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Fix brakes not working #322
Fix brakes not working #322
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(The reverse as brake field on the vehicle pawn must be unchecked for brakes to work)
@b1n-ch1kn, @mateusz-lichota, this means that the drifting is intentional. Should we in your opinion use the settings from unreal engine? Or keep the ones that are in there now? |
The drifting might look cool, but it also makes it impossible for the autonomous system to engage the brakes, so we definitely need this PR to reintroduce previous behavior |
Would the drifting be something that could be per-car? Our car is 4WD which has insane grip, so if I ever get our car model working, I'd try to remove it for a bit more realistic driving. |
@mateusz-lichota It currently happens a lot more on keyboard. I checked with a controller and I can accelerate without drifting. When going a bit faster it is hard to control. I think we should supply both blueprints (stable and drifting) as some teams might try to play with both. For the competition, however, I think it is best to stick with 1 car with stable settings (as it is easier). @b1n-ch1kn they are on a per car basis as for the ADS vehicle it happens way less. It could be interesting to see what setting that was deleted is causing the cars now to spin though |
It's not hard to test which settings caused the change - you can look at what settings the code was overriding, set those on the vehicle pawn and drive it around. My guess would be that the Technion car has a huuuge torque limit set up, and that is causing the wheels to instantly loose traction, while the ads dv only has like 300Nm |
The reverse as brake field on the vehicle pawn must be unchecked
for brakes to work, this PR does just that
Before, the properties of the vehicles were overwritten in code by airsim, so this setting didn't actually change anything, but since #312 removed that, the brakes stopped working