Tidal Effect Simulation
Tidal Effect Simulation
Was afraid of that...guess I'll be writing my own night mode...
Re: Tidal Effect Simulation
Code is working so far. I'll have some data after it runs for a while. In the meantime, here's the latest class all packaged up. I would love to get some testers
- Attachments
-
- Tide.zip
- (1.42 KiB) Downloaded 475 times
- DrewPalmer04
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- Joined: Tue May 29, 2012 2:12 pm
- Location: Christopher, IL
Re: Tidal Effect Simulation
What's the size this takes up. Poor me and my standard RA. sad
Re: Tidal Effect Simulation
It shouldn't take up much space... it's only one large function and a few helper variables. Give it a try. Be advised I just updated it... had an error with my Ebb/Flood calculation. I need a better way, but at least it should work correctly now.
- DrewPalmer04
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- Joined: Tue May 29, 2012 2:12 pm
- Location: Christopher, IL
Re: Tidal Effect Simulation
Consider me a tester lol
Re: Tidal Effect Simulation
Well isIncoming does not seem to be working right... not sure why
- DrewPalmer04
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Re: Tidal Effect Simulation
What's it doing? Can you post the code here. I don't have access to arduino software to open .ino
Tidal Effect Simulation
Ino files are txt...open in any editor.
Basically comparing the amplitude of the sine wave. If its higher than the previous i return true else false...
i think i know what the problem is...the code probably runs too frequently and there may only be a blip when the amplitude is different.. It should change each second but I'm probably getting 5 or 6 checks per second...
I'll have to add a check to limit the test...
Basically comparing the amplitude of the sine wave. If its higher than the previous i return true else false...
i think i know what the problem is...the code probably runs too frequently and there may only be a blip when the amplitude is different.. It should change each second but I'm probably getting 5 or 6 checks per second...
I'll have to add a check to limit the test...
- DrewPalmer04
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- Joined: Tue May 29, 2012 2:12 pm
- Location: Christopher, IL
Re: Tidal Effect Simulation
I mean I'm on an iPhone and it's zipped too. Lol if you figured it out. Cool.
Tidal Effect Simulation
Yeah I know what I need to do. I need to keep the status in a variable. If it changes then we can switch the variable. If it stays the same, no change. Then the function can just return the status variable. That should work. Sound right?
- DrewPalmer04
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- Joined: Tue May 29, 2012 2:12 pm
- Location: Christopher, IL
Re: Tidal Effect Simulation
Yep. Will flow smoothly.
Re: Tidal Effect Simulation
Ok. New code put in place. Looks like it's working properly... we'll just have to see
The tidal curve is looking good. Combined with Roberto's ReefCrest function, I'm quite happy with the way my flow is changing and moving around. The PWMSlope worked great going in and out of "Night" mode.
Here's the latest version.
The tidal curve is looking good. Combined with Roberto's ReefCrest function, I'm quite happy with the way my flow is changing and moving around. The PWMSlope worked great going in and out of "Night" mode.
Here's the latest version.
- Attachments
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- Tide.zip
- (1.46 KiB) Downloaded 532 times
- jsclownfish
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- Location: Saint Louis
Re: Tidal Effect Simulation
nice work! I've been holding off on flow control for awhile to save a few bucks, but the tidal code work and the jebo prices with the RA connection seems to good to pass up,
Tidal Effect Simulation
The gap between high and low tide doesn't seem to be as big as it should based on current MoonPhase.. I need to look into that. I'm currently seeing a difference of 11, but it should be closer to 20 since we're close to a new moon. Oops....just realized why!
Tidal Effect Simulation
Yup. The issue was the offsets need to be split in half since we only need half to affect the amplitude. But I was dividing it before I calculated the range which we need as max-min. So my range was half what it should have been. Good to know this was close to my minimum range at quarter moons. I'll post the new code later tonight.
Tidal Effect Simulation
This post has good info, which probably should have been posted here, but since the question was asked in another thread...
http://forum.reefangel.com/viewtopic.php?p=22021#p22021
http://forum.reefangel.com/viewtopic.php?p=22021#p22021
- DrewPalmer04
- Posts: 818
- Joined: Tue May 29, 2012 2:12 pm
- Location: Christopher, IL
Re: Tidal Effect Simulation
How would us control freaks implement this without sunlocation.h? I want to define my times really
Tidal Effect Simulation
Has no dependency...it only relies on MoonPhase...
The only thing I use sun location for is to set my night mode timing...you can just as easy hard code that.
The only thing I use sun location for is to set my night mode timing...you can just as easy hard code that.
- DrewPalmer04
- Posts: 818
- Joined: Tue May 29, 2012 2:12 pm
- Location: Christopher, IL
Re: Tidal Effect Simulation
Just had the same thought. Thanks. Keep us updated. I'm about to "find" time to test this on the tank for you.
Tidal Effect Simulation
Ok. Didn't have time to package it, so I'll just post the code..
Tide.h
Tide.cpp
Tide.h
Code: Select all
#ifndef __TIDE_H__
#define __TIDE_H__
#define PI 3.141593
class Tide
{
public:
Tide();
int CalcTide();
void CalcFlow();
void Init(int Speed, int minOffset, int maxOffset);
void SetOffset(int minOffset, int maxOffset);
void SetWaveLength(double WaveLength);
void SetSpeed(int Speed);
inline int GetSpeed() { return m_Speed; }
inline boolean isIncoming() { return m_Flood; }
inline boolean isOutgoing() { return m_Ebb; }
private:
int m_Speed;
int m_CurrSpeed;
int m_MinOffset;
int m_MaxOffset;
double m_Amp, m_PrevAmp;
double m_WaveLength;
boolean m_Ebb,m_Flood;
};
#endif // __TIDE_H__
Code: Select all
#include <stdlib.h>
#include <math.h>
#include <Time.h>
#include "Tide.h"
#include "Globals.h"
Tide::Tide()
{
m_WaveLength=12*SECS_PER_HOUR;
m_MaxOffset = 50;
m_MinOffset = 10;
m_Speed = 50;
m_Amp = 1;
m_CurrSpeed=m_Speed;
}
void Tide::Init(int Speed, int minOffset, int maxOffset)
{
SetSpeed(Speed);
SetOffset(minOffset,maxOffset);
}
void Tide::SetSpeed(int Speed)
{
m_Speed = Speed;
}
void Tide::SetWaveLength(double WaveLength)
{
m_WaveLength = WaveLength;
}
void Tide::SetOffset(int minOffset, int maxOffset)
{
// We want these in half since they will be multiplied by amplitude (+1/-1)
m_MinOffset = minOffset/2;
m_MaxOffset = maxOffset/2;
}
/*
Spring tides occur during the full moon and the new moon.
At these times, the high tides are very high and the low tides are very low.
Neap tides occur during quarter moons.
The result is a smaller difference between high and low tides
MoonPhase 0-25 = Spring
MoonPhase 26-74 = Neap
MoonPhase 75-100 = Spring
So, the effect of the Moon will be a cosine wave.
*/
int Tide::CalcTide() {
double moonOffset; // gap between high and low
double amplitude; // tide curve
// Calculate the gap between high and low tide based on MoonPhase()
moonOffset=cos(((2*PI)/100)*MoonPhase());
moonOffset=((moonOffset+1)/2)*100; // Comvert to percentage
moonOffset=map(moonOffset,0,100,m_MinOffset,m_MaxOffset);
// Find out the current tidal height
amplitude=sin(((2*PI)/m_WaveLength)*now());
amplitude=amplitude*moonOffset;
// Update Ebb/Flood
m_PrevAmp=m_Amp;
m_Amp=amplitude;
CalcFlow();
// Adjust the calculate speed to be in our adjusted range
m_CurrSpeed=constrain(m_Speed+amplitude,0,100);
return m_CurrSpeed;
}
void Tide::CalcFlow() {
if (m_Amp>m_PrevAmp) {
m_Flood=true;
m_Ebb=false;
} else if (m_Amp<m_PrevAmp) {
m_Flood=false;
m_Ebb=true;
}
}
Tidal Effect Simulation
Hmmm...maybe I did want the range cut in half...probably...not sure now...oh well, play with it later
Edit: reverted the change in the code above...after re-looking at the math...
Edit: reverted the change in the code above...after re-looking at the math...
Re: Tidal Effect Simulation
I think I can use the map() function to shift the range... this way I can stop banging my head and questioning myself...
- DrewPalmer04
- Posts: 818
- Joined: Tue May 29, 2012 2:12 pm
- Location: Christopher, IL
Re: Tidal Effect Simulation
HATE when that happenslnevo wrote:I think I can use the map() function to shift the range... this way I can stop banging my head and questioning myself...
Re: Tidal Effect Simulation
Modified the above code with the map function which looks to be working good in my test executable. Should be good. We'll see how test goes.
Tidal Effect Simulation
Doing the constrain badly...need to reload later tonight. Thank god for graphs!
Re: Tidal Effect Simulation
Yep... was actually doing the constrain twice and amplitude starts out -1 to 1. So... didn't need it.
Code modified in http://forum.reefangel.com/viewtopic.php?p=22049#p22049
Code modified in http://forum.reefangel.com/viewtopic.php?p=22049#p22049
Tidal Effect Simulation
I think the map function is not working as written. Hard to tell since based on current MoonPhase we should be close to minimum which I am, but I've seen no change... In any event, I plan on doing some debug tonight to confirm the values Im getting.
Re: Tidal Effect Simulation
Yeah, map did not like a number between 0 and 1. I multiplied by 100 and then used that in the map function
Re: Tidal Effect Simulation
So, I wanted to post some charts of that show the usage of the simulation.
Here is the graph of the default curve coming out of CalcTide() function. You can see that the high/low marks before Mar 25 are just slightly less than today's. This will continue to grow till we hit full moon.
Here you can see the change of incoming/outgoing tide. I use the following code to address either channel 0 or channel 1 of my vortech pumps. I do the slower pump first so that RFS shows the higher value
Here's the speed that my tide class is set to. You can see my transition to night mode around the 9pm and 10am marks.
And finally, the moment we've been building up to. This is the end result of the speed my vortech's are being set to. This is with the ReefCrest function applied to it. You could use whichever mode you wanted and feed the result similarly. The anti-sync output is applied to the second pump. That is the second graph.
Currently the anti-sync pump is running at 70% of the main pump. The pumps switch roles during the switch from high toward low tide and vice-versa.
Here is the graph of the default curve coming out of CalcTide() function. You can see that the high/low marks before Mar 25 are just slightly less than today's. This will continue to grow till we hit full moon.
Here you can see the change of incoming/outgoing tide. I use the following code to address either channel 0 or channel 1 of my vortech pumps. I do the slower pump first so that RFS shows the higher value
Code: Select all
ReefAngel.RF.SetMode(Custom,rcSpeedAS,tide.isOutgoing());
ReefAngel.RF.SetMode(Custom,rcSpeed,tide.isIncoming());
Here's the speed that my tide class is set to. You can see my transition to night mode around the 9pm and 10am marks.
Code: Select all
tide.SetSpeed(PWMSlope-1(sl.GetRiseHour(),sl.GetRiseMinute(),
sl.GetSetHour(),sl.GetSetMinute(),vtNightSpeed,vtSpeed,120,vtNightSpeed));
And finally, the moment we've been building up to. This is the end result of the speed my vortech's are being set to. This is with the ReefCrest function applied to it. You could use whichever mode you wanted and feed the result similarly. The anti-sync output is applied to the second pump. That is the second graph.
Code: Select all
int rcSpeed=ReefCrestMode(tide.CalcTide(),vtDuration,true);
Currently the anti-sync pump is running at 70% of the main pump. The pumps switch roles during the switch from high toward low tide and vice-versa.
Code: Select all
int rcSpeedAS=ReefCrestMode(tide.CalcTide(),vtDuration,false)*pumpOffset;