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Releases: bostromdev/BostromFPV-Sim

BostromFPV v0.1.2-beta

23 Jun 02:18
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BostromFPV Sim v0.1.2 Beta — Flight Control & Map Update

Updated

  • Updated Betaflight-style I-term relax behavior for less artificial stability during fast stick moves.
  • Set Feedforward Smoothness to 35 and Jitter Reduction to 4.
  • Improved tilt, throttle, momentum, and altitude-loss behavior during aggressive flying.
  • Continued dive-tower, roof seam, collision, surface friction, and close-range map rendering fixes.

Beta Notice

v0.1.2 is still being refined with real 5-inch flight data.

##Currently working on-

-Freestyle Arena(any collision gaps, see-through surfaces, weird tower behavior)
-Flight situations that still feel too stable or unrealistic

BostromFPV v0.1.0 Alpha

22 Jun 05:10
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Pre-release

BostromFPV Sim v0.1.1 Alpha
GO TO THE OTHER RELEASE!
This is an early development build focused on moving beyond the original simple flying-drone prototype.

v0.1.1 adds a more serious foundation for FPV-style flight behavior, including custom fixed-step physics, motor response, angular momentum, drag, collision handling, controller tuning paths, and CSV telemetry logging for comparing simulator behavior against real flight data.

Added in v0.1.1
NEW MAP-Freestyle Arena(much more flowy than the previous)
Custom drone physics replacing basic arcade-style(still debatable during collisions) movement.
Individual motor/thrust response and rotational momentum along with directional thrust.
Early aerodynamic drag, propwash, and dirty-air behavior.
More detailed collision geometry for freestyle obstacles(improved but not quite there)
Expanded warehouse/freestyle environment
Flight-controller and rate tuning options(haven't testing changing anything beyond how my 5" and 3" fly.
CSV telemetry logging and runtime diagnostics
Current alpha limitations

This build is still experimental and will not feel fully identical to a real FPV quad yet.

Known areas still being developed include:

More natural wall rides and high-energy impacts
Better throttle-cut, recovery, and momentum behavior
Reduced “jello” or delayed feel during some fast stick movements
More realistic propwash and turbulent-air handling
Final tuning for hard reversals, stops, dives, and freestyle transitions

Future IDEAS-
Tornado wind map to simulate whatever kind of build you would want to create(really is not that hard to simulate those effects once you have this built).
Also currently heavily working on getting latency under control as this seems to be my biggest problem so far, kinda feels like 40-50ms latency currently.
The goal is a simulator that eventually rewards real FPV muscle memory instead of arcade inputs.
STEADY UPDATES COMING