I think it's a trade off. I think lots of teams do come to the competition having never tested their robot in an actual arena, or even having not finished their robot. While this remains true, tinker time in some degree I think OS a necessity. It also allows teams time to settle in, especially late arrivals and in case we blueshirts are late setting things up (see last year) or there are problems (eg the WiFi). I think for these reasons we should probably keep it in some capacity, though I admit these aren't very good reasons.
Murray.
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It may be worth taking a bit of time to consider whether tinker time is still useful in the competition.
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I'm not sure this needs to be the case. A good development strategy would be to keep a stable solution on one memory stick for matches, and develop on another stick in between. Once the "large" change is stable just swap the sticks and start on the next change.
It would be better to have many mock arenas all over the place, but this adds cost and logistics which is unlikely to happen for SR2015.
> Personally, I think most teams both need and expect time to check that their
> robot still works on the day of the event, after producing horribly panicked
> code the night before. We already have plenty of non-moving robots in the
> first round, and eliminating tinker time will only make it worse.
Surely non-moving robots in the first round is pretty much a
certainty? I think what we need to capture is the number of teams for
whom tinker time makes the difference between wasting the first, say,
2 matches and not wasting them.
> 1. With the number of teams we now have, they get very little time
> in the arena;
This is only changed by scaling the number of teams or the number of
arenas.
> 2. For teams who are ready to go, it’s a waste of a morning;
For teams who aren't, it's vital. A hypothetical perfectly prepared team
will also be wasting the 25 / 30 minutes between matches too,
It's not like that period is completely idle either: un-rushed safety
checks of all robots need to take place, ... and we have breathing space for all the things
that inevitably go wrong.
I like Lilafisch's idea of pre-scheduling tinker time in arenas: this
reduces logistics and gives people a taste of the live environment while
having good opportunity resolve any oversights they've had.