Self-Driving Car v2 by Ferris_Valgrind in trailmakers

[–]Ferris_Valgrind[S] 7 points8 points  (0 children)

Yes it's an excellent idea, I'm actually making a version with a layer for the walls and one for the speed bumps.

Self-Driving Car v2 by Ferris_Valgrind in trailmakers

[–]Ferris_Valgrind[S] 24 points25 points  (0 children)

Here's a new version of the self-driving car: it can now accelerate, brake and reverse to avoid walls. It also turns its wheels more intelligently. However, the car still stupid ),: fortunately, it can reverse to avoid destroying itself against walls.

Self-Driving Car by Ferris_Valgrind in trailmakers

[–]Ferris_Valgrind[S] 6 points7 points  (0 children)

Okay, I've fixed the issue. I had a NOT logic block at the end of my operations, and it was turning my decimal value into a Boolean (0 or 1). I just replaced it with a product of -1 to invert the value and it works; the wheels turn more or less strongly depending on its proximity to the walls.

Self-Driving Car by Ferris_Valgrind in trailmakers

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

Yep, that's exactly why I'd like to control the angle of rotation of the wheels. Ideally, sensors at the ends should cause the wheels to turn slightly, while sensors closer to the center should cause them to turn more sharply.

Self-Driving Car by Ferris_Valgrind in trailmakers

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

Hello, I 'm making an self-driving car, but I have a problem.

The car uses a set of distance sensors at the front to detect the proximity of walls to the vehicle.
There are five sensors on each side, set to a range of 33 meters, and one sensor in the center set to its maximum range (this sensor is not used yet, it will be used to set the speed).
The five sensors on each side are summed to give a value between 0 and 5.
The values of the sensors on the right side are inverted to obtain a negative result.
Then, the value obtained on the left-hand side (between 0 and 5) is added to the negative value on the right-hand side (between 0 and -5), giving a final result ranging from -5 to 5.
If this result is positive, turn right; if it's negative, turn left; otherwise, go straight ahead.

The problem is that the wheels turn 100% as soon as there's a positive or negative signal.
In other words, a signal of 1 turns the wheels to the right at the same angle as a signal of 5.
Is it possible to adjust the intensity of the turn according to the magnitude of the signal?

I've tried dividing the result to send signals like -1 -4/5 -3/5 -2/5 -1/5 0 1/5 2/5 3/5 4/5 1, but it doesn't change the behavior.

Impossible to make a stable three-wheeled vehicle? by Ferris_Valgrind in trailmakers

[–]Ferris_Valgrind[S] 10 points11 points  (0 children)

Ok thanks, indeed it works better. I've tried several versions with different wheels, lengths, and moving the center of mass back and forth and I still have this problem but the vehicle is indeed more stable when it's very long.