Notices
ECU Flash

fed up with knock control

Thread Tools
 
Search this Thread
 
Old Nov 16, 2008, 08:36 AM
  #316  
Evolved Member
Thread Starter
iTrader: (31)
 
justboosted02's Avatar
 
Join Date: Jun 2006
Location: northeast
Posts: 1,901
Received 10 Likes on 9 Posts
Originally Posted by DS-03evo
OP... did you do any testing on your 2.3 yet?
94170015 hasn't been released yet
Old Nov 16, 2008, 03:10 PM
  #317  
Account Disabled
iTrader: (3)
 
dan l's Avatar
 
Join Date: Apr 2006
Location: USA
Posts: 1,029
Likes: 0
Received 0 Likes on 0 Posts
Originally Posted by Mattjin

I am interested in how I can get a ahold of the DSM Link software and a solid definition?
DSMLink won't give you any of their proprietary disassembly and rom patches.

This is a group of people who have disassembled the stock 1g and 2g DSM ecu's:
http://autos.groups.yahoo.com/group/dsm-ecu/
Old Nov 16, 2008, 04:35 PM
  #318  
Evolved Member
iTrader: (2)
 
l2r99gst's Avatar
 
Join Date: Mar 2004
Location: CA
Posts: 3,499
Likes: 0
Received 4 Likes on 4 Posts
I don't know how much it will help you, but you can download the software and source code for the DSMLink software from their website. But, as mentioned, it isn't their disassembly.
Old Nov 17, 2008, 11:38 AM
  #319  
Evolved Member
iTrader: (23)
 
honki24's Avatar
 
Join Date: Apr 2003
Location: Houston, TX
Posts: 1,579
Received 0 Likes on 0 Posts
Originally Posted by Mattjin
I also wonder if charge time is reduced during knock to help lower the chance for full combustion.
Wow, talk about bad. If that is the case then it is "weakening" spark by lowering current by decreasing charge time, right? When you combine weakened spark w/ retarded ignition you get blow out. (Ignition closer to TDC requires more energy to ignite the same charge)

Sure hope its not messing with charge time.
Old Nov 17, 2008, 08:49 PM
  #320  
EvoM Guru
iTrader: (6)
 
tephra's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Posts: 9,486
Received 66 Likes on 42 Posts
Hi Guys,

I havn't forgotten about this - just working on something else right now.

My only problem with continuing is deciding how to handle decay.

My preference is for _you_ guys to reduce the decay timer manually rather than building it into the patch.

Thoughts? Ideas?

Cheers
D.
Old Nov 17, 2008, 11:23 PM
  #321  
Newbie
iTrader: (2)
 
3geclipse's Avatar
 
Join Date: Oct 2007
Location: MIAMI,FLORIDA
Posts: 30
Likes: 0
Received 0 Likes on 0 Posts
i will be more than happy with just the patch itself!!!
Old Nov 18, 2008, 04:59 AM
  #322  
Evolved Member
iTrader: (23)
 
honki24's Avatar
 
Join Date: Apr 2003
Location: Houston, TX
Posts: 1,579
Received 0 Likes on 0 Posts
Originally Posted by tephra
Hi Guys,

I havn't forgotten about this - just working on something else right now.

My only problem with continuing is deciding how to handle decay.

My preference is for _you_ guys to reduce the decay timer manually rather than building it into the patch.

Thoughts? Ideas?

Cheers
D.
Yes, let us reduce it. Time is of the essence!
Old Nov 18, 2008, 06:00 AM
  #323  
Evolved Member
Thread Starter
iTrader: (31)
 
justboosted02's Avatar
 
Join Date: Jun 2006
Location: northeast
Posts: 1,901
Received 10 Likes on 9 Posts
a manually adjustable decay timer would be nice
Old Nov 18, 2008, 09:44 AM
  #324  
Evolved Member
iTrader: (1)
 
D-VO's Avatar
 
Join Date: Jan 2007
Location: kissimmee FL.
Posts: 546
Received 0 Likes on 0 Posts
Originally Posted by tephra
Hi Guys,

I havn't forgotten about this - just working on something else right now.

My only problem with continuing is deciding how to handle decay.

My preference is for _you_ guys to reduce the decay timer manually rather than building it into the patch.

Thoughts? Ideas?

Cheers
D.
Hmm... precentage and time based maybe? One map for precent of decay to ignore, then amount of time to ignore it.
Old Nov 18, 2008, 10:43 AM
  #325  
Evolved Member
iTrader: (17)
 
Jack_of_Trades's Avatar
 
Join Date: Jun 2007
Location: Opelika,AL
Posts: 3,523
Likes: 0
Received 2 Likes on 1 Post
I'm pretty sure its just one value. Just add the table to the list but leave it at the default setting so the user has the 'option' to mess with it.
Old Nov 18, 2008, 03:00 PM
  #326  
Evolved Member
 
Mattjin's Avatar
 
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 604
Likes: 0
Received 0 Likes on 0 Posts
I am working on some of the octane control stuff at the moment for those that are interested. I may have found a setting in there that wont allow octane control below a certain engine temperature. If this is the case it is very easy to disable this side of things by just raising the temperature high enough.
Old Nov 18, 2008, 04:33 PM
  #327  
Evolved Member
iTrader: (23)
 
honki24's Avatar
 
Join Date: Apr 2003
Location: Houston, TX
Posts: 1,579
Received 0 Likes on 0 Posts
very cool. ...although can't that be done by making high and low octane maps equal?
Old Nov 19, 2008, 02:06 AM
  #328  
Evolved Member
 
Mattjin's Avatar
 
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 604
Likes: 0
Received 0 Likes on 0 Posts
Alot easier to change one number than hundreds, and you can put it back to normal very quickly.

The point is to attack the knock control from both ends. Eventually we have to meet up in the middle.

Alot of stuff is linked to the octane number. For instance, disabling the knock control reverts to zero octane and also with it, turns off the boost control. There is already an adjustment for what octane turns boost control on and off, so now it can be possible to keep boost control but not run the knock control. Working with the octane control also leads to knock sum (timing retard amount, as we have found), and eventually control of that too.

Speaking of which, has it been found already if there is a certain knock sum that must be met before octane reduces?
Old Nov 19, 2008, 02:38 AM
  #329  
EvoM Guru
iTrader: (6)
 
tephra's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Posts: 9,486
Received 66 Likes on 42 Posts
2 sucessive counts of 6KS will cause octanenumber to reduce.
Old Nov 19, 2008, 10:14 PM
  #330  
Evolved Member
 
Mattjin's Avatar
 
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 604
Likes: 0
Received 0 Likes on 0 Posts
Thanks, I will start to work with that and see what I can find. Did you find it in the code, or is it just a known thing?

Today I did some testing and found a few maps that work for certain with Octane control. Posted them in my 80700010 thread for anyone interested. So at least for now I can turn off octane control at certain amounts of load. I just need to track down the short term retard (knock sum). Sounds easy heh ;-)


Quick Reply: fed up with knock control



All times are GMT -7. The time now is 06:59 AM.