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Re: Implementing Traction Control for an advantage in the 2009 game
A simple moving average filter of the joystick inputs works well. For those who are coding in C this isn't to bad an algorithm to code. There are a couple forms of moving averages to play with. The number of averaged samples and the sampling rate can allow tunning. For those using Labveiw it's real easy. Just drag, drop and wire. Play with the constants to get the feel you want. This is just controlling the rate of change. In Labview there about 5 filters that could be used however only 2 yield good results. The great thing about Labview is you can graphically watch the behavior. Our filter is working well and allows even the kids who are button smashers to drive. One thing is that it doesn't do as much good for is stopping. We always slide a little. I would suggest that all teams make an effort to apply some form of traction control. With out it it's going to be hard to play the game.
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