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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Wed Mar 11, 2015 8:53 pm 
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Reworked the code to include "real" antilag. It's only timing, fueling, and fuel cut possible right now (all switchable). Going to go over it one more time, then go through it in IDA. Should be good to go.
Haven't tested fuel cut antilag, but I made all variables independently editable for fine tuning.

Added in JMlegacy style rolling antilag. Brake plus accelerator beyond threshold = ALS timing, fueling, chosen cut (fuel or spark or both).

Also reworked rotational idle to hang onto a specific user designated rpm (nneds to be kept well under ALS min active rpm). Should give a idle as lumpy as the user desires.

If you go over a chosen active rpm, it will click over to antilag automatically and hold for a time frame or until a vehicle speed is met. May work in a smoothing if needed during testing. As soon as spark cut is written and tested, user can choose spark fuel or combo cut for ALS.

ALS and rolling ALS share timing/fueling lock. RI has its own set along with its own spark fuel or combo cut.

Should be testing most by the weekend.


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Mon Mar 16, 2015 6:18 pm 
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Sounds like some nice work, I will try and find time to look at your code soon. I'm on A2ZJE11J so I may take a stab at porting it over in the next month or two.


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Tue Mar 24, 2015 3:26 am 
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That's good news for the 32bit guys.

I would test these mods, but my car is a MY06 SADM WRX A8DH200U. Do you have plans to port this?

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MY06 SADM WRX - Built Shortblock, EL Headers, TD05H-20G, JDM 6MT Tranny, D2 Coilovers.
A8DH200U


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Tue Mar 24, 2015 8:12 pm 
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Wez wrote:
That's good news for the 32bit guys.

I would test these mods, but my car is a MY06 SADM WRX A8DH200U. Do you have plans to port this?


Porting takes considerable time and there are other roms in line before yours, I can add your rom to the list.


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Tue Mar 24, 2015 8:16 pm 
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Last piece of the puzzle I believe is ready to be put in to effect and should enable all features of fuel cut Antilag and rotational idle. Perhaps a video will be in order shortly...


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Wed Mar 25, 2015 2:25 am 
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:)

Why professwrx don't git dev branch :(

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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Wed Mar 25, 2015 6:14 am 
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Merp wrote:
:)

Why professwrx don't git dev branch :(


No reason to other than to satiate the curious. A lot in the works and unfinished so it's like publishing something incomplete.

If there's something specific you want to see let me know and I can send you some tidbits.


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Wed Mar 25, 2015 9:55 pm 
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In the works and unfinished == in development, hence, a dev branch :)

from: https://sethrobertson.github.io/GitBestPractices/

Quote:
Do commit early and often

Git only takes full responsibility for your data when you commit. If you fail to commit and then do something poorly thought out, you can run into trouble. Additionally, having periodic checkpoints means that you can understand how you broke something.

People resist this out of some sense that this is ugly, limits git-bisection functionality, is confusing to observers, and might lead to accusations of stupidity. Well, I'm here to tell you that resisting this is ignorant. Commit Early And Often. If, after you are done, you want to pretend to the outside world that your work sprung complete from your mind into the repository in utter perfection with each concept fully thought out and divided into individual concept-commits, well git supports that: see Sausage Making below. However, don't let tomorrow's beauty stop you from performing continuous commits today.

Personally, I commit early and often and then let the sausage making be seen by all except in the most formal of circumstances (public projects with large numbers of users, developers, or high developer turnover). For a less formal usage, like say this document I let people see what really happened.


Then there's the aspect of redundancy. RR lost a huge piece of work at one point due to a hard drive crash. Had it been committed and pushed as it ought to have been, the backups would have been distributed. Proper backup practices can mitigate this risk, but its much easier to just push after a session.

One of the benefits of open source is having more eyes doing code review. And obviously, the sooner bugs or design issues get worked out, the easier they are to work out. MerpMod/RR are on the back burner for me right now but I still get notifications on this forum and, more importantly, github.

And of course, once you get the hang of it and get into good habits, its incredibly easy, understandable, and powerful. It isn't the industry standard for no reason.

TLDR: It's quite the opposite, there's really no good reason not to :)

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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Thu Mar 26, 2015 10:09 pm 
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I heard some Antilag revving today... It was ...satisfying.

Needs some settings tweaked. It's revving instead of holding. It may be due to too high of a throttle setting. Since I made it adapt throttle to rpm it may be learning up to 60% tps and that's probably way too high. Not sure what it's hitting to stop revving. Either high rpm limit or possibly launch control fuelcut limit.

It now adapts to rpm UNLESS it overboosts. When rpm is over or under every 100rpm alters TPS 1%. So if you are over revving by 1000rpm it will close tps 10%.
It also adapts to boost. So if you go over boost it will pull back tps (5% for every # over) to achieve (and ideally hold) target.


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Fri Mar 27, 2015 12:14 am 
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Loaded some alternate values. Held 4800 rpms. 800 over target but it's running. Dips every couple seconds. there is either a slow response to the learning or the smoothing could be causing it. OR the learning is too aggressive. I do believe it will prove be a ghost in the oem code that pulls it down for a split second as it was doing this prior to the full code when I modified the oem tps table. Not a big deal to me. Need to sort out some final values and do some logging and then it's video time.

But it's official, there's a plug and play Antilag rom for 32 bit.


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Fri Mar 27, 2015 3:16 am 
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Excellent work, congrats! :D Video time!!

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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Fri Mar 27, 2015 6:21 am 
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Merp wrote:
Excellent work, congrats! :D Video time!!

Thank you sir, I will get one or twenty after I sort the settings out. Still running too high RPM. Think I need to nerf the rpm learning.

Did check the launch out. 12psi surprised the hell out of me and made my clutch cry. I haven't felt torque off the line since I sold my fbody. It will be nice when it's more dialed in shouldn't need too much rpm to do the job without spark cut.

Also been trying out displacement on demand. Only drive ability no logging for mileage variance yet.

I was lucky to not brick the ecm on the last flash. The USB cable is shot.


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 Post subject: Re: DriveMode, valet, killswitch, shiftlight, antilag, VFF d
PostPosted: Mon Mar 30, 2015 5:26 pm 
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Professwrx wrote:
Loaded some alternate values. Held 4800 rpms. 800 over target but it's running. Dips every couple seconds. there is either a slow response to the learning or the smoothing could be causing it. OR the learning is too aggressive. I do believe it will prove be a ghost in the oem code that pulls it down for a split second as it was doing this prior to the full code when I modified the oem tps table. Not a big deal to me. Need to sort out some final values and do some logging and then it's video time.

But it's official, there's a plug and play Antilag rom for 32 bit.


Professwrx,

That's great to hear!

About testing on A8DH200U, I would like to help testing it, when you get there! I think the main difference is how the maps are switched. Wrx don't have cruise control.

_________________
MY06 SADM WRX - Built Shortblock, EL Headers, TD05H-20G, JDM 6MT Tranny, D2 Coilovers.
A8DH200U


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 Post subject: Re: AntiLag, FlexFuel, DriveMode, Killswitch dev
PostPosted: Mon Mar 30, 2015 5:42 pm 
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Location: Kenya
Great work indeed. Any chance of porting this to JDM 32 bit roms, first request being JDM STi Forester A2WC012E 512kb 32-bit rom?

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 Post subject: Re: AntiLag, FlexFuel, DriveMode, Killswitch dev
PostPosted: Tue Mar 31, 2015 11:55 pm 
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Reworking the throttle. Trying for IMMEDIATE throttle attack. Should make Antilag hit that much harder and quicker.

Basically hijacking the analog input and adding my own flair.

When I get this sorted I will start the port to the USDM 06 Sti. After that I will add requested roms down the chain.


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