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  #1  
Old 11-22-2017, 05:41 PM
tridge tridge is offline
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RF8 crashing on throttle up with tailsitter

Lorbass and I are working on a dual-motor tailsitter model

I've setup an initial physics model (pretty rough so far).
The problem I'm hitting is as soon as I give some throttle to either motor RealFlight8 crashes.
The model, along with the FBX that Lorbass made, is here:
https://github.com/ArduPilot/SITL_Mo...ailSitters/Cat
Note that the channel mappings are setup for ArduPilot. The throttles are on channels 5 and 6 (which is normal for ArduPilot tailsitters). In RealFlight that maps to the right knob and the dual-rates switch if using the interlink elite.
Any ideas as to why its crashing?
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Old 11-27-2017, 04:41 PM
tridge tridge is offline
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After a lot more fiddling we've now solved this one. One of the key things seems to be that every component in the tree between the motors and the fuselage must have a visual frame. We didn't have a visual frame for the moveable pod that rotated the reference frame to vertical to draw the motors in the right orientation.
The final solution involved drawing the motors and spinner facing forwards rather than up in the FBX model (so 90 degrees from how they are in flight), then by having a moveable pod that rotates it, and having that in a visual frame, so the motor components get rotated. That got the motors displaying correctly.
The final vehicle is here:
http://www.knifeedge.com/forums/down...=file&id=23682
that is in a form for manual flight. The version setup for flight with ArduPilot is here:
https://github.com/ArduPilot/SITL_Mo...ailSitters/Cat
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  #3  
Old 11-27-2017, 05:34 PM
12oclockhigh 12oclockhigh is offline
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Did you look at the pogo model that is either a KE or swaps model?
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Old 11-27-2017, 05:45 PM
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legoman legoman is offline
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Make sure your hierary is correct. I have experienced this before. Or change the sound profile. It does this for some sound profile when the hierarchy is not correct
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Old 11-27-2017, 06:14 PM
tridge tridge is offline
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Quote:
Originally Posted by 12oclockhigh View Post
Did you look at the pogo model that is either a KE or swaps model?
good suggestion, thanks. I just had a look at it and it uses the same strategy that we ended up with the the tailsitter - moveable pods with visual frames, and the motors pointing at 90 degrees to the fuselage then rotated using the pod.
Interestingly it calls the motors ~CS_ENGINE and ~CS_ENGINE1, whereas we used ~CS_ENGINE1 and ~CS_ENGINE2. It looks like both approaches work.
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