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New Crowdin translations - zh-CN (#25483)
Co-authored-by: Crowdin Bot <support+bot@crowdin.com>
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@@ -29,32 +29,32 @@ At high level all vehicle types behave in the same way when MISSION mode is enga
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1. If no mission is stored, or if PX4 has finished executing all mission commands, or if the [mission is not feasible](#mission-feasibility-checks):
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- If flying the vehicle will loiter.
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- If landed the vehicle will "wait".
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- If flying the vehicle will loiter.
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- If landed the vehicle will "wait".
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2. If a mission is stored and PX4 is flying it will execute the [mission/flight plan](../flying/missions.md) from the current step.
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- A takeoff mission item will be treated as a normal waypoint.
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- A takeoff mission item will be treated as a normal waypoint.
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3. If a mission is stored and the vehicle is landed it will only takeoff if the active waypoint is a `Takeoff`.
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If configured for catapult launch, the vehicle must also be launched (see [FW Takeoff/Landing in Mission](#mission-takeoff)).
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If configured for catapult launch, the vehicle must also be launched (see [FW Takeoff/Landing in Mission](#mission-takeoff)).
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4. If no mission is stored, or if PX4 has finished executing all mission commands:
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- If flying the vehicle will loiter.
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- If landed the vehicle will "wait".
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- If flying the vehicle will loiter.
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- If landed the vehicle will "wait".
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5. You can manually change the current mission command by selecting it in _QGroundControl_.
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::: info
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If you have a _Jump to item_ command in the mission, moving to another item will **not** reset the loop counter.
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One implication is that if you change the current mission command to 1 this will not "fully restart" the mission.
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::: info
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If you have a _Jump to item_ command in the mission, moving to another item will **not** reset the loop counter.
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One implication is that if you change the current mission command to 1 this will not "fully restart" the mission.
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:::
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6. The mission will only reset when the vehicle is disarmed or when a new mission is uploaded.
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:::tip
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To automatically disarm the vehicle after it lands, in _QGroundControl_ go to [Vehicle Setup > Safety](https://docs.qgroundcontrol.com/master/en/qgc-user-guide/setup_view/safety.html), navigate to _Land Mode Settings_ and check the box labeled _Disarm after_.
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Enter the time to wait after landing before disarming the vehicle.
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:::tip
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To automatically disarm the vehicle after it lands, in _QGroundControl_ go to [Vehicle Setup > Safety](https://docs.qgroundcontrol.com/master/en/qgc-user-guide/setup_view/safety.html), navigate to _Land Mode Settings_ and check the box labeled _Disarm after_.
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Enter the time to wait after landing before disarming the vehicle.
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:::
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@@ -261,7 +261,7 @@ This pattern results in the following landing sequence:
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1. **Fly to landing location**: The aircraft flies at its current altitude towards the loiter waypoint.
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2. **Descending orbit to approach altitude**: On reaching the loiter radius of the waypoint, the vehicle performs a descending orbit until it reaches the "approach altitude" (the altitude of the loiter waypoint).
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The vehicle continues to orbit at this altitude until it has a tanjential path towards the land waypoint, at which point the landing approach is initiated.
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The vehicle continues to orbit at this altitude until it has a tanjential path towards the land waypoint, at which point the landing approach is initiated.
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3. **Landing approach**: The aircraft follows the landing approach slope towards the land waypoint until the flare altitude is reached.
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4. **Flare**: The vehicle flares until it touches down.
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@@ -93,7 +93,7 @@ To launch in this mode:
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1. Arm the vehicle
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2. Put the vehicle into _Takeoff mode_
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3. Launch/throw the vehicle (firmly) directly into the wind.
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You can also shake the vehicle first, wait till the motor spins up and then throw it
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You can also shake the vehicle first, wait till the motor spins up and then throw it
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### Parameters (Launch Detector)
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