spongehoobtank82 wrote:Hey guys my ibu2 does the same thing when am using nimh batterys, using lipo's now and not done it since, so I think it does cut off when it detects a low voltage in nimh batteries, I have heard lipo's don't suffer from voltage drop under load as bad as nimh, how that helps.
Ah-ha! So it is a current spike that does it. That answers the question, many thanks.
Setting the battery type to Nimh won't cure it (mine is set to Nimh), as it is the spike that is overloading the board, it can't pull enough power from a battery that is dropping to 7v to deal with driving the motors, firing the gun, flashing the muzzle, powering the IR, passing through the elevation motor drive and kicking the motors into reverse. All of this happens when the left stick is pushed up. It is the track recoil that pulls the most amps, hence it just shuts the board down and the tank has to be restarted. An Nimh with a good charge in it will be ok, as will a Lipo, but the track recoil will disable the electronics long before the low voltage detection cuts in.
The easy way around it is to disable the track recoil, to be honest I prefer it without as I can't imagine that it does the gearboxes any good to be going flat out in one direction and than get reversed while the tank is still moving forward.
I guess it wouldn't be beyond the coding possibilities to alter the firmware so that it reads something along the lines of:
If TrackRecoil = 1 then
If right stick signal = null then TankRecoil =1
Else
If right stick signal <> null then TankRecoil = 0
Endif
That way, regardless of what the track recoil was set at, it would be disabled if the right stick was moved. So it would never activate if the tank was moving, eradicating gearbox stress, and the low battery voltage would never be a problem.
I am hoping that the postman brings my styrene sheets today, so that I can put in a new floorpan and build a removable board mount. I ordered a Visaton speaker last night so that should be here in a couple of days. Farnells do them for about £7.70 and free postage. Bargain.
For anyone that has customised the sounds on one of the old Elmods, and is wondering what the difference is between that and an IBU, I can best sum it up this way:
The Elmod would play each sound to completion once it had been triggered, hence it took a lot of work to create a folder of sounds around 0.5 secs long that created a complete set that sounded 'right'. It does however have far greater scope for more sounds for each stick movement. I stress that this is how the pre-Fusion boards worked, the current Fusion boards may be different.
The IBU will stop playing the current sound when a stick movement is detected, which means that creating sound files does not need to be as precise. There are restrictions on the number of sounds that can be linked to say turret rotation and barrel elevation, there are only two on the rotation and one on the elevation.
IBU and Elmod use the same 8 bit 22khz .wav format, so the sounds are directly interchangeable.
IBU uses 2 channel sound.
Elmod uses 8 channel sound. The amp is good and loud.
The difference is apparent when say firing the gun, the IBU is barely audible if the engine sounds are playing, the Elmod can be as loud as you like, all sounds are audible at the same time as they are on different channels.
The Elmod configuration software only runs under Windows. If you have a Linux OS you can't use it. I tried using Wine and PlayOnLinux but couldn't get either to run properly ( I am a Linux noob so ..)
I am working on trying to get hold of a decent gun fire sound that I can boost up in Audacity, so that it is more audible.
You can increase the sounds on either an IBU or an Elmod by mixing sounds. Eg Turret rotation sound is by default a single hum or whatever. If you load that into Audacity and then add more tracks, like radio chatter, or background battlefield noise, and then merge them into a single track, all of the sounds will play at the same time. You can of course replace the sounds with different ones, so you could simply have radio chatter instead of a turret rotation sound. This is a good option on a tank destroyer where there is no turret, you have unused turret rotation sounds so you can replace them with others that are activated when the left stick is pushed left or right.
RobG