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Traction & pushing force

A drivetrain can only deliver as much force to the floor as friction allows. Past that point the wheels spin and extra motor torque is wasted.

F_traction = μ × N
  • μ — coefficient of friction between wheel and arena floor.
  • N — normal force on the driven wheels (not total weight, unless all wheels are driven and weight is evenly distributed).
Wheel material on steel floor μ (approx)
Hard plastic / printed PLA 0.3–0.5
Polyurethane (skate wheel) 0.6–0.9
Silicone / soft rubber (“gription”) 0.9–1.4
Foam / sponge (lightweight, low grip) 0.4–0.7

Arena floors vary — bare steel, painted steel, textured, or coated. Soft silicone wheels grip best but wear and tear off in hits.1

Getting normal force onto the driven wheels

Section titled “Getting normal force onto the driven wheels”
  • All wheels driven (4WD or 2WD with only 2 wheels total): N = full robot weight, best case.
  • 2WD with undriven casters/skids: only the driven axle’s share of the weight counts. Bias the CG toward the driven wheels.
  • Weight transfer: under forward drive torque the robot pitches back, loading rear wheels. A weapon’s gyro reaction and impacts also shift N moment to moment.
  • A control bot maximizes μ (soft wheels) and N (heavy, low, driven wheels carrying most of the mass) because pushing is its weapon.
  • A spinner accepts lower traction — it needs the weapon’s mass high and often can’t fit 4 large soft wheels — and wins by damage instead.
  • Match drive gearing to the traction limit: there is no benefit to tractive force well above μ × N.

A wedge that gets under the opponent transfers their weight onto your driven wheels, raising N and your effective pushing force while removing it from theirs. This is why wedge geometry matters even on weapon robots — see Control bots & wedges.

  1. Meggiolaro, M. A. RioBotz Combat Robot Tutorial, v2.0, PUC-Rio, 2009 (CC BY-NC-ND) — traction, friction coefficients, and weight-transfer analysis. ↩