FRC 2014: Aerial Assist
Game Overview:
The field is 24' 8" x 54' and split into three equal sections; red, white, and blue. The blue and red sections have goalie zones at their ends. Each match is 2 minutes and 30 seconds with a 10 seconds autonomous period. Each robot is allowed one pre-load, and after all the preload balls are scored, only one ball is allowed during gameplay per alliance. All robots must start in the white middle zone.
The field is 24' 8" x 54' and split into three equal sections; red, white, and blue. The blue and red sections have goalie zones at their ends. Each match is 2 minutes and 30 seconds with a 10 seconds autonomous period. Each robot is allowed one pre-load, and after all the preload balls are scored, only one ball is allowed during gameplay per alliance. All robots must start in the white middle zone.
Autonomous:
In the 10 second autonomous, every ball scored earns a five point bonus. An extra bonus can be earned by scoring a ball when the goal is 'hot', which is indicated by yellow LED's on the high goal or the showing of the dynamic vision targets. In addition if your robot moves from the white zone to the zone of their alliance color another 5 points will be earned. |
Assisting:
In this game working to together with your alliance partners will help you to earn more points. Assisting is defined as "an event worth bonus points that occurs when a unique ALLIANCE ROBOT POSSESSES the ALLIANCE’S BALL in a unique ZONE (i.e. red, white, or blue ZONE) during a CYCLE." For an assist to count the robot must be in motion and must be fully in a zone. |
Goals:
In this game there are two types of goals in which points can be scored. High Goal: There are two high goals per alliance, located 6' 10.75" above the carpet they are separated by a 1' board. They are 11' 6" wide by 3' 1" high. They are boarded by a string of LED's that can light up to indicate a hot goal or they can lit up in incriments to show the number of assists that alliance has achieved. A ball scored in the High Goal is worth 10 points. Low Goal: There are two low goals in the corners of the field under the high goals. They are open on three sides for scoring. The sides are approximately 2' by 5" and the top is a perfect 2' by 8" square. A ball scored in the Low Goal is worth 1 point. |
Truss:
A General Purpose 1 ft. x 1 ft. square TRUSS made by James Thomas Engineering separates the field down the middle. Held by 5' supports it rests 5' 1" from its lowest point to the carpet. At the top it measures 6' 1" and is 32" across. Two truss Poles protrude 4' up with a 24' 8" in between them. A ball shot over the truss must be between the truss poles to count for truss points. There is no height limit for a ball attempting to earn truss points. Fouls:
Foul- 20 points Technical Foul |
Human Players:
In Arial Assist human players are used to retrieve a ball from the pedastal when lit and put them in play. Human players are allowed to be in the Alliance Station and Human Player Area. The Human Player Area's are located on the same end of the field as their alliances goal. They are 12' 10" by 2' 6" and on both sides of the field. On;y in this area may human players interact with the robots on the field and put the balls into play. |
Vision Targets:
There are two types of vision targets: Dynamic Vision Targets Centered of each low goal the are 5' 8" above the ground and are 4" wide by 11.5" long covered in retro-reflective material. It can rest in to positions, when it faces the field that signifies that the goals on the side of the field are 'hot.' When the goals are not 'hot' the rotate to face away from the playing field. Static Vision Targets Located vertically on the inside of the low goals they rest 3' 1.5" above the carpet at its lowest point. They are 4" wide by 12' 8" long. These can be used to aim at the low goal. Both types of vision targets are surrounded by 2" of black tape. |