It is a measure of rotational speed, with direction. Rotations per minute (rpm) is a measure of angular speed and if you specify the direction of rotation as well then you have the angular velocity.
There are other units possible, such as degrees per second. The second hand on an analog clock makes a rotation every minute, and rotates clockwise, so we could specify the angular velocity as 1rpm clockwise, 360 degrees per minute clockwise, or 6 degrees per second, clockwise.
For reasons I won’t go into, the direction of the angular velocity is actually into the face of the clock.
It’s rate of rotation. For a quadcopter your whole drone can rotate in 3 axes, and you control each axis by speeding up two rotors and slowing the other two down.
For yaw, you speed up one diagonal pair and slow down the other diagonal pair, and you turn because one pair is turning clockwise and the other pair is turning counterclockwise.
For pitch and roll, your pairs each have one clockwise and one counterclockwise, so it balances out the yaw.
Imagine standing on the edge of a rotating disk. You’re moving decently fast right? Now imagine that instead, you are now closer to the middle of that disk. You’re much slower now. What changed? What remains constant?
This is where angular velocity and *linear* velocity make a difference. In both cases, the rate of angle change, or how many rotations/revolutions per unit time remains the same. You make a circle in the same amount of time no matter where on that disk you stand. But in order to accommodate that, the “you” standing on the edge of the disk will need to cover more ground (i.e. the entire circumference) compared to the “you” standing near the centre in the same amount of time. Hence, you will need a larger linear velocity (a greater speed) to finish that revolution if you are going around the disk’s edge.
It is generally more beneficial to use angular velocity to determine how fast a drone can rotate in any of the 3 axes, rather than its linear velocity at any point.
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