Search found 44 matches

by DannyYeong
28 May 2015, 14:22
Forum: General questions
Topic: Quadcopter Path Planning
Replies: 0
Views: 1938

Quadcopter Path Planning

Hi, I'm trying to simulate a Search-And-Rescue for my self-made quad human detection: I'm not sure to which method is the most flexible approach between these 2: 1) To pre-set a path plan towards a target(human,for my case) and let the other Quads converge to the detected target 2) To program the vi...
by DannyYeong
28 May 2015, 13:26
Forum: General questions
Topic: people detection
Replies: 7
Views: 2055

Re: people detection

Same question here, was going to post up something similar. However I'm using my basic self-made quad which only covers translational movements (no rotations balance like the provided one in VREP). I was thinking using of path planning the quad to the human and then once detected, other quads within...
by DannyYeong
25 May 2015, 19:09
Forum: General questions
Topic: Quadcopter FollowTarget
Replies: 2
Views: 1112

Re: Quadcopter FollowTarget

UPDATE: Here's the file with the Quad still waving about when reach about the target height. When the Target sphere is moved around the Z axis during simulation, the Quad could follow it easily. I'm not sure what's causing the Quad to keep stationary (previous post file) after it achieves balance. F...
by DannyYeong
25 May 2015, 15:44
Forum: General questions
Topic: Quadcopter FollowTarget
Replies: 2
Views: 1112

Quadcopter FollowTarget

Hi, I'm having trouble with the quad following a designated target. The problem is: When the Quad is moving in the z-axis, changing the Target position will also change the Quad's new height (no problem). However, if the quad was allowed to achieve balance first, and then the Target is moved, the Qu...
by DannyYeong
23 May 2015, 15:28
Forum: General questions
Topic: Object Path Planning
Replies: 1
Views: 880

Object Path Planning

Hi, I'm trying to make a cuboid follow a specific path. Currently, the cuboid carries a script that lifts itself up a specific height and then balances from a P controller. I'm trying to set the cuboid to move on an XY direction following the dummy without affecting the height balancing process. Att...
by DannyYeong
19 May 2015, 08:20
Forum: General questions
Topic: How to set velocity directly?
Replies: 8
Views: 4147

Re: How to set velocity directly?

Have you tried changing the joint's mode to "joints in motion mode"? Or it's something different you`re looking for
by DannyYeong
14 May 2015, 13:59
Forum: General questions
Topic: SAR Quadcopter
Replies: 1
Views: 1231

SAR Quadcopter

Hi, I'm planning to simulate a search-and-rescue quadcopter simulation. Currently I have a self-made quadcopter basic model: http://www.filedropper.com/fullmodel Generally, the swarms would be deployed into an area for sweeping (with other objects) and then scouts for any human models. Once 1 swarm ...
by DannyYeong
13 May 2015, 17:12
Forum: General questions
Topic: Mimic Thrust Force Model - Cuboid
Replies: 12
Views: 3444

Re: Mimic Thrust Force Model - Cuboid

This is an experimental value, but you could also compute it. It is the drag component. Cheers Noted, here's my coding modified for it. It's not a perfect undamped state but it reaches about the target height. here's the file: http://www.filedropper.com/fullmodel if (sim_call_type==sim_childscriptc...
by DannyYeong
11 May 2015, 17:03
Forum: General questions
Topic: Mimic Thrust Force Model - Cuboid
Replies: 12
Views: 3444

Re: Mimic Thrust Force Model - Cuboid

You are using a simple 2-state controller. Either you apply a force of X, or a force of Y. It is normal that your control won't be good. You will have to use something more sofisticated, at least a P/PD controller. You will have to try. Cheers How the "5" was determined in the derivative part of th...
by DannyYeong
06 May 2015, 17:27
Forum: General questions
Topic: Mimic Thrust Force Model - Cuboid
Replies: 12
Views: 3444

Re: Mimic Thrust Force Model - Cuboid

You are right, the code was copy-pasted from another example, where the drag had to be relative to the shape frame, and only radial to it. See the updated version above. Cheers Might need some clarification on the 1.05 constant chosen, how it's that obtained? Found out for its reason, its just a se...