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Calculate mechanism delay more properly and actually let us shoot during shoot on the move #95

@aidnem

Description

@aidnem

Current Situation

  • Mechanism compensation delay is zero, but if it were to be used, it would be added to the time of flight
  • We aren't able to shoot a lot of the time during shoot on the move, even when it seems like we should be able to
  • We're doing a 1st order approximation of flight time, while it might be better to iterate a couple times to converge on a better solution (not sure about this one, it seemed like it made the shot when we tested it)

Improvements to make

  • Use a twist to calculate our mechanism compensation delay as a twist2d instead of just adding it to flight time, as described here.
  • Play around with whether or not we should gate the turret position at all (or maybe give it a massive tolerance).
  • Optionally, calculate 1 shot that includes our "lookahead" / mechanism compensation time and command the subsystems for that shot, but check against the shot WITHOUT lookahead time for shot gating. This is because we're aiming for a shot in the future while checking against a shot in the present.

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