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Curtis explains some of the many uses of simulators including how a closed loop hardware-in-the-loop system works.
Curtis' profile on DIY Drones: http://diydrones.com/profile/CurtOlson
Flight Gear: http://www.flightgear.org/
Airframe modeling webpage mentioned during the show: http://jsbsim.sourceforge.net/aeromatic.html
Comments
How is your quadrotor FlightGear simulation coming along? I am implementing a quad simulator using Scicos/Scilab. This way I can have access to all the Scilab control design tools. I can also choose how I model the physics. I don't have a good feeling for how flexible JSBSim (or other math models) are - do they model brushless motors, rotor dynamics, etc? Also, since I'm using a C-block, I should be able to take the C/C++ controller code from Scicos and drop it into the on-board code with little to no modification.
The only thing I am lacking is a real-time graphics sim. I think it's possible to compile the scicos model as a stand alone executable and run it with the graphics engine of FlightGear (or other tool). This thread talks about linking simulink/MATLAB to FlightGear, and he's considering a Scilab interface as well, but I don't see it available yet.
http://diydrones.com/forum/topics/jsbsim-sfunction-for
- Roy
FlightGear 2.0.0. reflects the maturation of the OpenSceneGraph port that started with the previous 1.9.0 release. In addition to many internal code improvements, FlightGear 2.0.0. marks the introduction of many new exciting improvements in the graphics and sound system, as well as improved usability of key features, and improved behavior of exsisting features. Highlights of this new version include: Dramatic new 3D clouds, dramatic lighting conditions, improved support for custom scenery, and many many new and detailed aircraft models.
Sound
* Complete overhaul of the sound code
* doppler effects
* distance attenuation
* 3D positional sound sources
* assignment of sound sources to external objects (i.e. AI controlled aircraft)
* User selection of the sound device
Visual Effects
* Use of Shaders for dynamic textures
* Use of Effects files
* Improved 3D clouds
* Color changes based on humidity and other weather effects allow for very dramatic lighting conditions
* Dynamic water textures
* Text animation based on OSGText
Usability
* Allow screenshots in more common file formats
* User selectable sound device
* More intuitive selection of the weather settings through the GUI and/or commandline
Infrastructure
* Airport geometry data can be read from the scenery, allowing for more flexible regeneration of terrain tiles
Internals
* Improved efficiency of the property tree
* A more efficient ground cache
* Many improvements to the route management code
* Removed many compiler warnings
* More realistic atmosphere model
Behavior
* More realistic ILS behavior
* Autopilot improvements
* A generic autobrake function
* Winds over mountainous areas cause up- and downdrafts that can be used for gliding
* More realistic behavior of the route manager
* Wild fires, which can be extinguished by firefighter aircraft operating across the multplayer server
* Navaid frequencies and radials can be transmitted to Atlas
Utilities
* A python script to visualize Yasim configuration files in Blender
AI
* Allow traffic departing and arriving at the same airport
* Add Ground Vehicles - including automobiles, trucks, articulated trucks, trains (including high speed trains)
* ATC interactions between AI aircraft and ground controllers
* Performance characteristics of AI aircraft can be specified in a performance database
* Push-back vehicles are available for a selected number of aircraft
* Add escorts for AI carrier - frigates, guided missile cruiser, amphibious warfare ships now make up the Vinson Battle Group
* Improved radar functionality - now detects AI escorts etc.
* AI objects are now solid (i.e. users can collide with them)
* Some preliminary support for SID/STAR procedures for AI aircraft
Do you know any other such references that offer the code and a good explanation?
Thanks! So the book actually has the 15 State KF written in MATLAB?
Thanks for the Kalman filter book reference. You mentioned you had adapted the code in the book (15 State KF) into C. Would you be willing to share that?
http://mpmap02.flightgear.org/
It could be a lot of fun to track a gaggle of virtual drones flying across the country. (or it could be boring if it takes 3 weeks to fly the route and only 2 or 3 people manage to get a system setup to compete in the first place.)
Just to put in another plug for FlightGear while I'm at. Another fun "stupid drone trick" would be to feed your real life drone telemetry into a running copy of FlightGear while you fly, and have that copy of FlightGear connected to the FlightGear multiplayer system. People could watch/track your real world UAV flight in real time via the FlightGear map server. This would require internet access at the field, but with 3g cards and what not, this is more and more possible.
That's an awesome idea. A DIY Drones context to fly across the US (virtually) without crashing! And for the second round, to make it harder maybe we should insist that they stay below 400ft, so terrain following would be part of the deal.