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Old 05-20-2014, 05:36 PM   #381 (permalink)
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Hi t vago
When surfing the internet, I ended up tripping over a excel file that might be able to help in some calculations of inertia.
http://www.dtec.net.au/Downloads/Ine...ool%20Ver2.xls

José Rodrigues

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Old 05-24-2014, 05:35 PM   #382 (permalink)
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hello,
such a great work you and your predecessors did here. many thanks for all your efforts.
i'm using this version, albeit two releases old for now, for around three months with success. may i suggest you some additions/changes? maybe others will find this useful too.
1. ability to do partial refuel. e.g. ability to enter an amount of gasoline received.
2. ability to disable unneeded screens. (i have to click, click, click to switch between screens i use most of the time).
thanks again for all that hard work.
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Old 05-28-2014, 05:36 PM   #383 (permalink)
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Quote:
Originally Posted by Felar View Post
hello,
such a great work you and your predecessors did here. many thanks for all your efforts.
i'm using this version, albeit two releases old for now, for around three months with success. may i suggest you some additions/changes? maybe others will find this useful too.
1. ability to do partial refuel. e.g. ability to enter an amount of gasoline received.
2. ability to disable unneeded screens. (i have to click, click, click to switch between screens i use most of the time).
thanks again for all that hard work.
Thank you! I will figure out these additions, once I get my other stuff done. Not sure how partial refuel would be handled, but disabling unneeded screens should not be that difficult.
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Old 05-28-2014, 05:37 PM   #384 (permalink)
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I've been at work on the coastdown calculator for the past day. I got it to the point where it will collect the raw data. Now, trying to figure out how to get SWEET64 to do the actual matrix math.
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Old 05-30-2014, 06:12 PM   #385 (permalink)
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I still do not quite understand how it works or will work, but given their commitment, I think we can expect great things from this new version.

Thank you
José Rodrigues
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Old 06-04-2014, 06:34 PM   #386 (permalink)
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Hi
I think this project deserves a manual that tells us how we can use and what it tells us each menu.
This was the reason that prompted me to start the manual, but I'm very limited to do, not to say that my English is very bad, so I ask your help to complete the manual, if possible without the collaboration of t vago is not because he has not the knowledge to do so, but because they did not want to distract with this manual.
Here is the manual still very green, if you think you should change some things, we are here to study this change so the manual is the best possible.
Manual MPGuino

Thank you all for your help.
José Rodrigues

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Old 06-05-2014, 01:19 AM   #387 (permalink)
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I think this is a wonderful idea, to have a manual for this MPGuino version. Do we want to keep it as an MS Word document, or should we push to have a wiki entry made for it, here on ecomodder.com?
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Old 06-05-2014, 06:00 AM   #388 (permalink)
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I'd say that a wiki page for it. No need extra applications to open the manual. If you insist that it has to be in file, let it be pdf, because it works better.

I volunteer to host the manual until we get the wiki access.
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Old 06-05-2014, 04:27 PM   #389 (permalink)
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My idea is to have a file that can be printed to be easy the query because does not always have internet in the car to make the query.
The file for now is in MSWord to be easier to edit, when completed is in pdf, as said and well Quezacotl.
The file has not yet references to the buttons because it is still not as clearcut but then will be included in the manual.

Thank you
José Rodrigues
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Old 06-11-2014, 08:15 PM   #390 (permalink)
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Well, as I was working on getting the matrix math to work, I have hit my head again and again against a numerical accuracy brick wall. It turns out that, even though 64-bit unsigned integers are good for most precision work within MPGuino, they just can't seem to cut it with regard to performing the needed matrix math without losing accuracy. Adding signed number support would prove to be a coding nightmare, too.

Therefore, I am re-writing SWEET64 to get rid of 64-bit integers, and use 64-bit floating-point numbers instead. Since most Arduino-specific libraries do not truly support double precision floating point numbers, I am in the process of writing code that will do this economically. dcb did something similar to this, when he wrote the original 64-bit integer routines for MPGuino - the code was roughly 40% of the size of the native unsigned long code, yet did the job.

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