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cascade/climb

A scenario of the Cascaded controller, from tools/trace/scenarios/cascade/climb.cpp.

✓ pass

  • The clang run (clang 18.1 optimized) matches the committed trace.
  • The gcc run (gcc 13.3 optimized) matches the committed trace.

Shown on

These players show the same trace, with panels chosen to explain it:

Every channel

cascade/climb: every channel 1× real time
height [m] [0] [1]
vertical_velocity [m/s] [0] [1]
collective [N] [0] [1] [2]
vertical_integral [m/s²] vertical_integral
vertical_cut vertical_cut
step_fraction [0] [1]
t = 0.000 s / 15.000 s

Keys (with the player focused): Space play/pause · ← → one sample (Shift: ten) · Home/End · [ ] speed

15 s of the control/cascade scenario climb.cpp, 751 samples every 0.02 s. The panels plot every channel that changes: height, vertical_velocity, collective, vertical_integral, vertical_cut, step_fraction. 1 events are marked. Pass criteria: BB-I2 overshoot_above_unsaturated <= 0.05.

  1. setpoint 10 m up; the vertical force is cut to the cap
  • ✓ passBB-I2 overshoot_above_unsaturated = -0.03701 (<= 0.05), computed by the scenario harness

All scenarios