25th-Jan-23, 06:28 AM
Currently Scorpius uses the Scorpius Race Management system to implement simulations.
Of course in 1:1 fuel, tyre and brake pad wear are all functions of the car not a laptop.
Why send info to the computer to manipulate then back to the car when each car can do the processing itself. This would save the cost and use of 1 Scorpius dongle too.
Support for extra functionality in Generation I car chips will cease. And all future development around the MPD and Gen II chips. However ti access functions base on hall sensor and accelerometer will need the MPD, fully optioned
To implement simulations we need to constantly monitor precisely and often what’s happening and put this into a numerical value to be used to activate and operate each simulation. Again some cool algorithms to be written and then coded.
So before any sims can be implemented we need to figure out how to use the telemetry to set these constantly changing values or levels and make these available for the various sub programs to implement the simulations and simultaneously sendsame data to the race management system.
Lets use fuel as an example. Fuel level will ge starting amount of fuel less fuel used.
So how is fuel usage worked out precisely. Throttle PWM is read and used. PWM is between 0-255. 256 steps all up.
So if the throttle was held at full throttle 255 PWM for a full second, ie 100 readings that would be 25500 fuel “points” which you could equate to 25.5mls used in 1 seconds. Of course fuel burn rates can be changed and could even be linked to real time tacho readings so actual higher revs equate to a higher burn rate. Idling at the starting line begins the race starts would use the lowest burn rates.
Ok so now we know the fuel tank level. Let’s start on the actual associated simulations, again let’s use 1:1 as inspiration for design, where practical.
1. Full tank. Car is at its maximum weight therefore slowest acceleration and braking times. We call this tank weight simulation. The algorithm for this is fairly basic but coding not exactly easy.
2. Tank becomes less full. Car becomes lighter therefore acceleration and braking improve.
Of course tyres will have an effect also.
3. Tank near empty. Car splutters.
4. Tank empty. Car stops. You could even make it return to pits and turn itself off. You can why doing it all on the car chip is so easy once set up. The car can be set to go at a set speed and send a lane change request to the lane changer responsible once the fuel level gets to a certain amount. All the possibilities will be configurable.
So that’s the thinking behind just one simulation, and there’s the others previously mentioned to talk about perhaps another day.
Scorpius…going places no one else has been…. again.
Rick
Of course in 1:1 fuel, tyre and brake pad wear are all functions of the car not a laptop.
Why send info to the computer to manipulate then back to the car when each car can do the processing itself. This would save the cost and use of 1 Scorpius dongle too.
Support for extra functionality in Generation I car chips will cease. And all future development around the MPD and Gen II chips. However ti access functions base on hall sensor and accelerometer will need the MPD, fully optioned
To implement simulations we need to constantly monitor precisely and often what’s happening and put this into a numerical value to be used to activate and operate each simulation. Again some cool algorithms to be written and then coded.
So before any sims can be implemented we need to figure out how to use the telemetry to set these constantly changing values or levels and make these available for the various sub programs to implement the simulations and simultaneously sendsame data to the race management system.
Lets use fuel as an example. Fuel level will ge starting amount of fuel less fuel used.
So how is fuel usage worked out precisely. Throttle PWM is read and used. PWM is between 0-255. 256 steps all up.
So if the throttle was held at full throttle 255 PWM for a full second, ie 100 readings that would be 25500 fuel “points” which you could equate to 25.5mls used in 1 seconds. Of course fuel burn rates can be changed and could even be linked to real time tacho readings so actual higher revs equate to a higher burn rate. Idling at the starting line begins the race starts would use the lowest burn rates.
Ok so now we know the fuel tank level. Let’s start on the actual associated simulations, again let’s use 1:1 as inspiration for design, where practical.
1. Full tank. Car is at its maximum weight therefore slowest acceleration and braking times. We call this tank weight simulation. The algorithm for this is fairly basic but coding not exactly easy.
2. Tank becomes less full. Car becomes lighter therefore acceleration and braking improve.
Of course tyres will have an effect also.
3. Tank near empty. Car splutters.
4. Tank empty. Car stops. You could even make it return to pits and turn itself off. You can why doing it all on the car chip is so easy once set up. The car can be set to go at a set speed and send a lane change request to the lane changer responsible once the fuel level gets to a certain amount. All the possibilities will be configurable.
So that’s the thinking behind just one simulation, and there’s the others previously mentioned to talk about perhaps another day.
Scorpius…going places no one else has been…. again.
Rick