安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
But like it says in the common issues section of this guide just put a minus sign in front of the pitch P and D values. And if your w/s is inverted after that, put a minus in front of pitch limit.
this helps with pid tuning heli/quadcopter (helped me a lot), leaving this here for whoever needs it
This (and any other I try to build) helicopter just twitches around. What am I doing wrong?
im making a big plane and used this Alt Hold https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1622747676
I have control of all the control surfaces except elevators, they just remain stuck
And I am having a problem. I made a very heavy heli, I had to use 2 medium engines and a 3-1 gearbox just to get it off the ground. I did use the ingame gyro. As soon as the gearbox engaged, it would crash itself. I spent hours ripping my hair out before I googled it, and everyone said the ingame gyro was not compesating for extra torque, so it would over correct like mad.
Anyway, I decided to multiply the pitch and roll, pitch by .5 and roll by .1. That fixed all my wobbls. That is how strong the ingame gyro is, I had to make roll 10% of it's value not to flip.
Then I found this amazing guy. I replaced the ingame gyro with this. And I had diffrent problems. It still would flip and wobble like mad on pitch and roll. I managed to get the yaw tweaked. And the collective. So I am using the in game gyro for pitch and roll, and yours for collective and yaw. It is a lot faster and doesn't drop. I love it.
My question is this. How can I tweak the pitch and roll? I have tried a million diffrent combanations. I got the roll close, but the pitch just acts weird. Then it goes mad when I get above the turbulance level. And wobbles and flips more.
So if in game if I multiply the ingame staybalised pitch by 0.5, how does this translate to your D vs P which is 5 and 50 and default respectivly?
And to that note, can you explain specificly what these vaules do? I really don't understand what they do and how they act on the outcome of the equation.