Previous Versions Thread
Version 1.03
- 3D NLTS - 3D map of where to cut RPM to when shifting
- CEL on KnockSum - Will light up the CEL when knocksum exceeds a pre-set value (defualt = 3)
- Tidied up the XML and grouped modifications.
NLTS
Below is the NLTS map which I made for testing.
NOTE: It is configured for my gear ratios which are not standard for 1st and 2nd.
On the left, the Gear units are a calculation which generally work out around what gear you are in.
The calculation is done as follows: (speed * 256) / (RPM / 10)
Be aware that speed and RPM are the RAW values as logged for RPM2Byte (?) and for speed in kph ( kph / 2)
You can log the results of calculation this by modifying some place in the MUT table to retrieve F641.
Because of the lack of precision in a number of factors (speed for one is very coarse) it is very difficult to pinpoint exactly what gear you are currently in, so this calculation gives a range. That range changes per gear.
This number is used as the lookup for Gear on the NLTS table.
The other used is speed.
The result of the lookup is the desired RPM limit.
The result is checked against Normal RPM Limit. If the greater than the normal limit, the normal limit is used. I implemented this after an error gave me an RPM limit of > 20,000 RPM
To build up the NLTS table, you log speed, rpm and the gear calculation. You put them in a table as above, then move the gear scaling down one to account for the fact you want the RPM to drop so you can change UP a gear.
I have given positions for 9 gear calculation points. nearly 2 per gear. You shouldn't need them but they might be useful for something. If not, ill cut them out down the line somewhere.
Again, the NLTS map in the ROM by default is the one I used. I calculated the RPM limit values on a spreadsheet using gear ratios and other stuff. You can do it this way, or log the real values. I don't think high precision will make much difference so this might actually work out of the box for some.
I did just mess around to find the gear calc values though, so they probably need some work.
CEL on Knock
You can set the Knock threshold at which the CEL will illuminate. Currently set to 3. So, when knocksum = 3 or more, the CEL will illuminate. It will stay illuminated while this condition remains true. I noticed it when it illuminated for less than 1 second.