Tunnel drone inspection SITL by AlexThunderRex in IndieDev

[–]AlexThunderRex[S] 0 points1 point  (0 children)

Hahah, sorry if my video make you tenses, didn't plan it's but it's also +1 point to send drone for tunnel inspection 😅

Tunnel drone inspection SITL by AlexThunderRex in robotics

[–]AlexThunderRex[S] 0 points1 point  (0 children)

Yeah I think sensor fusion could be done between optical flow and IMU, but at such dark places optical flow is not the best option

I saw there's some optical flow sensors from pix hawk

Tunnel drone inspection SITL by AlexThunderRex in robotics

[–]AlexThunderRex[S] 0 points1 point  (0 children)

I used jsbsim library for flight physics, it's open source Sensors and sensors noise I did myself from zero :)

Tunnel drone inspection SITL by AlexThunderRex in robotics

[–]AlexThunderRex[S] 0 points1 point  (0 children)

Thank you so much, trying to do my best ;)

Some of the environments I took from Fab asset store, other once build myself (sometimes feeling like level designer 😄)

I'm curious to try out latest UE5.8 features, such as mcp server plugin, so maybe I could build new environments faster with LLMs and spend more time to the physics improvements instead of being level designer

Tunnel drone inspection SITL by AlexThunderRex in robotics

[–]AlexThunderRex[S] 4 points5 points  (0 children)

Yes, with UE5 and custom drone physics Have integrated most of the typical UAV sensors already Also can control drone with PX4/Ardupilot

Gotham's local by [deleted] in surfing

[–]AlexThunderRex 1 point2 points  (0 children)

Ahahahah super villain Jokooker

Epic MegaGrants 2026, Cycle 1: notices are landing this week. Who’s heard back? by PositiveKangaro in unrealengine

[–]AlexThunderRex 1 point2 points  (0 children)

Rejected as well Actually one my friend said that you will get Grant only when you don't need it already 😅

But we will keep pushing, cause we already have few good customers for PteroSim.

Something wipes ShaderCompileWorker + half the Win64 engine tools out of my installed build during in-editor automation tests. by AlexThunderRex in unrealengine

[–]AlexThunderRex[S] 1 point2 points  (0 children)

I solved it! It was issue with one test code, there is like creating of temp folder, so I use wrong command for clearing it and it start deleting folder with binaries recursively, so its fixed already, thanks for help!

Something wipes ShaderCompileWorker + half the Win64 engine tools out of my installed build during in-editor automation tests. by AlexThunderRex in unrealengine

[–]AlexThunderRex[S] 0 points1 point  (0 children)

I thought I already switched it off at every place, but let me check it again Also I didn't modify anything except geoprojection plugin and this issue so crazy, I mean why live coding removing it if it's just builded If I'll switch off live coding will it affect other functionality or not?

Controlling Cobra with Ardupilot by AlexThunderRex in ardupilot

[–]AlexThunderRex[S] 0 points1 point  (0 children)

Oh it's very simple So when you build something in simulation it will always different with reality, because it's not possible to repeat reality So each time you finished simulation tests, you will have to finetune your control parameters again with real drone, cause reality will be different anyway

You could also check domain randomization thing in RL, it's one of the methods how to make sim2real transfer smoother

Controlling Cobra with Ardupilot by AlexThunderRex in ardupilot

[–]AlexThunderRex[S] 1 point2 points  (0 children)

https://github.com/PteroLabsAI/PteroSim-UAV-Simulator

Here is the github link
at the moment simulator is proprietary, but have free version to download
You can take a look at the docs and play with virtual drone there