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Swerve Drive Improvements #75

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danielbrownmsm opened this issue Apr 4, 2023 · 3 comments · May be fixed by #84
Open

Swerve Drive Improvements #75

danielbrownmsm opened this issue Apr 4, 2023 · 3 comments · May be fixed by #84
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enhancement New feature or request

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@danielbrownmsm
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Summary
Just some minor things we should probably do to make the swerve driver better at driving so we can play good defense.

Work Required

  • desaturate teleop wheel speeds (if one of the drive outputs is greater than 1, divide all the drive outputs by it)
  • reduce strafe deadband
  • reduce steer deadband
  • instead of multiplying steer by some number to make it turn fast, just make it so that if steer is large and drive/strafe is small, then make the drive output larger
  • decceleration limits in tele-op driving (might want to look at a slew rate limiter for this?) basically, when we go from some drive/strafe power to 0, we want the motor output to not immediately go to 0
  • make us accelerate faster though, to avoid Eli full-sticking it all the time

Verification

  • CI passes
  • Eli says it feels good enough
@danielbrownmsm danielbrownmsm added the enhancement New feature or request label Apr 4, 2023
@danielbrownmsm danielbrownmsm added this to the Improvements for Worlds milestone Apr 4, 2023
@danielbrownmsm
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  • remove control decay

@X-EX3-X X-EX3-X self-assigned this Apr 5, 2023
@deadlyvortex
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Deferring decceleration limits using slew rate limiters for later.

@deadlyvortex
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Deferring Increasing the Acceleration.

@danielbrownmsm danielbrownmsm linked a pull request Apr 8, 2023 that will close this issue
@deadlyvortex deadlyvortex self-assigned this Apr 8, 2023
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3 participants