Ok, so I checked in some new clash detection code on github.
It’s not very well tested, but here is what it does:
- Uses both accelerometer and gyro data to detect clashes. This may throw off stabs, and I have not had a chance to fix that yet.
- The accelerometer and gyro data is by default filtered down to 800Hz with a simple box filter.
All of this means that clashes now use 4 times more values, which I think means it should be more resilient against false clashes, but obviously we’ll have to see how that pans out…
Feel free to test it, I’ll be doing some of that myself tomorrow.