide.  I’d need to pay attention to the center of gravity of the bot and make sure it can even still grab and lift things.

While these thought for Clocker were ruminating, I was also doing a bit of lookahead – we in fact bought a good handful of bouncy 8-12″ wheels for PRODUCT DEVELOPMENT REASONS (no, like actually for the products) which were a convenient time to sample tire candidates for Overhaul itself.

In summary, by Dragon Con’s end, I had the following anchors dropped for Overhaul 3:

  • It must reduce the drivetrain complexity and ideally run with 1 motor per side instead of 2, such as the C80/100 motors we extensively used before, or their equivalent today.
  • It needed to have the choice (at the time) of either a brushless powertrain or a brushed one. Tests during the fall, and with Sadbot, were to help with this design fork in terms of priority.
  • It will return to 4 wheel drive instead of 6 (with two awkward small front wheels). The wheelbase should be made as long as possible to accommodate for center of gravity needs, but….
  • It will be a lot taller and more squat looking, more Overhaul 1 in appearance, to accommodate large compliant tires
  • It needs to have tractive ability from as many angles as possible – dead upside-down, angled up-side down, butt-traction, etc.

Well, that seems like an all-new bot to me, doesn’t it? I’d said before that I’ll run Overhaul 2.x into the ground first before building a new one. But I think to be realistic, I have no other choice – modifying everything to try and satisfy these needs didn’t seem remotely practical.  Ideally, I figured, I can keep costs down by greatly simplifying the chassis design, to move to a “somewhat modified barstock” method like Season  3 Brutus or a aluminum tube-and-shapes construction like Stinger or Whiplash.

Let the Design Games Begin!

 

The “insect” classes – 1lb and 3lb bots, have foamy model airplane wheels, generically called “Lite Flites”, for the bouncy one-piece wheel solution.  Heavy bots have solid/flat-free utility wheels, which in fact a few builders cheekily call “heavyweight Lite Flites”.

In the middle, though, I haven’t really seen any compliant wheel solutions, at least not uniform material ones. What I do know exist are “shooter wheels” for robot competitions like FRC and Vex.

So I went back to good ol’ Andymark and VEXPro and checked in on what their latest lineup for these products are, and what do you know – the mass commercialization of robot competitions (BACK IN MY DAY… -me) has really diversified the product lines. Now these squishy flexure tweel things are available in multiple durometers and materials and hub configurations!

I figured my solution would be somewhere in this realm, so I got a small sampling.

I rather liked the Vex straight-flex wheels. The Andymark design is overmolded rubber on a solid core, which I felt like was more of a potential failure point, so I went for these Vex Versahub compatible 4″ diameter ones. I got a few VersaHub components along with them to see how I could make integrated drive hub solutions.

In handling these wheels, I found out that they’re maybe just a little too compliant to run as single wheels, even in the 40A hardness. What happens is, they deform between the spokes fairly badly and begin rolling more like octagons. So at this point was when I had the idea of doubling them up – they’d better approximate the aspect ratio of a fat utility wheel or small go-kart wheel anyway, and would contribute even more to available contact area. #BotsGotDuallies is an idea that might also make it over to Overhaul itself.

One of my perennial FAQs when I taught mechanical design lectures/seminars was “Where do I even start?”. Good question – what’s the first CAD file made of an Airbus A380 anyway?

I usually told people my preference is just to make one of the small, well-defined subassemblies or parts first. You can always come back to any aspect of the design later, but “grounding” the design will help lock in variables and drive other placement and geometry needs. For me, it’s almost always the drivetrain of the bot and furthermore, almost always a wheel.

So there it is – I spent a few minutes staring at the Vex parts while thinking of easy ways to put them together. I ended up settling on using the Versahub sprocket on the “wrong side” of the hub itself so I can have a wheel on one side and a sprocket on the other. I think you’re supposed to use the Vex provided spacers with the sprocket on the projecting boss side.

This assembly is the kernel of the new 30haul drivetrain. The front hubs will be keyed to mate to a live driveshaft instead of being an idler, but the rear hubs will be bored out for bearing inserts for that role. Why this configuration instead of the multiple wheeled, indirect chain drive of Clockers past (or of Overhaul present)?  That’s influenced by another durability and “mobility in depth, at all costs” consideration to be explained.

I then started with dumping geometry haphazardly to think of some high level part placement needs. See the yellow square in the middle? That was an initial placement candidate for the main lift motor. It was a study in whether or not I could separate Overhaul fully into an upper and lower half. Right now, it’s basically there with the interface between the main lift gear and its pinion being where the bot can be “split” vertically when the arm towers are unbolted. Because I was anticipating the whole chassis becoming denser, I figured the lift motors might eventually make it upwards, especially with bigger drivetrain components possibly having to occupy where they roughly sit now.

As a sketching guide, I overlaid and mated the sketch into a dummy assembly and started organizing existing 30Haul parts into it.

One of the major improvements I wanted to make, as I mentioned, was greatly simplifying the frame design into something easier to construct on the inside, but keeping the bot’s visual identity on the outside. Unlike Overhaul 2.x or even the previous 30haul/Uberclocker which sought to imitate its topology, the frame of this new design is 5 major rails and a few plates/covers, ideally down from 14 parts.  All of these rails will simply be end-drilled and tapped – no fancy corner mating blocks (I’d favored the mating block/nutstrip approach back in the day when my fabrication means were much more limited).

Will the wheels be exposed? Absolutely. Is this a bad idea? Maybe a little. Here is where my “mobility in depth” plan is fully integrated.

I realized that the doubled up wheels could offer a defensive advantage. If they are mutually connected by “not much”, such as purposefully weak bolted connection or some shear pins and the like, then under normal driving they’d act as one wheel but the outer one will be very prone to shearing off once a big enough hit gets registered. For these Vex wheels, you’re supposed to bolt through them with spacers. I’m electing to use nylon standoffs to be threaded into from both ends – so the only connection between the inner and outer wheel is nylon. I got this idea from the HDPE side bumpers I installed on Overhaul in anticipation of the War Hawk and Witch Doctor matches – they’re designed to give me an extra life if it got broadsided, tearing off first and hopefully allowing a clean escape, which they did until I ran out of them of course.

The next element is why I have the front axle as a live, driven one. Overhaul 2.x has all “dead” axles – they add immense rigidity in the neighborhood of the axle connection. In Uberclockers of the past, I’ve then indirectly driven the wheel with another chain or serpentine chain setup (ooooh, instant single point of failure) or, as in the case of Überclocker Remix, through a gear. I’ve far more been a dead axle guy, is what I’m saying. The premise of this change is to have the dead, idler wheel in the back and the live driven wheel in the front. The rear wheel will be the most exposed and vulnerable, so it should not be the entry point of power into the system. The front wheel, in an ideal world, is going to be hiding behind the Overhaul-shaped wedge pods for one, and whatever else I put on the side of the bot.

I could make the front wheel technically also an idler and use an indirect chain or a gear drive. But the durability advantage I also want to confer is toleration of being bent. If the axle is bent and the wheel is wobbly, chances are another drive chain won’t stay on and a gear drive will no longer mesh correctly. But a live axle spinning in two self-aligning bearings may still stand a chance of both just transmitting wobbly wheel motion and hopefully, with the bearing constraints, prevent the bending motion from being propagated to the other side.

All of these combined inform the drive system placements for 30Haul. I decided to mount the wheels directly to the BaneBots P61 gearboxes here, for simplicity. For Overhaul, it’s likely going to be a double bearing system with an internal intermediate sprocket/gear stage if I can’t get a good direct motor placement.  I’d prefer to keep the motors as close to the rear of the bot as possible still anyway, for center of gravity and balance concerns.

In the most ideal worst case scenario (?????!) possible 30haul/Overhaul can take a direct broadside of some kind, get a wheel(s) pinched off and get flipped over, and I can skitter away with the remaining wheel on the other side (or be completely operable still with the “inner duallie” on the damaged side), self-right, and try to return the favor. That’s my story and I’m sticking to it.

 

First passes at generating frame rails are more or less complete – there would only be slight dimensional shifts from here.

Another major facet of Overhaul 1.0 inspiration that’s making it back into the design is the “wall of wubbies”. Overhaul 2.x was designed more like Überclocker since I obviously had that creative leverage, with the frame and drivetrain extending under the lift point where an opponent would be. Optimal, perhaps, for carrying, but it complicated the chassis and those front wheels were always a source of maintenance concern (since putting so much force through even smaller than usual wheels made them come apart or wear extremely fast).

If you recall from looking at Overhaul 1 in its early stages, it just has a big rail of rubber shock mounts on the front. This was definitely a compromise with the frame we already had put together, and they proved to be too bendy in operation once we really picked something up, like Bite Force.

Wubbies need to be spaced apart to approximate being used in tension and compression to be effective – they’re not very strong in either shear, or direct application of bending.  The idea was to give 30haul a “wall of wubs” of its own, but angled, numerous and in mutual contact, and with the outer ones arranged to mimic the ‘pontoons’ of Overhaul 1.

 

I’m testing the arrangement of the above-board lift motor placement here. While I like it, it had an unfortunate side effect of placing the motor directly in the path of the clamp arm. I’d have to sink the motor below the top plate level (making mounting more complicated again) to prevent this, or make some kind of U-turn drive to keep the motor package contact.

This is a manifestation of the robot part quantum principle that I’ve talked about some times. It’s harder to arrange parts in a smaller bot, because they are relatively so much bigger. A motor package not all that much bigger than this 42mm brushless setup plus a gearbox – my 63mm brushless motors into BB220 gearboxes – is used in a robot almost 10 times the mass and over twice as large in every dimension. Just the flexibility of having more volume to put things could be enough to mitigate design conflicts.

So I wasn’t really feeling this placement after a while. I’ll keep it in the back of my mind for Overhaul itself, though.

Therefore, the next stage of the design after a lot of rough geometries and placements were done is to push things around and see if I could get a more satisfactory solution. I moved the lift motor to a position rather close to under the lift gear. This allowed all 3 of the major motors to be in close proximity, which was nice, and it changed the forward bulkhead seen in the previous photo to a horizontal one that supports all the motors from below at once.

The downside? I had to shift the front wheels back to accommodate this position change, unless I wanted to implement the indirect-drive internal chain setup right away. Given that I was more interested in the bot as an exterior topology test, I didn’t want to add complications at this stage.

So I already knew 30Haul is going to have some center of gravity issues. I was fine with accepting this as an experiment to get a feel for how Overhaul 3 might drive (and Overhaul 1 DID drive – the placement of things is not all that different between it and this design!). It was clear the design would come in underweight anyhow, so worst case I’ll add a Shiny Metal Ass as a counterweight.

The next episode: Filling in more of the CAD details and executing my famous “Build it as I design it” strategy. I think the DoD calls it “Concurrency”. Say, how’s that aircraft carrier coming along?

Late Stage #PostmodernRobotics: Welcome to Your Waifu is Trash, the Robot Dumpster Fire

Now that there is an #BrandNewSentence.

Ladies and gentlehams, this is a Golden Dumpster.

It’s several things. First, it’s the prize if you win the Norwalk Havoc event held roughly monthly at the 50Day Makerspace in Norwalk, CT.

Second, it’s a repainted Dumpsty desktop dumpster. No, this is not a joke; someone’s real life job in a shop and assembly room somewhere is manufacturing tiny dumpsters for consumption by edgy postmodernists everywhere.

Third, it’s about to be digitized and turned into a robot for Dragon Con.

Yes, this is truly the state of combat robotics today. This is what we’ve become, when all of the Ampflow brushes have melted away and all of the poorly-restrained Li-poly batteries have vaporized, the essential oil of the Harbor Freight drill gearbox. Welcome to #PostmodernRobotics.

So alright, what’s the actual story here? This is starting to feel a little bit like Stance Stance Revolution or Colsonbot.

In a way, it kind of is in the vein of those two. They’re all supposed to take the super cereal sport and turn some element of it upside down for entertainment. As you know, I tend to complain about how overly tryhard the sport has become especially with folks getting into the sport only building spinners (or worse…. only operating the same spinner for the better part of a decade) and focusing on win counts at rigid tournaments. Not that I have a strong moral basis to stand on here, since I obviously had my own era of “tryharding”. But regardless, in the position I am, I might as well keep at injecting whimsy wherever I can!

This dumpster is actually Jamison’s – not mine. I only took Roll Cake to one Norwalk Havoc event for kicks (where it did disturbingly well in a rumble, more than I expected by far!). It was bequeathed to me while Sawblaze was in temporary storage at Big Chuck’s Auto Body – you can kind of see it peek out in the background of a few photos.

Basically, we both wanted to see an assbot made for Dragon Con. With the time horizon for rebuilding Überclocker/30-haul vanishing, I decided to punt on the project instead of rush it (see, I’ve learned SOMETHING about project and scope management) and focus on putting on a show for the convention.

Obviously it was going to be almost completely ineffective as an entry – that was kind of the point. It’s too small to put any really worthwhile drive power in, at least not without actual engineering effort, and the dumpster itself actually weighs close to 8 pounds – it’s not a plastic shell, it’s actually stamped and welded steel sheet (speaking of engineering effort for questionable ends…).

My “goals” (???) for this build condensed as I was buttoning up Vantruck lighting. It was going to have powered flipping lids actuated by servos, and an internal vape system to emit a lot of thick smoke. I was just going to drive it around the convention as a neutral political statement – you can project any insecurity you want upon it! It doesn’t mean anything and nothing matters! True #Postmodernism!

 

I made it a curiosity goal to see if I could get it to “self right” with a linkage that allowed the lid to extend far enough. Granted, it can only ever self-right from one face only, so how much would it really matter? Does anything actually matter?

After a couple of iterations, I found a good enough solution where a 120 degree servo travel was enough to get about 200 degrees of output travel. The linkage consisting of the servo crank arm, the lid, and the coupler link in between basically was almost toggling at both ends (very folded one way or another), but was much more squared up when the lid was vertical, or when it would have the apply the most force to “get up”.

I was going to need a hefty servo – probably a 1/4-scale size – to do this motion anyway, so I was browsing for candidates as this process was happening. The short turnaround time before I was leaving kind of mandated a Jeff Bezos Special, and I ended up just going with one of these generic “60 kg” servos. No, they don’t weigh 60 kilograms, but allegedly put out up to 60 kgf-cm of torque. Do they actually? Who knows?!

They come in 180 and 270 degree travel varieties for different applications, with the latter being more rare, so I constrained the design to use the 180 degree type only just in case I had to find a spare. Always be prepared to quickly service your miniature flaming dumpster?

I was going to keep the drivetrain simple, using some 25mm diameter Pololu gearmotors I’ve had since forever. The “25mm diameter gearmotor with a centered shaft” seems to be a very commoditized motor form factor, and many generics exist and are popular with beetleweight (3lb) builders. Pololu sells a “HP” line which uses a hotter-wound motor that pulls more power, whereas the common ones on eBay and Amazon are very tame.

The drive layout was going to be 4 individual modules, with 4WD. Instead of just slinging a robot frame under the dumpster (sorry, I can’t take myself seriously typing that), which would pretty much guarantee it tipping over all the time, I wanted to hide the drivetrain within the bottom by making flange-mounted modules that attach to cutouts.

The drive bits itself are just four machined aluminum hex hubs for 1.625″ Banebots wheels I had on hand – dating all the way back to #CandyPaintAndGoldTeeth (which is a bot that REALLY could use a reboot!), and the motors are clamped in place with a U-shaped block.

I made sure to add an external support bearing for the wheels, since these motors do not have all that much output shaft support; one of the ways they get broken easily in battle is just by applying too much force to a directly-coupled wheel. They really should get external support, even in beetleweights (some get away with it using very soft and foamy wheels like Lite Flites), and definitely in anything heavier.

Here’s what it’ll look like from the bottom. The wheels are basically pushed out as far as they can go into the corners for …. stability. Yeah, stability!

I made the rest of the linkages based off the skeleton sketch model. By this point, I actually got the “60kg” servo in house, so I measured up its stock arm and designed a linkage to be sunken into it (for maximum torque transfer if this thing really can push 60 kgf-cm, I didn’t want to just rely on 2 or 3 screws)

And here we have the more-or-less final design, minus a few electronics detailed which were mostly freelanced as the build progressed.  Let fabrication commence!

Making the cutouts in the bottom of the …. dumpster … was actually more strenuous than I thought. This thing is straight up made of 18 gauge steel all around. Thicker than most Mikuvan body panels, as terrifying as that sounds. I used a Dremel with an abrasive wheel to make the cuts, then used a 3D printed prototype of the motor module as a drilling template.

These components are 3D printed in Markforged Onyx, a part of this balanced breakfast. The wheel outer bearings are thin-section Inch bearings I got a long time ago for Roll Cake – they’re type R1212, 1/2″ bore 3/4″ OD and 5/32″ thick. I rather like them for doing little inch-centric quick projects, such as this one!

Four of the motor modules assembled together. This is a very formidable beetleweight drivetrain, all things considered.

I went just maybe a little nuts on engineering a flaming dumpster by making the servo linkages all use ball bearing pivots. Seriously?! Yes – when you build a complex bot like Roll Cake, you end up with a million little bearings you bought but don’t end up using, and can peruse through later.

These bearings are type SMF83 – 3mm bore, 6mm OD, and flanged. They’ll ride on 3mm shoulder screws (also left over from Roll Cake iterations). Ball bearing pivots reduce the friction of linkage joints by a good order of magnitude or more, and reduce slop since they don’t need to have inherently loose fits – for a linkage as edgily-designed on the verge of toggling as the lid, I figured it would be a nice touch.

There are a couple of little 3D printing tricks that I’d like to point out. They’re not too visible in these photos, so it’s easier to show a CAD screenshot:

Basically every part on this bot is printed at an angle with the part not oriented “flat” like what’s common. I started doing this years ago, probably by accident while trying to print an awkward part, and realized it confers a lot of advantages.

First, you can distribute a load on a 3D printed parts in all 3 planes by tilting the part – at least going from one plane of loading to two.

In a part that has multiple orthoginal axes of pin joints or screw holes, instead of extremely compromising on the strength of one axis by forcing it to be loaded “between Z layers” where deposition modeling is the weakest, you effectively slice the part to include them in a skewed fashion.

That way, for example, my pin joints and bolt holes are all grabbing material on the 45 degree plane, each capturing many layers of material – clever part design with this in mind can even result in fasteners that capture the entire width and length of parts. This approach also makes 3D printing embedded trusses and other lightweighting shapes more effective for the same reason: the geometry permits material stress transfer into more planes and axes at once.

Second, by tilting some features, you can avoid support lattices in hard to reach places or which would cause poor finishes in a precision-requiring area. A lot of the parts were printed without support, only a “brim” on the lower 3-5 layers to promote adhesion.

The downside is your printer has to be in good tune to do this, since it involves printing almost exclusively in 45-ish degree overhangs and support lattices generated may be much smaller. I trust the Markforged machines to do it – a tunable RepRap-family printer might need some intensive training beforehand.

The electrical deck was freehanded from a sheet of 1/8″ Garolite, and the battery cradles and clamp designed up and thrown on print also. I designed around a set of 4S, 1.8Ah packs I already had, but made sure the cradle was big enough to support the next size up like a 2.2Ah or even 3.0Ah for longer run time. Remember, I was out to drive this thing around for the better part of a day, so it’s carrying about 4x the amount I would ever expect a beetleweight drivetrain to use in one match already.

While this was all happening, I was also waiting on paint to dry. Because of course I will make it Miku-colored!

I ran into some serious issues with painting it, though – the Golden Dumpster is in fact made from painting gold over a regular green dumpster, which is green paint over the bare steel. So I was adding shitty spraypaint on shitty spraypaint on more shitty spraypaint. Some of it started crinking up and detaching in chunks, which was unfortunate. I decided to just forget about appearances – a weathered dumpster with chipping paint and dents just sells the story!

Anyways, here’s the motor pods and electroncis deck dropped in and screwed shut.

The electrical system was actually a little bit of a conundrum. The big servo preferred 2S lithium voltages (7-9v or so), the drive motors were 12V rated so it’s best to run them at that or higher (hence the 4S battery chosen – 14.8V nominal). Most vapes run at only 1S (3.7V) or in that neighborhood. The receiver could take up to 12V in, but the Pololu R/C relay should stay around 5V for best reliability.

I ended up digging out an old adjustable BEC (R/C power supply) from the pile of robot electronics, which could be tuned to 7.2V, an old 6-cell nickel battery voltage. This would feed the vape power (and a mini air pump that is needed to actually push the vapor out with force) and the receiver. I tested the Pololu relay and inspected its diagram to see if there was anything that bad about running it on 7.2V instead of 5 – nothing ostensibly besides possibly overpowering the relay coil itself. Overall, 7.2V was a reasonable compromise for everything on board.

The BEC unit and Pololu R/C relay get globbed onto the electrical deck, next to the most overkill possible controller for this application… a spare RageBridge. Talk about being under-employed!

The smoke effects actually got super interesting. What you see here is two CosCloud units provided to me by their creator Alina. They actually figured all of this conundrum out for me (and you too! and many others!). I was otherwise going to a literal vape shop to buy literal vaping gear to make my own.

I’ll be running two of these “smoke generators” in series to line up with 7.2V pretty well, and the air pump in parallel with that group. This whole assemblage drew around 3 amps at Full Vape, which was quite tolerable with the 10A-rated BEC.

The final packaging and zip-tying now commences.

And here’s what it looks like from the outside! The final weight – 11 pounds 8.8 ounces. Hey, there’s room for a… weapon?

The dwarf dumpster fire, in its natural habitat.

And what it looks like in action at the convention. The secret is to turn on the Vape Turbopumps for a few seconds, then open the lid and watch it all waft out. This thing was an absolute riot everywhere it went, and it fulfilled the “neutral projection target” social experiment perfectly. I heard quite the range of things referred to while pointing fingers at it, from the usual remarks about Congress and the presidency, to the Marvel Cinematic Universe, Disney, Game of Thrones, Star Wars continuations, game companies…. there are apparently many ongoing uncontained dumpster fires in society as we know it.

Some of them even move around and come to you.

You can see #YourWaifuIsTrash in action in this Dragon Con music video (skip to 8:15 if the time link doesn’t work!)

And finally, we make it to the Big Day at Robot Battles!

I’m a dope for not getting to it sooner – somebody had to point out to me that the dumpster was missing an UWU face (yes, it’s a face, not a sound…. today you learned?!), and so one was hastily appended with markers.

This thing managed to actually pull off a win. I did it by basically bull-baiting the opponent at the edge of the stage and letting nature take its course.

Of course, it couldn’t push anything, could barely get over the “arena” borders which are left beat-up on purpose, and had issues with turning in place under its own weight and the traction of the outdoor style carpet of the stage. So that was all! I also entered it in both rumbles at the end, but it got bowled over rather quickly in both rounds.  Nevertheless, I consider #YourWaifuIsTrash a win, because what is a win in #PostmodernRobotics? It’s whatever you want it to be!

This thing came back from Dragon Con working just fine, so it will live on as a stupid prop for all of eternity. I’ll probably repaint (read: just spray over it AGAIN in more shitty spraypaint!) it soon and begin adding choice tasteful decals.

Do you want your own? The CAD files in STEP, IGES, and Parasolid are available on the References page!