2015 - RECYCLE RUSH

  • World Championship Carver Division Participants

  • North Bay Regional Finalists

    • Industrial Safety Award Winners

    • Industrial Design Award Winners

  • Greater Toronto Central Regional Finalists

  • Reveal Video: https://www.youtube.com/watch?v=W6UYFKNGHJ8

    • Objective:  It is played by two Alliances of three Teams each. Alliances compete simultaneously to score points by stacking Totes on Scoring Platforms, capping those stacks with Recycling Containers, and properly disposing of Litter, represented by pool noodles, in designated locations. 

  • Robot Description

    • 2015 has brought 4001 the exciting new game of Recycle Rush and with it, brand new ideas, challenges, and a brand new robot! This year, the game strategy called for a lofty bot with a set of arms on both the front and back, paired with a U-shaped chassis to cradle the rectangular shape of the totes that are easily received from the human player station, two at a time, for a maximum of four. For the back arms, two pneumatic cylinders extend outwards to open the arms and accept a maximum of two totes and one container, able to lift the group to a possible 4.5 feet. Both sets of arms are powered by a full cim-motor pulley system, mounted on an aluminum ladder. Though an unconventional choice, this decision was a key component to the entire build as it provided a cheap, light, and easy part that did not have to be built from scratch while still acting as a stable and tall track for the arms to navigate their stacking sequences. The drivetrain is comprised of an AndyMark Toughbox Mini and 4-inch AndyMark omni-wheels, which, considering the precision and little need for speed needed in this year’s game, was the most logical choice. The electronics panel is situated at the side of the robot, all fastened to a red plexiglass board and organized by grey wiring sleeves running at right angles across it, to keep the electronics both in check, and aesthetically pleasing. Every decision made during the build season was consciously made around the game strategy established at kickoff, to exploit the ease of access to the human player station and gain as many points as possible.

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