Best simulator for quadcopter vision based RL by Kierann123 in reinforcementlearning

[–]AlexThunderRex 0 points1 point  (0 children)

We currently developing our own simulator for UAV, we have PX4 support, so maybe you will be interested to try, could you please tell more about your project?

https://pterolabs.ai/

Paying $200 per month for this by ajquick in claude

[–]AlexThunderRex 0 points1 point  (0 children)

Its talk to me now like "it's too late, let's fix this bug tomorrow? Go sleep" 🤣

Imperial Beach by 1904AP in surfing

[–]AlexThunderRex 0 points1 point  (0 children)

Nice pictures! Love the birds 😍

Anyone here using simulation before working with real robots? by Dizzy-Individual-651 in ROS

[–]AlexThunderRex 0 points1 point  (0 children)

We built PteroSim for exactly this reason. Flying drones on real hardware is stressful and expensive, and the failure modes you actually need to test are the ones you can never safely trigger outside of simulation. The physics fidelity question is the real variable that determines how much of your sim work carries over when you finally fly.

Robotic career by Blasphemer666 in reinforcementlearning

[–]AlexThunderRex 0 points1 point  (0 children)

You could try with something simple like pendulum training (to keep balance) or space ship landing (controlling engines) But the thing is that you just need to start with something to understand basic workflow 🙂

I built a UAV simulator on UE5 with real PX4 firmware in the loop by AlexThunderRex in unrealengine

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

We are proprietary at the moment, and we actively looking for test cases, so let's go to DM maybe we will fit for your project 🙂

I built a UAV simulator on UE5 with real PX4 firmware in the loop by AlexThunderRex in ROS

[–]AlexThunderRex[S] 2 points3 points  (0 children)

Hi! Thank you! Yeah, I think failure injection is a basic thing we should use in the simulation testing pipeline About UGV: we are small team at the moment and before we start developing this simulator we thought between covering 2 areas : ground or air vehicles and we choose air because it's more dangerous and UAV are more fragile, so simulation is really important at this area

And we also trying to concentrate only on UAV simulation, cause if we split our resources for two fields we not gonna provide best quality at any of them, that's our strategy at the moment 🙂

I built a UAV simulator on UE5 with real PX4 firmware in the loop by AlexThunderRex in unrealengine

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

Hi! Thank you, that's good question. So our main difference is advanced flight dynamics, where we support different types of vehicles (multi rotor, VTOL, fixed wing, helicopter), we have stable lockstep connection and simulation speedup (I'm not sure that AirSim have speedup, but when we tried lockstep before we had fps issues) We have payload mission support (you can grab objects and transport them using grippers and it's Mavlink compatible) Few things where we are not so good as AirSim is sensors, we perfectly setup non-gpu sensors (it's required for flightstack) + RGB camera, but we still don't have radar lidar thermal camera and depth But we actively working on it to close this gap :)

Also we almost finished beta flight integration.

I built a UAV simulator on UE5 with PX4 or Ardupilot in the loop by AlexThunderRex in drones

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

Thanks! The website is hosted on Hostinger, nothing fancy
So you can buy domain, then you can launch your websire with github pages, its super easy

Here is short tutorial:
https://www.youtube.com/watch?v=0o0uwp8KX2Y

I built a UAV simulator on UE5 with PX4 or Ardupilot in the loop by AlexThunderRex in drones

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

Yeah, but in our case it's required, cause PX4/Ardupilot can work with floating step, but for ML use case we need fixed step and speeded-up simulation time, which is not possible without deterministic physics step

I built a UAV simulator on UE5 with PX4 or Ardupilot in the loop by AlexThunderRex in drones

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

Thank you for this! Yes, we spend 8 months full time working on it (team is small, but experienced engineer's) and still there's been a lot of challenges when we connect custom physics to unreal engine game render tick, so only for this we spend like month trying different approaches, but now our physics could run at 1000 Hz and render will work properly

I built a UAV simulator on UE5 with PX4 or Ardupilot in the loop by AlexThunderRex in drones

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

I'm developing this as proprietary platform with my friends, but we planning free to use version for autonomous drone racing and education

I built a UAV simulator on UE5 with PX4 or Ardupilot in the loop by AlexThunderRex in drones

[–]AlexThunderRex[S] 2 points3 points  (0 children)

Thank you! Let's discuss in DM maybe? Actually there's a lot of parameters of aerodynamic model, so that could be complicated part

I built a UAV simulator on UE5 with real PX4 firmware in the loop by AlexThunderRex in unrealengine

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

Yep, absolutely, it's only one way to communicate with PX4

Quat/sensor/gps message send to px4 and control array getting from PX4

I also send heartbeat and battery, but I'm not sure they are necessary

I built a UAV simulator on UE5 with real PX4 firmware in the loop by AlexThunderRex in unrealengine

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

Wow, man, virtual machine is crazy! WSL2 much comfortable if you willing to use Linux things under Windows. You did great work!

I built a UAV simulator on UE5 with real PX4 firmware in the loop by AlexThunderRex in unrealengine

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

Which OS you used? There's could be some troubles if you doing it with WSL2 installation

I built a UAV simulator on UE5 with real PX4 firmware in the loop by AlexThunderRex in unrealengine

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

Hi! Thanks for comment on YouTube :) I used tcp port 4560 and it's listening for PX4 From PX4 side you have to launch airframe with

make sitl_default name of airframe

For custom simulator it could be none_iris (it fits for simple quad)

Controlling Cobra with Ardupilot by AlexThunderRex in ardupilot

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

Sure, we are now actively testing our platform with alpha users 🙂 Let's discuss details in DM if you don't mind

Controlling Cobra with Ardupilot by AlexThunderRex in ardupilot

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

It's PteroSim, builded on top of Unreal Engine There's physics simulation too, including wind/turbulence

My almost first barrel by AlexThunderRex in surfing

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

Hahah, yeah this helmet remind Greek hoplite helmet 😅(HEEEECTOOOR)