TORNADO - The Team with the Comedy Flying Cow
DESIGN AND PHILOSOPHY

| Series 4 || Series 5 || Series 6 |



Our Philosopy for Series 4
Reliability
Reliability will be engineered in from the start, and proven by testing. If something's too complicated, it will probably go wrong. If it doesn't look strong enough it will probably get broken. Thorough testing will show what needs improving!

Torque + Grip = Pushing Ability
We want massive torque and as much grip as possible, to give Tornado the ability to push almost anything. Tracks would probably provide the best grip, but are difficult to build and make the robot hard to turn. In practice they have no advantage over wheels - only a few tracked robots (e.g. Mortis, 101) have done well so far. The best wheels are fairly soft rubber with as much contact area as possible, and Go-Kart front wheels/tyres fit the bill. Top speed is impressive to look at, but in a tug of war has little use, so by gearing down this will be traded for torque and acceleration. To enable tank like steering while ensuring all ground contact points are driving, four wheels will be used. The front of the robot will be designed as a pushing and ramming instrument - we favour a flat front with static spikes.

Strength
A robot needs to have a strong chassis and strong armour. For the chassis, welded steel is cheap and more than strong enough, but unfortunately quite heavy. For the armour, you can have double the thickness if you make it half the area. Thus the robot will be made as small as possible so weight will be less of a problem. Anything "sacrificial" that could look damaged (even if the robot was fine) will be avoided. If it goes to a judges decision and from 10 metres the robot looks damaged, then it will lose.

Difficult to Immobilise
A robot must not be easy to immobilise. Thus Tornado will be able to run upside down (although we will of course have a preferred running orientation), and the sides will be configured to discourage the robot from coming to rest on its side. We are also likely to arrange that the robot can run with flat tyres, at least in its preferred orientation.

Weaponry
Our weaponry must be able to operate with the robot running in either orientation, which restricts us to devices attached to the front or back. We want something spectacular that will do real damage to other robots, and a high powered, quick acting pneumatic spike fitted to the front fits the bill. As Rex Garrod says, weight (and thus kinetic energy) is a robots main weapon, so long as the target doesn't move out of the way!

Showmanship, Theatre and Themeing
The whole point of Robot Wars is to put on a show for the crowd and viewers. Thus the robot will have several theatrical features, some of which that will fit in with the "Tornado" theme. By having a specific theme and individual actions (e.g. a "Victory Dance"), the public will become familiar with the robot and learn to recognise it - Chaos 2, Razer, Mortis and Cassius are good examples.

Repairability
Things will wear out and get damaged. Tornado will be built with repairability in mind; we will have spare speed controllers, the ability to change tyres (plus ready built spares), and a complete spare radio system.

Good Driving
Being able to put the robot where it is wanted is essential. The control systems and inherent manouverability will help to an extent, but nothing will beat driving practice. Driving the robot will also reveal any reliability problems.



Our Philosopy for Series 5 (and Extreme 1)
Reliability
Thorough testing does show what goes wrong, and we were stupid enough to ignore the problems that testing revealed! The chain came off twice whilst testing, and we did not try to find the cause of the problem or buy spares to fix it if it went wrong on the day. We paid for this, because it is what knocked us out of Series 4 - it will not happen again!

Torque + Grip = Pushing Ability
We have proved our ability to push. We are one of the few robots to have pushed Shunt (possibly the only one to do so without lifting his wheels off the ground) and we have not yet found an opponent who has given us serious pushing problems. So much for tracks giving the best grip - at the Peterborough event, we pushed Mortis with Rob Knight standing on top! The new weight limit will improve our grip further, and make our pushing abilities even better.

Strength
We are happy with our current construction method, and the new weight limit will allow us to reinforce the chassis even more.

Difficult to Immobilise
We have proved to be very hard to immobilise, but we recognise our weaknesses. Some modifications to the chassis are already underway to make it even harder to immobilse us.

Weaponry
We knew once we built it that the pneumatic spike was poor - pneumatic toothpick was more apt! Plus a mistake in the high pressure side reduced the number of shots we had available... The comments from Series 4 still apply, in that whatever weapon we choose must work either way up, and the new weight limit will help us achieve something special. Out of a number of options that we were considering, a vertically mounted spinning disc weapon will be the most effective against the majority of opponents, while still allowing us to run upside down.

Showmanship, Theatre and Themeing
Last year weight and space stopped us putting in the special features that we were intending, however we are now quite well recognised and so maybe they are not quite as necessary! We intend to include some special features for Series 5 if we have the weight available.

Repairability
Tornado was easy to repair, but despite bringing more junk with us than any other team, we didn't have the spares to fix the chain problem! This year we intend to have spares of literally everything. The electronics will become modular, and much of the drivetrain will be built from commerically available parts.

Good Driving
We didn't do too badly in Series 4, but I need to learn a bit of discipline - it doesn't need to be all out aggression! Learning to line the robot up with a moving target better, and avoiding the "merry little dance" (going round in a circle) will help our effectiveness in the arena.

Put simply, what did we learn from Series 4?
Have the right spares! If you haven't got the spares you can't fix the problem. Don't be afraid to spend money on spares. Pay attention to your testing; if you know your robot has a problem, don't ignore it and hope it will go away!



Our Philosopy for Series 6 (and Extreme 2)
Reliability
Well so much for reliability. Tornado's near spotless reliability record at the first part of the Extreme filming made us complacent, and we didn't inspect the kart clutch sprocket that had been on Tornado since day one. It failed while fighting Diotoir, and we paid the price - bombing out in the second round of Series 5! Then in the second part of the Extreme filming our removable link came out (in the Melee), again original parts that we did not check. We will make a conscious effort to check all the parts we use in future, and routinely replace those that have failed in the past. Outside of the filming, we've had two failures of our side armour, damaging the drivetrain and making Tornado lose fights. Once might have been a lucky hit, but twice is not, and we shall do something about it.

Torque + Grip = Pushing Ability
It's not just torque and grip. Getting underneath your opponent can be vital too, as Diotoir and Razer have shown us. The correct batteries make a real difference - we ran Kiels for the first part of the Extreme filming, and had a bit of trouble pushing the American robot Panzer Mk2. Various factors affect grip, and we're slowly learning these too.

Strength
The chassis is built the same and is as strong as ever, although its construction is not crusher (Razer) or big spinner (Matilda) proof! It still works well for us however, and we have no plans to change anything.

Difficult to Immobilise
We've had a couple of close shaves in Extreme, ending up propped against the arena wall when fighting Chaos 2 and Behemoth. No robot is infallible though; we've just got to learn to keep away from the arena walls when we're up against flippers!

Weaponry
The vertical spinning disc proved itself a powerful and reliable weapon during Extreme, and we won many battles with it. However, it was a real pig to service between fights, and it took us a lot of time to do so. Given the investment in its design and construction, and how effective it has been for us, we plan to make modifications that will allow us to service the weapon with much greater ease. But we don't want to stop there; the disc is far from ideal against some types of opponent (e.g. crushers), so we plan to make use of the interchangeable weapons rule, and build specialised weapons designed to beat them. We've already tested the idea in Extreme, using our charity event pushing scoup against Razer in the World Championships.

Showmanship, Theatre and Themeing
So much for spare weight! We've acknowledged now that we're a serious team, and we don't need any gimmicks. Our only bizzare feature is the Comedy Flying Cow logo, which shall remain, because it's become associated with Tornado. Any "spare" weight will go into improving the machine, not on anything that could be considered unnecessary.

Repairability
The sheer intensity of the Extreme filming schedule made it very clear to us how important quick repairs are. We made changes after the first part of Extreme to speed up servicing between fights, and we plan more to speed up the process further. Teamwork makes repairs easier, and working together we can strip Tornado to a bare chassis in less than 40 minutes; we want to keep or even improve on this ability. We are learning what tools we need, and whenever we find something that will make working on Tornado quicker or easier, we try to get hold of it.

Good Driving
Extreme went very well for us on the driving front, and my ability to put Tornado where I want it is improving all the time. Practice makes perfect! I've learnt how to beat the "merry little dance" (going round in a circle) situation, and I'm also learning when to pull back and wait for the opponent to make a move (generally when the House Robots get involved). It may sound like the domain of world class athletes (and a bit far fetched), but I'm starting to notice how much my frame of mind and physical well being affect how well I drive. Being able to keep calm while waiting backstage for a fight to commence helps immensely, and I'm trying to learn this.

Put simply, what did we learn from Series 5 (and Extreme 1)?
Do not understimate any opponent. We underestimated Diotoir, and paid for it. We now know how important it is to keep focussed and not to forget anything (or to check any part), no matter how small it may be, because that little thing will put you out - just because it was fine up until now doesn't mean it will be fine next time you need it. Also, Tornado is very vunerable to crushers!


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