Hello Andy,
:) Thought mentioning the tach was a decent hint. The tach designed only goes to 11,000 .. thought 12 was a tad excessive ;) It is an 'open' system .. want 20,000 RPM? .. roll your own ;) I won't go past 7K .. ever (and why 7K is 'almost' straight up on the tach :)
Most of the data could be via lookups or calc'd. Simple math. Did some complex math as a test and .. no problem .. even on the $34 S635MP Via board I'm using. Not that many 'calcs' and next to no iterations. Fact is the mechanical aspects can't touch the accuracy of the calculations.
http://members.shaw.ca/megasquirt/manual/ve_tuner.pdf
Each uC has 8 10-bit ADC's. They could be attached to most anything (TPS/BARO/Boost/Vac/etc). The also need to control IAC's and the like. I may implement higher res 'sweep' ADC's and use a less feature-rich version of the uC (Atmel ATMega's). That aspect of the design will be dealt with when I get the PC side finished and will be cake as I've done most all that needs to be done.
BTW: The uC's have .01ms resolution for the injector and coil drivers (3 injectors and 2 coils max per cyl, up to 12 cyls, any firing order/configuration, rotary included .. lawnmower if so inclined ;) and they track and act based on info from the PC. Pretty much feed and leave. As the PC does not have to track that I am relieved of managing that duty in Windows. The killer app would be ION sensing ... assuming someone ever comes up with circuitry.
Have LB .. looked at Pure and Power Basic; waiting for the official release of iBasic Pro to see what they come up with. I'll push Blitz as far as I can and roll over if I have to. Neat trick if I can pull it off ... using a 'game' language :) I may not need threading as much as I thought .. time will tell. Whatever I find I will post.
The intent of the project is to prototype a design that the 'public' can use as a foundation .. to show it can be done simply, cheaply (relative to a pro system and no need to purchase all the gauges/etc) and NO dependancies on the author(s). Just providing the map. Did I mention it will do blinkers also ? :) It is intended to be the core of a vehicle management system .. a 1st step.
The uC's I tinker with are usually programmed with a Basic dialect .. had to delve into ASM to get the .01ms though [It was a self invoked challenge] :) No kazillion $ dev environments, etc. An inexpensive PC/dev environ and uC of choice .. knock thyself out :) Linux and C? Go for it .. have fun with the graphics.
Windows and realtime :) If in doubt, crank up the CPU speed. Using the SNAP protocol http://www.hth.com/snap/
Polling/etc will be derived with testing. I can send fake data up the USB pipe and watch what happens.
Keep in mind, I'm new to Windows programming (and Blitz) and I'm going to ask at least a few (maybe more) stupid questions :)
Have an in-the-works dash layout if someone wants to take a look and comment/recommend suggestions. It will be high-end game level when done. Think I have the tach beat .. everything else will be easy street.
Thanks and take care,
:) Thought mentioning the tach was a decent hint. The tach designed only goes to 11,000 .. thought 12 was a tad excessive ;) It is an 'open' system .. want 20,000 RPM? .. roll your own ;) I won't go past 7K .. ever (and why 7K is 'almost' straight up on the tach :)
Most of the data could be via lookups or calc'd. Simple math. Did some complex math as a test and .. no problem .. even on the $34 S635MP Via board I'm using. Not that many 'calcs' and next to no iterations. Fact is the mechanical aspects can't touch the accuracy of the calculations.
http://members.shaw.ca/megasquirt/manual/ve_tuner.pdf
Each uC has 8 10-bit ADC's. They could be attached to most anything (TPS/BARO/Boost/Vac/etc). The also need to control IAC's and the like. I may implement higher res 'sweep' ADC's and use a less feature-rich version of the uC (Atmel ATMega's). That aspect of the design will be dealt with when I get the PC side finished and will be cake as I've done most all that needs to be done.
BTW: The uC's have .01ms resolution for the injector and coil drivers (3 injectors and 2 coils max per cyl, up to 12 cyls, any firing order/configuration, rotary included .. lawnmower if so inclined ;) and they track and act based on info from the PC. Pretty much feed and leave. As the PC does not have to track that I am relieved of managing that duty in Windows. The killer app would be ION sensing ... assuming someone ever comes up with circuitry.
Have LB .. looked at Pure and Power Basic; waiting for the official release of iBasic Pro to see what they come up with. I'll push Blitz as far as I can and roll over if I have to. Neat trick if I can pull it off ... using a 'game' language :) I may not need threading as much as I thought .. time will tell. Whatever I find I will post.
The intent of the project is to prototype a design that the 'public' can use as a foundation .. to show it can be done simply, cheaply (relative to a pro system and no need to purchase all the gauges/etc) and NO dependancies on the author(s). Just providing the map. Did I mention it will do blinkers also ? :) It is intended to be the core of a vehicle management system .. a 1st step.
The uC's I tinker with are usually programmed with a Basic dialect .. had to delve into ASM to get the .01ms though [It was a self invoked challenge] :) No kazillion $ dev environments, etc. An inexpensive PC/dev environ and uC of choice .. knock thyself out :) Linux and C? Go for it .. have fun with the graphics.
Windows and realtime :) If in doubt, crank up the CPU speed. Using the SNAP protocol http://www.hth.com/snap/
Polling/etc will be derived with testing. I can send fake data up the USB pipe and watch what happens.
Keep in mind, I'm new to Windows programming (and Blitz) and I'm going to ask at least a few (maybe more) stupid questions :)
Have an in-the-works dash layout if someone wants to take a look and comment/recommend suggestions. It will be high-end game level when done. Think I have the tach beat .. everything else will be easy street.
Thanks and take care,