00:01
Okay, let's do this like a frequency response or both loudly designed for a unity feedback system.
00:08
So we have g of s equals k times s plus 7 over s times s plus 5 times s plus 15.
00:18
The specs, the percent os is 15 percent, t sub s is 0 .1 seconds, and we're assuming 2 percent setting time rule and k sub v is 1 ,000.
00:29
So from the percent overshoot, m -s -p is e to the negative zeta pi over root 1 minus zeta squared, which is 0 .15.
00:50
So that means zeta is about 0 .517.
01:00
From settling time, omega sub -n with the 2 % rule t -s is about 4 over.
01:08
Zeta omega sub n so omega n is four over zeta t sub s which is four over 0 .517 times 0 .1 and that's about 77 .4 radiance per second.
01:26
The damping ratio is going to lead to the desired phase margin and a common mapping is going to give p ms about 53 degrees that's for a zeta of about 0 .52.
01:36
We'll design a little higher to budget for a lag phase loss.
01:40
So we'll use a target of 58 degrees.
01:47
And then you pick a target gain crossover frequency and a typical choice to put in would be about 0 .125 times omega sub n.
01:57
And so that would be 1 .25 times 77 .4, which is about 97.
02:03
Let's just call 100 radiance per second.
02:07
Then you check the plant at 100 radiance per second without compensation.
02:11
So we let g0 of s be s plus 7 over s times s plus 5 times s plus 15 with no k.
02:20
And at an omega of 100, then the angle is about negative 172 degrees, negative 172 .6 degrees.
02:35
So the current phase margin would be 180 minus 172 .6, which is about 72 .6 degrees.
02:47
7 .4 degrees.
02:50
Now that's way too small, so we need a lead compensator to add phase...