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don't rotate D or A, it reverses their sign inappropriately
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1 changed files with 9 additions and 9 deletions
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@ -331,15 +331,15 @@ bool positionControl(void) {
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posHold.pitchI = rotatedPitchI;
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posHold.pitchI = rotatedPitchI;
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// rotate smoothed DA factors
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// rotate smoothed DA factors
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const float rotatedRollD = rollD * cosDeltaHeading + pitchD * sinDeltaHeading;
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// const float rotatedRollD = rollD * cosDeltaHeading + pitchD * sinDeltaHeading;
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const float rotatedPitchD = pitchD * cosDeltaHeading - rollD * sinDeltaHeading;
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// const float rotatedPitchD = pitchD * cosDeltaHeading - rollD * sinDeltaHeading;
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rollD = rotatedRollD;
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// rollD = rotatedRollD;
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pitchD = rotatedPitchD;
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// pitchD = rotatedPitchD;
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//
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const float rotatedRollA = rollA * cosDeltaHeading + pitchA * sinDeltaHeading;
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// const float rotatedRollA = rollA * cosDeltaHeading + pitchA * sinDeltaHeading;
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const float rotatedPitchA = pitchA * cosDeltaHeading - rollA * sinDeltaHeading;
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// const float rotatedPitchA = pitchA * cosDeltaHeading - rollA * sinDeltaHeading;
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rollA = rotatedRollA;
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// rollA = rotatedRollA;
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pitchA = rotatedPitchA;
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// pitchA = rotatedPitchA;
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// limit sum of D and A because otherwise too aggressive if entering at speed
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// limit sum of D and A because otherwise too aggressive if entering at speed
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float rollDA = rollD + rollA;
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float rollDA = rollD + rollA;
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