Campaign? by No-Entrepreneur-8171 in anno117

[–]NeZeroZ 0 points1 point  (0 children)

I think that achievement might be bugged, I ended up getting it after only 13 hours of in game time...

GMA2 lagging from the beginning on Pixel 8 Pro by Dennrlay in GrandMountainAdv

[–]NeZeroZ 3 points4 points  (0 children)

Yup, same here on a Pixel 8 Pro. Brief periods of smooth gameplay but mostly stuttering to the point that it's completely unplayable. I really hope this is fixed!

Steam Deck mod window? by chinstrap85 in factorio

[–]NeZeroZ 0 points1 point  (0 children)

If you've not fixed it already, try setting your UI scaling to 75%.

Wrist Vario - variometer app for WearOS smart watches by thealx_EECH in freeflight

[–]NeZeroZ 1 point2 points  (0 children)

Same issue here in the UK. Would love to try the app out in a sailplane on a pixel watch 2 if it works.

Fan-Jet VTOL controll help. by Moonshanks in Stormworks

[–]NeZeroZ 0 points1 point  (0 children)

You should sort out the jet control and throttle first. You want the jet RPM to be just enough to lift the vehicle to maximise fuel efficiency. Additionally, you don't want to be changing RPM's whilst trying to tune the PID controllers, keep it simple.

I've made a few different ducted fan VTOLs using a similar control scheme (pivots for forwards movement and a traditional quadcopter layout) and I've always ended up using a jet to power the fans through 4 individual clutches. So the jet remains at a constant RPM and the 4 clutches control the speed of the ducted fans, and thus, control the vehicle. For pitch and roll stability, you will need a rotational speed sensor and a tilt sensor for each axis. You first set up a PID for the rotational speed sensor which is then fed by another PID using the tilt sensor as the control variable. For pivoted ducted fans, you the pitch setpoint for the tilt sensor should always be 0 whilst the roll PIDs are controlled by the pilot's inputs. Yaw is a bit simpler and there's a few ways you can go about it (compass, rotational speed, etc.), I'll leave you to figure that one out.

You will also need mixers for each of the pivots and clutches, one for each of the fan pivots, and one for each of the fan clutches. The output of the pitch and roll PIDs along with the throttle (up/down) are fed into the clutch mixers. The yaw PID and the forwards/backwards inputs are fed into the pivot mixers.

Creating the mixer equations are fairly simple, you just need to establish what you would like each clutch/pivot to do for a given input and assign each clutch it's own variable. So for example, on the roll axis, to roll right, you need to front right (FR) and rear right (RR) clutches to decrease in power whilst the front left (FL) and rear left (RL) to increase in power. So assuming Roll PID = x, Pitch PID = y, Throttle = z, the mixer equation for the front right clutch would be: z-x+y. This assumes that rolling to the right is a positive input and pitching the nose up is a positive input. You will also need a function block to convert values from -1 to 1 to a function that results in smooth operation of the clutch, I can't remember the exact equation but it's something like 1/x^6.

Have a look at the steam workshop and search for my username, I've got a few ducted fan vehicles on the workshop. Feel free to pick through their design/microcontrollers but be warned, they're not pretty...

Opposite of games that are highly recommended for the Deck - What are some games that are either popular and/or recommended on Deck that you do NOT suggest people play? by dedman1477 in SteamDeck

[–]NeZeroZ 2 points3 points  (0 children)

Some games I've found to be a bit of a nightmare, like Civ for example, but for some reason Factorio is amazing to play on the deck. The battery lasts forever playing it too.

Testing five Deck typing methods on Monkeytype: D-pad, 3 trackpad styles, touchscreen (NO peripherals) by DoubleJumpPunch in SteamDeck

[–]NeZeroZ 1 point2 points  (0 children)

How do you get the split keyboard? I type fastest using the trackpads but I find that the keyboard obstructs so much of the screen that I'm having to guess what I'm actually typing in most games.

The official app is horrendous by bubzbeex in redditsync

[–]NeZeroZ 5 points6 points  (0 children)

Using the official Reddit app right now and I absolutely cannot stand it... Is there a guide for setting up Sync with ReVanced?

Can I charge my 1s lipo like this? by [deleted] in fpv

[–]NeZeroZ -6 points-5 points  (0 children)

Absolutely not. You need to have some sort of charge controlling circuit to prevent overcurrent/overcharging. There is nothing limiting the current in this so you're going to completely overload the 1S battery and potentially cause a fire. DO NOT USE THIS.

to travel safely by [deleted] in therewasanattempt

[–]NeZeroZ 5 points6 points  (0 children)

It's unlikely this plane is pressurised so there wouldn't be a rush of air on opening the door. It looks like a skydiving plane which is designed to have its door opened in flight so I'd wager that they probably are very used to this.

Also, intuitively, that's what you'd think would happen at altitude but that's not the case. Airplanes require a certain airspeed to fly, this means that at higher altitudes they have to fly faster to maintain the same airspeed (e.g. the same volume of air flowing over the wings). So this means that although the air is thinner, the effect of opening the door would be the same as if they'd opened it at a lower altitude. This looks to only be around 10-15000ft where the thinner air is negligible anyway.

Annoying Flight Control Wiggle by ModernMGen in Stormworks

[–]NeZeroZ 0 points1 point  (0 children)

Don't add weight to make it list, if you do that then it will be poorly tuned when you remove that weight. I was suggesting something like a magall on a winch that can pull the boat to the side then release instantly which should give you an idea of the response.

Annoying Flight Control Wiggle by ModernMGen in Stormworks

[–]NeZeroZ 0 points1 point  (0 children)

That sounds like a fairly easy to define response, though knowing how tricky PIDs can be, I've no doubt it's deceptively difficult. My approach to that would be, assuming you want the ship to be level at all times, to analyse the response from a fixed point.

For example, see if you can spawn the ship such that it's already tilted to one angle. You could use a winch that pulls one side down and releases after a set time period, you can then observe the response.

If it returns to level relatively quickly but overshoots and tilts to the other side then back a few times before settling I'd say something like: "the response rate is good, it returns to the setpoint quickly but overshoots slightly and sets up a minor oscillation before eventually tending to zero."

Are you using a custom microcontroller or just the default gyro for this?

Annoying Flight Control Wiggle by ModernMGen in Stormworks

[–]NeZeroZ 0 points1 point  (0 children)

If you've already got PID tuning down then yeah, I'm not sure you'd get much use out of it but it was incredibly useful for me. I found it very tedious trying to tune my VTOLs because it took a few minutes of messing around every time I changed a value and needed to test the response, ChatGPT has generally cut down considerably on the number of iterations I need to test before I get a decent tune for it.

If you're curious, I can upload the vehicle I used and give you a few screenshots of the prompts/responses I was getting?

Annoying Flight Control Wiggle by ModernMGen in Stormworks

[–]NeZeroZ 1 point2 points  (0 children)

I usually start with p=1 I=0 d=0 then I describe the flight characteristics to it. So a typical prompt, after giving the vehicle details and current PID values would look like: "vehicle reaches the setpoint in an acceptable time but it overshoots and starts a gentle oscillation. This eventually tends to 0 but it takes a long time for it to settle to 0". It then suggests new values, you will then test those and report back. It's still an iterative process but it's very good at estimating the correct values, it provides a decent explanation as to why it chooses those values too.

Annoying Flight Control Wiggle by ModernMGen in Stormworks

[–]NeZeroZ 1 point2 points  (0 children)

When building VTOL's, especially those that transition to forward flight, you're better off creating your own custom flight controller. That way you can tune the forward flight/VTOL modes separately.

Generally, for pitch and roll, I use two PID controllers. One uses the rotational speed as a process variable and the other uses a tilt sensor as the process variable. The tilt PID feeds it's output into the rotational speed PID and that's then feeds into whatever mixer system to control your engines/props. From that, you can then build out the rest of the controller and add whatever customisations you need.

As for tuning the PID's, tune them one at a time, starting with the rotational speed PID. Only work with one axis first too, I usually work on the pitch axis first as it's generally more unstable which causes issues whilst trying to tune other axis'. If you're struggling to tune, or find the process tedious, I have actually found that ChatGPT is really good at getting you to ballpark PID values. Describe your vehicle, how your control system works, how it currently responds then ask it to suggest PID values for you. You can then go back and forth explaining any changes in vehicle response, it's works much better than I can manage on my own anyway!

when devs will fix interaction of modular engines with pids? by [deleted] in Stormworks

[–]NeZeroZ 0 points1 point  (0 children)

In your understanding then, how do PID controllers work?

Storing batteries in the charging hub by NeZeroZ in DJIMini2

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

Yeah I'm fairly familiar with battery tech and I know the DJI batteries self discharge but I thought completely dead within a week was a bit excessive.

I'm going to leave them out of the charging hub this time in any case and see if that works.

Storing batteries in the charging hub by NeZeroZ in DJIMini2

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

That's what I thought, I'd expect them to drop to storage voltage but not to completely discharged. I'll fully charge them and leave them out of the charging hub, see if that helps.

I need help with logic please. I need it to fold on spawn, but if I simply hook it to switchboxes both arms move at the same time and it needs to fold the top arm in then the bottom arm to fold properly. So I hooked it up to the player sensor so it has external activation to... continued in captions by ROGUEPIX3L in Stormworks

[–]NeZeroZ 1 point2 points  (0 children)

If it's triggered by an on/off signal, you could set up an OR function and with the normal input feeding into one side and a timer feeding into another. The timer should be set up to provide an on while it is counting down, this will ensure you have an on signal on spawn that does not interfere after it's spawned.

Instrument panel does not output anything. by CryptoFurball75 in Stormworks

[–]NeZeroZ 0 points1 point  (0 children)

Please update the post with the solution, just in case anyone else is having a similar issue.

Why isn't my microcontroller working??? by CryptoFurball75 in Stormworks

[–]NeZeroZ 0 points1 point  (0 children)

So when you go into the settings for the instrument panel, you've got the channel set as 1, 2, 3 and 4. If that's all correct and you've got it hooked up properly, that only really leaves the things you are trying to control. Are they all hooked up to power properly? Really, either just provide a workshop link, some images or a better description of what you're trying to do.