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Request (Feature) Why the rotations(pitch,yaw and roll)are angles in [°],not angular velocity

Discussion in 'SimTools DIY Version' started by natureYtf, Jul 22, 2015.

  1. natureYtf

    natureYtf Member

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    I am wandering why the rotations(pitch,yaw and roll)are angles in [°],not angular velocity in[rad/s].
  2. bsft

    bsft

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  3. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    You're driving a hill up and want to feel the inclination the whole time.
    Or you drive on a banked curve. And you want to feel the tilt over rather whole curve not just at the beginning.
    That's why it's [°] not [°/s]
    Does this make sense?
    • Informative Informative x 3
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  4. natureYtf

    natureYtf Member

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    But some big angles cannot be simulated.How to solve it. @value1
  5. bsft

    bsft

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    What game are you playing to get that?
    have you tried just setting each force on its own and testing and adjusting till it feels ok?
    remember, its simulation and may not be 100% like the real thing
    • Agree Agree x 1
  6. SeatTime

    SeatTime Well-Known Member

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    5 seconds on Google - See https://en.wikipedia.org/wiki/Aircraft_principal_axes . :rolleyes: You can only have 0 to 360 degrees...for pitch, yaw and roll. All angles can be simulated, just depends on your budget:). The actual velocity of the movement as you move from your current position to the new target position is dependent on what you simulation is doing (size of change) and the capability of your hardware to track that change.
    Last edited: Jul 23, 2015
  7. Mmcool

    Mmcool Member

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    It makes sense to have these as forces so you can washout to initial position... Think of it...

    Mike
  8. RacingMat

    RacingMat Well-Known Member Gold Contributor

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  9. natureYtf

    natureYtf Member

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    I mean which one is right, the value of roll ,pitch,etc is relatively to the previous value or absolute to an angle in a fixed proper position?
  10. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    Pitch, roll and yaw are absolute numbers and not relative to the previous value. So 180° will always point into the same direction.
    • Informative Informative x 1
  11. natureYtf

    natureYtf Member

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  12. natureYtf

    natureYtf Member

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    I want to make my own race game with unity,how should I calculate pitch ,roll,etc.The Unity provides a transform matrix,angular velocity and velocity. @value1
  13. RacingMat

    RacingMat Well-Known Member Gold Contributor

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    maybe we could add in the FAQ that angles are between -180° and +180°
    -180° < angle < +180°
    and what about forces? -oo < < +oo ?
  14. natureYtf

    natureYtf Member

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    So the angles are absolute to every fixed coordinate system in the real world.Am I right?Or to only one coordinate system.
  15. value1

    value1 Nerd SimAxe Beta Tester SimTools Developer Gold Contributor

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    The angles are relative to the local (vehicle) coordinate system. You can calculate the local angles from the transformation matrix. i.e. roll is always around the longitudinal axis of the vehicle, pitch around the lateral axis of the vehicle and yaw around the vertical axis of the vehicle.
    Local_Axis.png
  16. natureYtf

    natureYtf Member

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    So ,if I know the angular velocity in the local coordinate system,I should calculate the integral of the angular velocity.Is that right?