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the clutch down map

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Old Dec 21, 2010 | 01:18 AM
  #1  
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the clutch down map

Hi Guys,

For my next round of mods I plan to implement a "clutch down" set of maps... So timing/fuel/boost/mivec

This should allow for some fun launch style maps and some ALS style maps

But how should this work?

Obviously one of the conditions for the clutch down maps will be the clutch, but what else should we use? We don't want this thing activating all the time...

I guess we need to work out what and how are people going to use this feature?

Then we can build some rules about how it works...

Cheers
D.
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Old Dec 21, 2010 | 03:32 AM
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well when the clutch is depressed, retard timing, add in some fuel + air and kaboom (spark). all this to only happen when the map is activated (like alt maps (selecting 1 out of the 9 that you include) style using cruise control) and the clutch is depressed/accel pedal (throttle position) is not pressed (zero) ....

hmmm maybe i dunno wat im saying but just a rough idea ehehehe
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Old Dec 21, 2010 | 08:16 AM
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Possibly a per-map enable / disable? I'm not sure if I have any use for that, just throwing it out there.

Also not sure if a MIVEC map is necessary, but it might help with launch settings. Could be a bit of a pain to tune though. Then again, as long as the exhaust is blowing out into the turbo while its still burning...

Timing would be one of the best parts. I'd like to retard the timing a little more where I get shift knock without destroying the map, and this would help.

Just make sure you reference the clutch switch for the 2-step and not the starter-interrupt! (not sure if the ECU has access to the starter-interrupt switch... but you can never be too sure).

I'd also consider a knock-disable on clutch-in setting, but I'm not sure how dangerous that is.
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Old Dec 21, 2010 | 09:58 AM
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I dont know if there is a clutch reference signal for 2-step. I think the car will do it as long as it's not moving.
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Old Dec 21, 2010 | 10:17 AM
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I think it would be useful to include a MAP for the GSR that would allow the car to stay in boost during the gear changes. Something useful for the drag guys and similar to what was available in the older Evos.
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Old Dec 21, 2010 | 12:52 PM
  #6  
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Originally Posted by jmorris1027
I dont know if there is a clutch reference signal for 2-step. I think the car will do it as long as it's not moving.
There is... if there wasn't faux NLTS wouldn't work.
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Old Dec 21, 2010 | 01:01 PM
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Hmm.. So we can lunch from 3000 rpm with this map?
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Old Dec 21, 2010 | 01:25 PM
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Originally Posted by Clipse3GT
I think it would be useful to include a MAP for the GSR that would allow the car to stay in boost during the gear changes. Something useful for the drag guys and similar to what was available in the older Evos.
I vote for this as I would personally benefit more from no lift shifting then a better launch/anti-lag type map
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Old Dec 21, 2010 | 01:34 PM
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As you said, there are two uses: launch and ALS. For ALS,I think a useful and simple trigger would be a 'minimum RPM' trigger. IE, use the clutch-in maps when:
1. Cutch is in
AND
2. RPM > [configurable value, say 3000 by default]

That way it only works when quickly shifting from high rpms, and turns off if you take your time.

For added complexity, and to reuse the same code for launch control, you could maybe also trigger of vehicle speed, or the ratio of speed and gear.

First check RPM, then check speed. IE, in simple terms, if speed = 0, launch mode.
In more complex terms, assuming gear prior to clutch press can be saved
1. if speed > 0
AND
2. (speed/gear) > [configurable value, say default of 30?]

I'm not sure if this is doable =/
I don't know if using recent load averages or something would be helpful/doable, but thats another thought.

If you need any help with the coding, I might need some help getting up to speed with SuperH dev environment and figuring out where the ECU stores the important bits in memory, but I'd love to contribute Today at work I'm spending my time reverse engineering IE8's CSS CStyleSheet functions in mshtml.dll, so I'm in the right ballpark to help out
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Old Dec 21, 2010 | 01:58 PM
  #10  
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Originally Posted by E6-X
well when the clutch is depressed, retard timing, add in some fuel + air and kaboom
Which kaboom is that, the motor or the turbo?

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Old Dec 21, 2010 | 02:14 PM
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Originally Posted by blk-majik
As you said, there are two uses: launch and ALS. For ALS,I think a useful and simple trigger would be a 'minimum RPM' trigger. IE, use the clutch-in maps when:
1. Cutch is in
AND
2. RPM > [configurable value, say 3000 by default]

That way it only works when quickly shifting from high rpms, and turns off if you take your time.

For added complexity, and to reuse the same code for launch control, you could maybe also trigger of vehicle speed, or the ratio of speed and gear.

First check RPM, then check speed. IE, in simple terms, if speed = 0, launch mode.
In more complex terms, assuming gear prior to clutch press can be saved
1. if speed > 0
AND
2. (speed/gear) > [configurable value, say default of 30?]

I'm not sure if this is doable =/
I don't know if using recent load averages or something would be helpful/doable, but thats another thought.

If you need any help with the coding, I might need some help getting up to speed with SuperH dev environment and figuring out where the ECU stores the important bits in memory, but I'd love to contribute Today at work I'm spending my time reverse engineering IE8's CSS CStyleSheet functions in mshtml.dll, so I'm in the right ballpark to help out
Yeh I like the minimum RPM idea.. that will work for both ALS and launch mode...

I am thinking about having it per map as well, so you can enable it for map #4, but have it disabled for the other maps..

that way you have to enable it on purpose...
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Old Dec 21, 2010 | 03:08 PM
  #12  
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Originally Posted by tephra
Yeh I like the minimum RPM idea.. that will work for both ALS and launch mode...

I am thinking about having it per map as well, so you can enable it for map #4, but have it disabled for the other maps..

that way you have to enable it on purpose...
That would helpful...

Also the no lift shifting would be excellent if you want to enable it for a drag map.

I do not think it would be hard to do, but again I am not a software developer.
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Old Dec 21, 2010 | 04:59 PM
  #13  
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Originally Posted by tephra
Hi Guys,

For my next round of mods I plan to implement a "clutch down" set of maps... So timing/fuel/boost/mivec

This should allow for some fun launch style maps and some ALS style maps

But how should this work?

Obviously one of the conditions for the clutch down maps will be the clutch, but what else should we use? We don't want this thing activating all the time...

I guess we need to work out what and how are people going to use this feature?

Then we can build some rules about how it works...

Cheers
D.
Vehicle speed would be important to this. If the vehicle speed is below 5 or 10 mph, then it would be a launching function. Above that, it would be a shifting function. Or did I miss something?
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Old Dec 22, 2010 | 12:50 AM
  #14  
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do not forget Heel and Toe Downshifting.
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Old Dec 22, 2010 | 01:42 AM
  #15  
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From: Way ahead...
Originally Posted by razorlab
Which kaboom is that, the motor or the turbo?

Epic...
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