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Who would be interested in 1/3 timing increments?

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Old Feb 26, 2011 | 10:09 PM
  #1  
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Who would be interested in 1/3 timing increments?

Hey All,

Just want to get a count of people interested in making the timing table incrementable in 1/3's of a degree.

I am working on the patch now, but wanted to see if its really wanted?

Cheers
D.
Old Feb 26, 2011 | 10:25 PM
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YES! YES! YES!

Would this also let the car increment in 1/3 degrees as well? Perhaps more smoothly transitioning from say 5-8° if the map so allowed (i.e. a steep increase).
Old Feb 27, 2011 | 12:11 AM
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yeh I will do that as well...

I gotta do some more checking because the code is pretty long - but I think my solution should work pretty well
Old Feb 27, 2011 | 12:21 AM
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oh and technically the step/increment will be 0.3515625 (90/256)
Old Feb 27, 2011 | 02:48 AM
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ok so its not going to be as easy as I originally thought.

Its not impossible, but there are a few more tables that need to be modified.

Basically the ECU gets the value from the ignition map, does a LOT of compensations to it and then converts it into a cool raw value..

Every compensation will need to be understood and remapped, so that if it was +1* before it will now need +2.84* (1/0.3515625)

So I am currently doing it.

On a side note I have found how the idle timing control works, and in theory we could end up with a smoother idle with the 0.35 increment...



You can see that between -11.72 and +11.72 RPM's away from target the ECU doesn't do anything to timing..

^ this is just one of many idle compensation maps, so I gotta map the routine out to find out whats going on...

Last edited by tephra; Feb 27, 2011 at 02:51 AM.
Old Feb 27, 2011 | 05:38 PM
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Originally Posted by tephra
ok so its not going to be as easy as I originally thought.

Its not impossible, but there are a few more tables that need to be modified.

Basically the ECU gets the value from the ignition map, does a LOT of compensations to it and then converts it into a cool raw value..

Every compensation will need to be understood and remapped, so that if it was +1* before it will now need +2.84* (1/0.3515625)

So I am currently doing it.

On a side note I have found how the idle timing control works, and in theory we could end up with a smoother idle with the 0.35 increment...


You can see that between -11.72 and +11.72 RPM's away from target the ECU doesn't do anything to timing..

^ this is just one of many idle compensation maps, so I gotta map the routine out to find out whats going on...
Sounds complicated, but very cool.

Scheides, I'm not sure but I think the ECU already interpolates in 1/3*... we just don't see that on our loggers. This may not have been carried over from the CT9A though.
Old Feb 27, 2011 | 06:03 PM
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nah it doesn't

basically the map is an integer with resolution of 1, so when it does the lookup it picks either 5* or 6* for example..

it cant pick in between because the raw value is stored as the smallest resolution already..

this patch would change that..
Old Feb 27, 2011 | 06:23 PM
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very interesting. would this be better for SD conversions? even better drivability?
Old Feb 27, 2011 | 06:25 PM
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well its got nothing todo with SD,

but yeh smoother timing changes will result in smoother drivability.

I am just deciding on the best (read easiest) path to go
Old Feb 28, 2011 | 11:03 AM
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Originally Posted by tephra
nah it doesn't

basically the map is an integer with resolution of 1, so when it does the lookup it picks either 5* or 6* for example..

it cant pick in between because the raw value is stored as the smallest resolution already..

this patch would change that..
Hrm, I had thought that it was a carryover from the knock control being at 1/3* increments discovered when JB started DMA loggin, but you would know much better than I .
Old Feb 28, 2011 | 07:15 PM
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yeah so the map lookup + all the compensations happen in real integer space.

ie 1* = 1 in the raw format

then the ECU converts this to "cool raw timing space", ie * 256/90

THEN the ECU applies knocksum compensation to it, so 10 KnockSum = 10 * 90 /256 = 3.515625*

my goal is to just use the "cool raw timing space" for everything, which means dropping the conversion part and remap all the maps (including the compensations)

but this is a lot of work
Old Feb 28, 2011 | 08:35 PM
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So the ECU can set the timing in 1/3rd incriments? Does it do it now? Can we log a floating version of timing?
Old Feb 28, 2011 | 08:38 PM
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yes and yes.

however you will only get less than integers if knocksum modifies it.

its a bit annoying to know all the code is there, just mitsu didn't do it properly...
Old Feb 28, 2011 | 08:39 PM
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Originally Posted by Golden
So the ECU can set the timing in 1/3rd incriments? Does it do it now? Can we log a floating version of timing?
Its straightforward to set it up, and I have been doing it on my Evo 9, although its not terribly interesting. The only difference is that you can see the timing getting pulled/added in ~0.35 deg increments with each step increase/decrease in knock sum. The normal 1 deg jumps up/down seen logging the standard timing variable remain because the interpolation between cells in the timing maps is happening in integer space.
Old Feb 28, 2011 | 08:44 PM
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Ahh, so timing is really pulled in .35 increments with knocks... we just can't tell.


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