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changed up vehicle dynamics in accordance with simulink changes
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@ -313,12 +313,18 @@ void vehicleDynamics(Vehicle &State, Vehicle &PrevState, int t) {
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State.rolldot = integral(State.rollddot, PrevState.rolldot, State.stepSize);
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// ax ay az
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State.ax = (State.Fx / State.mass) +
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(State.pitchdot * State.vz - State.rolldot * State.vy);
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State.ay = (State.Fy / State.mass) +
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(State.rolldot * State.vx - State.vz * State.yawdot);
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State.az = (State.Fz / State.mass) +
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(State.vy * State.yawdot - State.pitchdot * State.vx);
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State.ax =
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(State.Fx /
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State.mass); // +
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//(State.pitchdot * State.vz - State.rolldot * State.vy);
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State.ay =
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(State.Fy /
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State.mass); // +
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//(State.rolldot * State.vx - State.vz * State.yawdot);
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State.az =
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(State.Fz /
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State.mass); // +
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//(State.vy * State.yawdot - State.pitchdot * State.vx);
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// vx vy vz in Body frame
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State.vx = integral(State.ax, PrevState.vx, State.stepSize);
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@ -16,5 +16,5 @@ Vehicle Radius,0.05,m
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Moment Arm,0.15,m
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Sim Step Size,1,ms
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Kp,-0.1,x
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Ki,0.1, x
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Kd,-0.5, x
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Ki,0, x
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Kd,0, x
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@ -64,7 +64,7 @@ int main() {
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// PID Gains
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State.Kp = varValueVec[17];
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State.Ki = varValueVec[18];
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State.Kd = -1;
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State.Kd = varValueVec[19];
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std::cout << State.Kd << "\n";
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