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Lightweights anyone
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Valen
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by no spinner you mean to rule out any thing that rotates outside the robot?
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Post Sun Dec 21, 2008 10:29 pm 
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cerberus3112



Joined: 05 Dec 2005
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full body spinners Razz
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Post Sun Dec 21, 2008 11:48 pm 
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Philip
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quote:
Originally posted by Rotwang:
Another aspect of the limited spinning weapon sitch in the lightweights is, as an EO [once I get the arena up] where I decide to draw the line.
IMO, if you are the EO, you make any rule that you want.
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Post Mon Dec 22, 2008 7:33 am 
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Fish_in_a_Barrel



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KE limit allows pwople to reduce the full speed of their weapon until it's within limits and then they can just set and forget for the match
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Post Mon Dec 22, 2008 9:30 am 
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Daniel
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Actually I changed my mind and will allow all lightweights to enter, but if I think you'll damage Prowler.... err, I mean damage the arena, I'd ask you to pull out.

Post Mon Dec 22, 2008 9:31 am 
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chrisjon65
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Still curious to see definition of slow enough to be deemed low KE, can the weapon be measured in some way to clear it for battle.
I recall Badger didnt spin overly fast and it certainly ripped up serious armour easily.
So where do we begin???
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Post Mon Dec 22, 2008 7:24 pm 
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Nick
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I have an accurate tacho to measure rpm and we can work out the rough KE of most weapons from an on-line calculator. Alternatively, we can just say max RPM and Max weight of spinning parts. I'm thinking under 1,000 RPM and 1.5Kg, maybe even less.

Personally, I am aiming for a solid wedge that can be upgraded to a flame-thrower.

Post Mon Dec 22, 2008 7:47 pm 
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Glen
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maybe if we state our plans that will give us all something to work around Smile its probably a good idea to build our robots to a state that when our arenas are ready we can easily accomodate the spinners.

im probably just making phailbot 4wd with a huge spike on the front and keeping the spinner setup ready for when its time Smile
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Post Mon Dec 22, 2008 7:52 pm 
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Rotwang
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quote:
Originally posted by Valen:
by no spinner you mean to rule out any thing that rotates outside the robot?



Yep. No drills, saws, drums, discs, spinning bars, flails etc.

Still leaves lots of options.

I just don’t really wan’t to be checking weights and rpm’s on the day.

Also if the weapons are so weak what’s the point of having them?

The old must have an active weapon argument is just another can of worms.
Bricks and wedges don’t dominating the comp and most builders get bored with them eventually and build something else.

Also I think there is potential for the evolution of more clamps, crushers, flippers and control bots if it doesn’t become a brick vs. spinner sitch straight away.

Thing is Daniel is now allowing all Lightweights and I think Daniel Marshall will too as he has 10mm pollycarb.

Probably the only thing I am reasonably sure about is that I won’t be hosting any unlimited Lightweight events in the foreseeable future. Smile
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Post Mon Dec 22, 2008 8:59 pm 
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Fish_in_a_Barrel



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I would say that take a max KE limit from the highest running/stable featherweight (Nick if you'd be so kind... or did Angus pinch the title from you?) and use that as the current featherweight KE limit. Therefore any fetherweight arena that is jolt certified, or other, can allow all lightweights bellow that spinning KE limit. For a margin of error, call it say 10% less, but it's a trust issue between the EO and the builders that you don't try to circumvent this limit.
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Post Tue Dec 23, 2008 12:16 am 
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Nick
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Scissorhands is somewhere around 4 to 5 Kj from memory - we were looking at limited KE weapons from the point of less bot damage and repairs rather than just safety. The idea is to get a solid base of bots that don't get trashed every event, then look at increasing weapon power in a later season.

Post Tue Dec 23, 2008 7:34 am 
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dyrodium
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With KE limits, I want to bring up the question... If i wanted to make a twackbot, with a meltybrain setup... two 100W scooter drives per side (driving the one wheel). Would that be banned as a spinner? Confused
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Post Tue Dec 23, 2008 12:50 pm 
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Rotwang
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Twacks are fine by me.

Maestro has 2X250watt motors.

The referee? Chief Judge has the power to caution or if necessary disqualify anyone causing excessive, and or deliberate damage to arena.
I can’t be bothered checking the exact wording at the moment, just got home from work and I am tired and hungry so don’t get too technical.

Just trying to make the point that just because your bot passed tech doesn’t mean you have a right to do whatever you like.

Maestro fighting his opponent is fine, Maestro running into the walls full speed repeatedly is not.
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Post Tue Dec 23, 2008 7:09 pm 
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Valen
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the reason for a KE limit was to still allow stuff like saws and the like without trying to specify what a "saw" is and at what point its a KE spinner.

Jolt/etc has way too much energy for a "no spinner" class.
Plan-B was a menace if you were made out of MDF, but even then it wasn't really that bad ;->

Its basically the weakest spinner fielded successfully in a feather ;->

If you want to say "no weapons whose primary means of inflicting damage is rotation" that's fine. People can build to that.
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Post Tue Dec 23, 2008 10:21 pm 
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Rotwang
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Just wondering if anyone is building a limited KE lightweight?

I am interested in getting Hexadecimal going [I looked up his name in an old post in this thread].

I can set him up with some sort of speed limiter so he gets full torque up to his speed limit.
If the drum weighs 3.3kg is 100mm diameter 355mm length how many RPM am I allowed?

I thought about Energize.

Problem with him is the CO2 system has Tech issues in Qld and also Qld has relaxed spinner rules for Ideas.
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Post Wed Dec 24, 2008 9:28 am 
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