Weather Simulation for Dimming expansion module

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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

The following features were automatically added:
Watchdog Timer
Version Menu

The following features were detected:
Simple Menu
Binary sketch size: 20,366 bytes (of a 258,048 byte maximum)
C:\Program Files (x86)\Reef Angel Controller\hardware/tools/avr/bin/avrdude -CC:\Program Files (x86)\Reef Angel Controller\hardware/tools/avr/etc/avrdude.conf -v -v -v -v -patmega2560 -cstk500v2 -P\\.\COM3 -b115200 -D -Uflash:w:C:\Users\CHRIST~1\AppData\Local\Temp\build1339424212411784875.tmp\sketch_jun02b.cpp.hex:i

avrdude: Version 6.0, compiled on Apr 6 2012 at 19:29:19
Copyright (c) 2000-2005 Brian Dean, http://www.bdmicro.com/
Copyright (c) 2007-2009 Joerg Wunsch

System wide configuration file is "C:\Program Files (x86)\Reef Angel Controller\hardware/tools/avr/etc/avrdude.conf"

Using Port : \\.\COM3
Using Programmer : stk500v2
Overriding Baud Rate : 115200
Rebooting Reef Angel Controller
avrdude: Send: . [1b] . [01] . [00] . [01] . [0e] . [01] . [14]
avrdude: Recv:
avrdude: stk500v2_ReceiveMessage(): timeout
avrdude: stk500v2_getsync(): timeout communicating with programmer

avrdude done. Thank you.
tried loading and got this error
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lnevo
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Re: Weather Simulation for Dimming expansion module

Post by lnevo »

If its from the original code it will assume that you are in GMT. So that makes things a but tricky.
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lnevo
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Re: Weather Simulation for Dimming expansion module

Post by lnevo »

That error usually needs cable reseated or even a reboot required (issues with serial port)
jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

how do you reboot? also how would i set it to my time zone?
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avionixx
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Re: Weather Simulation for Dimming expansion module

Post by avionixx »

Make sure you set the controller to Reef Angel w/optiboot. Got timeout errors too when I tried to upload until Roberto said to set it to that option.

And yes, regardless of the coordinates you enter, it should adjust it to match your timezone.
jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

ok cool thanks will give it another go
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

and presto it loaded without errors....now we will see if everything works as it should.....AWESOME!!!
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

ok so i loaded the program and lights were on for a few mins then they just completly shut off, my whites are at 8% and lights should kick off at 10% but my blues are showing at 16% so they should still be on. i also staggard my lights to go at different times left should be 30mins before middle and middle 30 mins before right. the only thing i would think that would cause that is the flicker settings? anyone agree or disagree?
YOU MUST READ EVERY WORD IN THIS SECTION IN ORDER TO APPROPRIATELY CONFIGURE THIS PROGERAM- READ EVERY LINE BELOW///
byte ChMax[]={102,89,102,89,102,89,0,0};//Incremental value (Max-flicker) above flicker you want as max intensity (!!!!!!! Light Set Point is ChMax PLUS Flicker !!!!!!)
byte flicker[]={29,29,29,29,29,29,0,0};//need to input actual values here for flicker point on all channels in PWM expansion box

also do i need to change anything with my original light schedual, will that interfere with this coding? reason i ask is since i loaded the new coding it should off set my lefts by 30 mins each from the way i set them up but all whites are reading same percent and all blues are reading same percent almost like my wizard set up for lights is interfering with this code?
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avionixx
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Re: Weather Simulation for Dimming expansion module

Post by avionixx »

Did you modify the ChOffset settings? Those are what will determine how much (if any) delay and advance is configured for sunset and sunrise.

As far as I know, any settings you coded into your RA module with the wizard should have no effect, since the Weather Sim code takes over the PWM dimming completely.
jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

yes i set the offset by 2hrs

//THESE values are the number of seconds that a particular channel will be offset from the rise/set time, i.e. negative to rise earlier/set earlier
int Choffset[]={
-7200,7200,-7200,7200,-6600,6600,-6600,6600,-6000,6000,-6000,6000,0,0,0,0};
now when i woke up this morning my lights look like there on full power but my RA display and the portal are showing that my blues are at 4%. so it seems the wizard is still working the display but the coding is working the expansion. only question i have is why is it so bright this early in the morning? is it going to get brighter? how do i tell what % its really at?
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

anyone?
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avionixx
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Re: Weather Simulation for Dimming expansion module

Post by avionixx »

According to the tutorial text, the lights should hit ChMax around noon time so they shouldn't have been at max brightness that early in the morning. As for getting the % value to output to the controller display, we'd have to wait for rufessor to wander back in here for assistance.
jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

well its now 2:43 and the lights havent gotten any brighter they may have dimed a little hard to tell. I did get some cloud action kinda freaked me out at first thought something was going crazy and burning up the way it was going dim bright dim bright but then it went bright and stayed. i dont know if i put something in the code wrong, most likely did. if anyone can see anything here is the parts i changed in the code
byte ChMax[]={102,89,102,89,102,89,0,0};//Incremental value (Max-flicker) above flicker you want as max intensity (!!!!!!! Light Set Point is ChMax PLUS Flicker !!!!!!)
byte flicker[]={29,29,29,29,29,29,0,0};//need to input actual values here for flicker point on all channels in PWM expansion box
boolean Wchannel[]={0,1,0,1,0,1,0,0}

byte DimOrder[]={0,0,1,1,0,0,0,0};
//set all channel positions that you would like to use for the lightning strike effect to 1 (0-5 are PWM channels 6,7 are Main PWM outs)- and channels with a 0 are not used in strike
byte StrikeChannel[]={0,0,0,1,0,0,0,0};
byte MoonCh[]={0,0,0,0,0,0,0,0};/

int Choffset[]={
-7200,7200,-7200,7200,-6600,6600,-6600,6600,-6000,6000,-6000,6000,0,0,0,0};
// NOW SET YOUR LATIDTUDE AND LONGITUDE COORDINATES as Degrees, Minutes, Seconds of Lat and Lon
//If Your NORTH of the equator your LONGITUDE must START with a NEGATIVE number (the rest are positive) e.g. All of North America, Europe, Russia etc are negative
//If Your EAST of the Prime Meridian your LATITUDE must START with a NEGATIVE number (the rest are positive), e.g. Most of Europe, All of China, India, Austraila, Russia etc are negative
latitude=dmsToSeconds(20,54,00);//United States of America- Salt Lake City, local time is -7 hours GMT
longitude=dmsToSeconds(-155,35,00);

that LAT and LONG is Hawaii and im in Georgia. While sitting here typing this two more clouds passed. they seem to go really fast.
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

heres a video of the clouds on my set up. kinda hard to see but its more noticable in person. I think the iphone auto adjusted when the lights changed.
http://s1302.photobucket.com/user/jjdez ... 4.mp4.html
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

Well I think I figured out what I did. In the time offset I wanted the lights to come on later and turn off later. I put a negative infront of the on time so instead of them turning on later there turning on earlier. Whooopsy
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lnevo
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Re: Weather Simulation for Dimming expansion module

Post by lnevo »

Awesome!
jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

Yeah the wife had to get up at 5:30 and said lights were on that's when I put two and two together. Might still have to play with it to get it to come on at the right time. Thanks for everyone's help. I will post a video of the lightening when I can catch it
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

Here is a thunderstorm on my lights. I'm using meanwell ELN60-48D drivers so I think the lights stay on for a sec longer then they should.
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

is there anyway to code this so that the light percent will display on the lcd, portal, and apps?
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

ok got another question on this, i read through the cloud dimming part and it says to pair the lights you want to dim together with 0's and 1's. I have three different lights that go from left to right on my tank i put the left lights (blues and whites) as 0 then put the center lights (blues and white) as 1 then the right lights (whites and blues) i put as 0. does that make them dim with the left lights? if so is there a way to make them dim as a third set, so it would go left lights center lights then right lights? could i plug the number 2 in there or would that mess the code up? any help would be greatly appreciated.
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avionixx
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Re: Weather Simulation for Dimming expansion module

Post by avionixx »

jjdezek wrote:ok got another question on this, i read through the cloud dimming part and it says to pair the lights you want to dim together with 0's and 1's. I have three different lights that go from left to right on my tank i put the left lights (blues and whites) as 0 then put the center lights (blues and white) as 1 then the right lights (whites and blues) i put as 0. does that make them dim with the left lights? if so is there a way to make them dim as a third set, so it would go left lights center lights then right lights? could i plug the number 2 in there or would that mess the code up? any help would be greatly appreciated.
Pretty sure it's only 0 or 1, so yeah anything that's 0 will dim together and then anything with 1 will dim 400ms (if I recall correctly) after it. You can do left and center as 0 and then the right as 1, it should still look like a sweep.
rufessor
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Re: Weather Simulation for Dimming expansion module

Post by rufessor »

Wow-
Sorry... busy doing at work and didn't catch the Q's, but you guys rock. Corresponded a bit my PM/email with jjdezek re the dimming order.

Currently it only accepts a 0 or a 1 (e.g. two channel "bins" with the 0 channel getting the first dim value).

As for the dimming being choppy, that should not occur. The update frequency was played with during development to ensure it DID NOT look choppy. Are you still seeing this? Because I can video it and look frame by frame and not see incremental intensity increases. Maybe you hit on a combo of dimming circuitry thats different from mine. But the update frequency is something like <300 msec (I can look it up exactly just not sitting in front of the code).

Any other Q's please post and I will monitor this a bit more carefully.
jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

I'm going to try it as 0,0,0,1,1,1,0,0 set up which will split the center lights in half. Thanks
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jjdezek
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Re: Weather Simulation for Dimming expansion module

Post by jjdezek »

Not sure what you mean by choppy. I do get a lot of cloud action that goes bright dim bright dim repeatedly. Thinking I need to reduce the cloud percent.
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rufessor
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Re: Weather Simulation for Dimming expansion module

Post by rufessor »

had perhaps didn't read it correctly, but I thought someone had posted that they could see the lights "flicker" as they changed intensity during a cloud/storm. That should not be visually apparent.

If you want to reduce cloud number, you can do this by changing a couple things



byte CloudsMax=10;//DONT INCREASE BEYOND 10 or it will DIE

one could lower that number...

byte CloudsMin=4;//use 2 as a minimum

One could lower this number but please note the suggest minimum value of 2- else the clouds may become quite long or something worse may happen...


byte CloudChance=100;//% Chance of a Cloud every day

one could lower that number so that on some days there are NO clouds...



I think that should cover mods to the frequency of days with clouds and the number of clouds per day.

For those a bit more adventurous. The total duration of any cloud is random, twice over. The percentage of the total day length that will be occupied by clouds is a decimal fraction of the day length and is calculated in this segment. If you look at it carefully you will see that the overcastMin and overcastMax values can be changed by altering the denominator in their calculation. This will then alter the possible range of fractional day lengths that will be cloudy that day. I tried to comment this originally to give a general idea of what its doing the math is pretty simple to understand. Perhaps look at the last bit first, e.g. how the value for Overcast is calculated... then you will see how changing the denominator for OvercastMin and Max will alter total length of day thats cloudy.

Code: Select all

 // Average day is 50,000 secs so if 4 clouds and 10% that gets you 5,000 seconds of clouds (about 1800 seconds length for each of the 4 clouds in independent segments (if 4 is # clouds)
        byte OvercastMin=((CloudsTotal*10)/5);//Min cloud length will be about 1000 seconds (15 mins)- 1 hour min of clouds if you have 4, 2 hours if you have 8
        byte OvercastMax=((CloudsTotal*10)/2);//max cloud length will be about 2500 seconds (45 mins)- 6 hours max of clouds if you have 8, 3 hours max if you have 4
        float Overcast=random(OvercastMin,OvercastMax);
        Overcast=(Overcast/100);
        
Then, in a segment not shown the placement (e.g. when in the day) and the relative duration of every cloud is further randomized.

So, if you change the %chance of a cloudy day and alter it from 100 you will get "boring days" with no clouds.

If you like the clouds but want them to be fewer change the max and min cloud # values.

If you want them to be on average shorter, you need to play with the last segment I just posted and think about what those values are doing.


The values for min cloud length in the comments are dependent of course on the number for the day, the day length etc... so the comments may not exactly reflect the values in the code- they should however inform what the code is doing more or less
avionixx
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Re: Weather Simulation for Dimming expansion module

Post by avionixx »

rufessor wrote:Wow-
Sorry... busy doing at work and didn't catch the Q's, but you guys rock. Corresponded a bit my PM/email with jjdezek re the dimming order.

Currently it only accepts a 0 or a 1 (e.g. two channel "bins" with the 0 channel getting the first dim value).

As for the dimming being choppy, that should not occur. The update frequency was played with during development to ensure it DID NOT look choppy. Are you still seeing this? Because I can video it and look frame by frame and not see incremental intensity increases. Maybe you hit on a combo of dimming circuitry thats different from mine. But the update frequency is something like <300 msec (I can look it up exactly just not sitting in front of the code).

Any other Q's please post and I will monitor this a bit more carefully.
Welcome back! And I'm still seeing it and by choppy I mean that the dimming steps are fairly discernible. It's not SUPER noticeable, I'm sure most people who see it won't be bothered, but it's not as smooth as say, a smartphone LCD dimming according to ambient light.

For our reference, I'm using a DIY fixture with Meanwell LDD drivers, Meanwell 48v power supply, and Cree XT-E LEDs.
rufessor
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Re: Weather Simulation for Dimming expansion module

Post by rufessor »

Let me look into the update interval. I can change it I think.... but I have to look carefully- I believe a few things run off this...
abhi_123
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Re: Weather Simulation for Dimming expansion module

Post by abhi_123 »

Hi,

I just make some changes in the code as per my liking & i am getting an error as invalid suffix "0" on integar constant.

Don't getting whats wrong m doing.

here is my code

Code: Select all

//By Matthew Hockin 2012.  
//SWFLTEK library functions, #includes, and #define were copied directly from the Epherma library
//Epherma (SWFLTEK.com) was written by Michael Rice- thanks Michael it works great. 
//If you copy from this (its all open source) please 
//acknowledge Michael for SWFLTEK library code (obviously labeled) or Matthew Hockin (for the rest).

#include <Time.h>
#include <Wire.h>
#include <OneWire.h>
#include <Time.h>
#include <DS1307RTC.h>
#include <avr/wdt.h>
//includes for SWFLTEK functions
#include <stdlib.h>
#include <math.h>


//***********************************ARRAYS YOU MUST MODIFY TO MAKE YOUR TANK SET UP WORK*****************************
//YOU MUST READ EVERY WORD IN THIS SECTION IN ORDER TO APPROPRIATELY CONFIGURE THIS PROGERAM- READ EVERY LINE BELOW///
byte ChMax[]={215,220,215,220,211,0,0,0};//Incremental value (Max-flicker) above flicker you want as max intensity (!!!!!!! Light Set Point is ChMax PLUS Flicker !!!!!!) 
byte flicker[]={31,31,31,31,40,0,0,0};//need to input actual values here for flicker point on all channels in PWM expansion box
boolean Wchannel[]={1,1,0,0,0,0,0,0}; //use 1 to designate white channel (i.e. off during storm and used for lightning).  Array corresponds to PWM channel 0-5 in order
//Array to give direction to dimming.  e.g. DimOrder[]={0,0,1,1,0,0} (cloud chase effects, just group channels you want to dim together during a cloud or storm 
//as either a 0 or a 1, i.e. all left side channels are 0 all right are 1 or all front are 0 all back are 1 or whatever
//(which is zero or 1 will change who dims first).  set them all to 0 if your tank has no left/right or front/back lights.
byte DimOrder[]={0,0,1,1,1,0,0,0};
//set all channel positions that you would like to use for the lightning strike effect to 1 (0-5 are PWM channels 6,7 are Main PWM outs)- and channels with a 0 are not used in strike
byte StrikeChannel[]={1,1,1,1,1,0,0,0};
byte MoonCh[]={0,0,0,1,1,0,0,0};//place a 1 in the array position of all lighting channels you would like to use a moon lighting (this does not preclude their use in other phases (day, storm etc)
//**********************************DONE CHANGING THINGS HERE BUT YOU MUST CHANGE ChOffset array IN CalcSUN function******


//defines for SWFLTEK functions
// arc-seconds per radian
#define _sec_rad 206264.806247096370813

// axial tilt of earth at epoch, in radians
#define _tilt 0.409092804222329

// tropical year in seconds... rounding error accumulates to 26 seconds by the year 2136
#define _tropical_year 31556925

// 'zenith' of rising (setting) sun in radians (360 - 2 * 90.833 degrees)
#define _zenith 3.11250383272322

//*******************GLOBAL VARIABLE DECLERATIONS FOR MHOCKIN Weather package*************************************
//Unless your planning on editing the program DO NOT CHANGE ANYTHING HERE
long latitude, longitude;
byte TrueIntensity[8];//array used to place hold final write values for PWM intensity setting
long elapsedTime;//used multiple places as elapsed since midnight
long newDay;
unsigned long rise;//time in seconds from the year 2000 (GMT) for sunrise
unsigned long set;//time in seconds from the year 2000 (GMT) for sunrise
long ChRiseSet[16];//times of rise and set for all 8 channels based upon offsets from calc rise and set values
float ChSlope[16];//slopes for 1/2 day calculations based upon time from offset to midday for channel 1-8
long CloudMaster[20];// Set up array to hold start and end times for clouds for the day-
long midDay;// exactly 1/2 way between rise and set, i.e. solar noon for latitudes <60 close enough for us... 
byte PWMports[] ={
    3,5,6,9,10,11};
byte ChannelValue[8];// Array to store output of insolaiton which may be modified and stored in TrueIntensity which is used to write to the PWM channels
unsigned long StrikeStart;//timer to keep track of strike sequence
int StrikeMaster[20];//Array to hold random strike pattern generated by weather array is sized to MAX needed given strike patter generator (8 strikes=16 positions)
byte StrikeNumber;//place to hold total number of strikes this sequence
boolean StrikeNow;//starts lightning strike sequence in loop state change made in weather/storm loop
byte StrikeCount;//Used to properly sequence strike sequence for delay between strikes
byte cmdnum=255;
byte datanum=255;
byte dow=0;//day of week
byte strikePattern, strikeTime;//used in Lightning() for timing of particular instance of strike 
boolean Cloud;// are we in a cloud interval on days that have clouds
boolean CloudToday;//set in CalcSun if randomization yields a day with clouds.
boolean IsStorm;// are we in a storm
byte CloudsTotal;// how many clouds today
long lastmillis;// variable to track millis to enable cloud and insolation loop restriction by time
boolean StormAdvance;//storm timer for light effect advance
boolean InsolationAdvance;//when true we recalculate light intensity during clear sky (every 3 seconds seems more than often enough)
byte counter;//used to track millis advance for insolation,cloud trigger
//****************************************
//END HEADER/Global Variable declaration//
//****************************************

//Setup
void setup(){
    Serial.begin(57600);
    Wire.begin(8);
    //Wire.onReceive(receiveEvent);
    //Wire.onRequest(requestEvent);

    pinMode(3,OUTPUT);
    pinMode(5,OUTPUT);
    pinMode(6,OUTPUT);
    pinMode(9,OUTPUT);
    pinMode(10,OUTPUT);
    pinMode(11,OUTPUT);
    wdt_enable(WDTO_1S);
    unsigned long seed=0, count=32;
    while (--count){
      seed = (seed<<1) | (analogRead(5)&1);
    }
      randomSeed(seed);//start random generator at a different point each time (not perfect but whatever its gonna be pretty damn random)
    setSyncProvider(RTC.get);   // the function to get the time from the RTC
    setSyncInterval(SECS_PER_HOUR);  // Changed to sync every hour.
    
    dow=0;//set Day Of Week (dow) to a 0 value which is impossible (day()=1-7)... so we trigger calcSun on restart 
    StrikeNow=false;//no lightning strike yet
    CloudToday=false;//set to no clouds so CalcSun can set correctly if should be true
    Cloud=false;//set cloud to false
    IsStorm=false;//set storm to false
    lastmillis=millis();//start our millis timer now
    counter=0;//used in weather for triggering a storm, triggering lightning in a storm.
    StrikeCount=0;//Number of lightning strikes in the sequence.. set to zero until initialized in sequence
}
//End Setup
//*********************************************************************************************************************************

//*********************************************************************************************************************************
//Loop
void loop(){ 
    elapsedTime=(now()-newDay);//Elapsed time is seconds from midnight of today- local processor time.
    wdt_reset();
    if (cmdnum!=255){
        ProcessCMD(cmdnum,datanum);    
        cmdnum=255;
        datanum=255;
    }
    
    if (dow!=day()){ //used to see that were in a new day and need to recalculate sunrise and sunset
      CalSun();
      dow=day();
    }
  
    //Use millis to enable tracking of time interval
    if ((millis()-lastmillis)>=100){
        lastmillis=millis();
        counter+=1;
        StormAdvance=true;
        //now a bunch of stuff that may or may not be true at the same time but that all needs to happen when its true
        if (counter==0){
          InsolationAdvance=true;//so that it runs on start up to provide light immediately 
        }  
        if (counter%30==0){
          InsolationAdvance=true;
        }
        if (counter==210) counter=0; 
    }     

   if (InsolationAdvance==true) Insolation();//calculate clear sky solar intensity as the day advances
   Weather();//run the weather overlay (cloud, storm)
   //check to see if were need to have a lightning strike
    if (StrikeNow==true){
       if ((millis()-StrikeStart)>=StrikeMaster[(StrikeCount*2)]){//check if time has passed the delay (position 0,2,4,6,8 etc in StrikeMaster)-StrikeCount is indexed up by 1 after each strike so we see positions 0,2,4,6,etc in sequence
          byte intensity;
          intensity=random(180,256);// this little bit should generate a randomly bright flash variation between the series of flashes in StrikeMaster
              for (byte b=0; b<6; b++){
                  if (StrikeChannel[b]==1) analogWrite(PWMports[b],intensity);// set all strike channels to intensity of strike
              }
          delay(StrikeMaster[((StrikeCount*2)+1)]);//index to +1 position in array from 0,2,4, etc to 1,3,5 etc
          StrikeCount++;//so that the next time we look at elapsed time were looking at the right array position
          if (StrikeCount==(StrikeNumber-1)){
            StrikeNow=false;
            StrikeCount=0;
          }
       }
    }
    for (byte a=0;a<6;a++){//using all prior mods to light intensity (Insolation-->Cloud-->Storm) lets make some light
      analogWrite(PWMports[a],TrueIntensity[a]);//dont change this to 8 to refelct array for channels.. we only have 6 here!
    }
}
//End Loop
//*********************************************************************************************************************************

//*********************************************************************************************************************************
//Standard PWM Functions Receive/Process
void receiveEvent(int howMany) {
    wdt_reset();
    if (howMany==5){
        byte cmd1, cmd2, cmd3, cmd4, cmd5;
        cmd1=Wire.read();
        cmd2=Wire.read();
        cmd3=Wire.read();
        cmd4=Wire.read();
        cmd5=Wire.read();
        if (cmd1=='$' && cmd2=='$' && cmd3=='$'){
            cmdnum=cmd4;
            datanum=cmd5;
            //Serial.println(cmd4,DEC);
            //Serial.println(cmd5,DEC);
        }
    }
    else{
        for (int a=0;a<howMany;a++){
            Wire.read();
        }
    }  
}

void ProcessCMD(byte cmd, byte data){
    wdt_reset(); 
}

//End Standard Functions
//*********************************************************************************************************************************
//Start of sunrise, sunset and cloud calculations- runs on reset and once a day thereafter.
void CalSun(){
   //Serial.println("CalSun Run Now");

        //*********************YOU NEED TO CHANGE THESE VALUES Read instructions in their ENTIRETY and CAREFULLY change to values for your tank and geographical region***************************
        //channels 0-5 are PWM expansion board lights 6,7 are ReefAngel Controller PWM outputs
        //offsets for rise/set all values in seconds offset from calculated rise or set value (-) am offset=longer day****** (-)pm offset=shorter day)
        //array order is ch0 am offset, pm offset, ch1 am offset, pm offset etc..
        //THESE values are the number of seconds that a particular channel will be offset from the rise/set time, i.e. negative to rise earlier/set earlier
        int Choffset[]={
              60,0,60,0,600,-600,0,0,0,0,0,0,0,0,0,0};
        // NOW SET YOUR LATIDTUDE AND LONGITUDE COORDINATES as Degrees, Minutes, Seconds of Lat and Lon
        //If Your NORTH of the equator your LONGITUDE must START with a NEGATIVE number (the rest are positive) e.g. All of North America, Europe, Russia etc are negative
        //If Your EAST of the Prime Meridian your LATITUDE must START with a NEGATIVE number (the rest are positive), e.g. Most of Europe, All of China, India, Austraila, Russia etc are negative
       latitude=dmsToSeconds(-26,3O,00);//India- Kanpur City, local time is 5.30 hours GMT 
       longitude=dmsToSeconds(-80,18,00);
        //**********************ok now were done changing things IF YOU CHANGED the Top part of the GLOBAL variable decleration AND this... your FULLY configured and ready to load******************************************** 
   
    if (dow==0){//if the controller has resarted we need to find midnight
      long hours, minutes;//store current elapsed local hours as total seconds from midnight
      time_t t=now();//store current clock time to parse
      hours=hour(t);
      hours=(hours*3600);//current hour number 0-23 as seconds
      minutes=minute(t);
      minutes=(minutes*60);//minutes of current hour as seconds
      newDay=now();
      newDay-=(hours+minutes);//Convert current local unix epoch time to local unix epoch time of midnight
    }
    else if (dow!=0){//if we did not restart but the day is new then it is midnight and were good to go..
      newDay=now();
    }
      
    //#define SECS_YR_2000 (946684800) the time at the start of y2k (need to subtract from unix epoch time to bring to Y2K origin
    newDay-=946684800;//convert GMT unix Epoch to seconds elasped since 2000 for GMT midnight of today
    
    rise=newDay;//set value to send to SunRise as midnight GMT in seconds from Y2K
    set=newDay;//
    //Calculate rise time and set time using Epherma Library functions (see end of code) 
    SunRise(&rise);//call to Epherma function
    SunSet(&set);//Call to Epherma functionunsigned long newDay;
  
   /*Serial.print("rise and set=  ");
   Serial.println(rise);
   Serial.println(set);
   Serial.print("newDay as seconds since 2000 to todays midnight=  ");
   Serial.println(newDay);*/
    rise=(rise-newDay);// set to elapsed seconds of day
    set=(set-newDay);
   /*Serial.print("rise and set as elapsed seconds of day=  ");
   Serial.println(rise);
   Serial.println(set);*/
    newDay+=946684800;//Convert newDay back to unix epoch GMT midnight today (used in loop to determine how far we are into the day) 
   /*Serial.print("newDay as seconds since since 1970 to todays midnight=  ");
   Serial.println(newDay);
   Serial.print("elapsed is");
   long elapsed=now()-newDay;
   Serial.println(elapsed);*/
   
        //Calculate rise and set times for all channels in equivlants to elapsed seconds from midnight today
        //populate array for chRise and Set as well as chSlope for 0.5pi/ half day lenght for each channel from midday (asymmetric days are allowed)
        float deltaY=1.570796327;//1/2 * pi as integer by scaling* 10^9 to fill UL
        midDay=(((set-rise)/2)+rise);
        long HalfDayLength=((set-rise)/2);
       
        for (byte b=0;b<16;b++){//working as of April 5 2012 serial tested
            if (b%2==0){
                ChRiseSet[b]=rise+(Choffset[b]);
                ChSlope[b]=(deltaY/(float)(HalfDayLength-(Choffset[b])));
            }
            else if (b%2==1){
                ChRiseSet[b]=set+(Choffset[b]);
                ChSlope[b]=(deltaY/(float)(HalfDayLength+(Choffset[b])));
            }
        }  
        
        //***************** to CHANGE THE chance of Clouds actually occuring on a given day************************
        byte CloudChance=100;//% Chance of a Cloud every day
        //****************************now were done- did you use a value from 0-100 without a decimal?****************
        
  
        byte RainMaker=random(1,101); 
        if (RainMaker<=CloudChance){
            CloudToday=true;//used to trigger weather function, can also be used to send flag to controller
        }
        else if (RainMaker>CloudChance){
            CloudToday=false;//see above comment on CloudToday
            return;
        }
        long dayLength=0;
        for (byte a=1;a<16;a=(a+2)){//determine maximum day length given light on tank that is not moon light, this will yield night clouds and storms (and a storm after dark is severe... always
          if (a==0){
            if (((set+Choffset[a])-rise)>(set-rise)){
              dayLength=((set+Choffset[a])-rise);  
            }
            else dayLength=(set-rise);
          }
          else if (a!=0){
            if (dayLength<((set+Choffset[a])-rise)){
              dayLength=((set+Choffset[a])-rise);
            }
          }
        }
        
        // number of clouds possible for the day, max and min
        byte CloudsMax=10;//DONT INCREASE BEYOND 10 or it will DIE, or increase array size to handle it (among other things)
        byte CloudsMin=4;//use 2 as a minimum
        CloudsTotal=random(CloudsMin,(CloudsMax+1));
        
        // Average day is 50,000 secs so if 4 clouds and 10% that gets you 5,000 seconds of clouds (about 1800 seconds length for each of the 4 clouds in independent segments (if 4 is # clouds)
        byte OvercastMin=((CloudsTotal*10)/5);//Min cloud length will be about 1000 seconds (15 mins)- 1 hour min of clouds if you have 4, 2 hours if you have 8
        byte OvercastMax=((CloudsTotal*10)/2);//max cloud length will be about 2500 seconds (45 mins)- 6 hours max of clouds if you have 8, 3 hours max if you have 4
        float Overcast=random(OvercastMin,OvercastMax);
        Overcast=(Overcast/100);
        
        // split the total lenght of time for clouds into equal segments and then to randomly chop or add time to the 
        //segments such that cloud length is variable.  Then distribute into random parts of the day and fill array with start,duration pairs for clouds
        int CloudLength;
        CloudLength=((dayLength*Overcast)/CloudsTotal);//average cloud length
        long SunSegment=((dayLength-(dayLength*Overcast))/(CloudsTotal+1));//average sun length between clouds
        float CloudFraction=0;
        float SunFraction=0;
       
        //start by zero filling CloudMaster array
        for (byte a=0; a<20; a++){
          CloudMaster[a]=0;
        }
        
        byte b=0;//used to get pairs of fraction for SunFraction in for loop
        byte c=0;//used to get pairs of fraction for CloudFraction in for loop
        //now randomize cloud length and sunsegment length as pairs to get different looking days- 
        for (byte a=0; a<(CloudsTotal*2); a++){
          if (a%2==0){
            if (b==0){
              if (a==0){
                SunFraction=random(20,181);//vary each pair of SunSegments from 20%-180% of possible length such that every pair =2*SunSegment in length
                SunFraction=(SunFraction/100);
                CloudMaster[a]=(SunFraction*SunSegment);
              }
              else if (a<((CloudsTotal*2)-2)){
                SunFraction=random(20,181);//vary each pair of SunSegments from 20%-180% of possible length such that every pair =2*SunSegment in length
                SunFraction=(SunFraction/100);
                CloudMaster[a]=(SunFraction*SunSegment);
                b++;
              }
              else if (a==((CloudsTotal*2)-2)){
                SunFraction=(2-((float)CloudMaster[0]/(float)SunSegment));
                CloudMaster[a]=(SunFraction*SunSegment);
              }
                
            }
            else if (b==1){
              if (a<((CloudsTotal*2)-2)){
                SunFraction=(2-SunFraction);//were on the second part of a pair
                CloudMaster[a]=(SunFraction*SunSegment);
                b=0;//reset so next time we start a new fraction
              }
              else if (a==((CloudsTotal*2)-2)){
                SunFraction=(2-((float)CloudMaster[0]/(float)SunSegment));
                CloudMaster[a]=(SunFraction*SunSegment); 
              }
            }
          }
          else if (a%2==1){//if were in odd positions we need to determine cloud lengths in random pairs such that each pair =2*CloudLength in length
            if (c==0){
              CloudFraction=random(20,181);//vary each pair of SunSegments from 20%-180% of possible length such that every pair =2*SunSegment in length
              CloudFraction=(CloudFraction/100);
              CloudMaster[a]=(CloudFraction*CloudLength);
              c++;       
            }
            else if (c==1){
              CloudFraction=(2-CloudFraction);
              CloudMaster[a]=(CloudFraction*CloudLength);
              c=0;//reset so next loop finds a new fraction
            }
         }
      }
        /*Serial.println("here is cloud master in is entirety prior to forming start and end pairs");
        for (byte a=0;a<20;a++){
          Serial.println(CloudMaster[a]);
        }*/
      //reframe array to generate cloud start, cloud end, cloud start, cloud end
      for (byte a=0; a<(CloudsTotal*2); a++){
        if (a==0){// if were starting our first cloud we need to add to rise value to first sun segment
          CloudMaster[a]=rise+CloudMaster[a];
        }
        else {
          CloudMaster[a]=(CloudMaster[a-1]+CloudMaster[a]);//just add prior values together e.g. (second position is cloud end so to find end add rise corrected start time with duration)
                                                           // subsequent start would be end of 1st cloud + next sunsegment fraction
        }
      }
        /*Serial.println("here is cloud master in is entirety as start and end pairs");
        for (byte a=0;a<20;a++){
          if (a%2==0){
            Serial.print("Start time=");
            Serial.println(CloudMaster[a]);
          }
          else {
            Serial.print("End time=");
            Serial.println(CloudMaster[a]);
          }
        }*/
}//END SunCalc FUNCTION

void Insolation()
{
  InsolationAdvance=false;//reset this flag now that we have entered function

        //define Pi as delta Y for slope since cos 0.5-1.5 Pi goes 0-1-0 in 0.5 pI increments slope of 1/2 day (0-1 intensity) delta Y is 1/2 Pi 
        float Pi=3.1415926;//scale to 10^8
        float PiHalf=1.5707963;//scale to 10^8
        
        float secSoFar;//variable to account for seconds elapsed for each channel 1/2 day period from rise-->midDay and midDay-->set
        
        /* using -cos(pi/2+elapsedTime/slope) calculate fractional intensity of each channel throughout the day
         use flicker points to adjust minimum intensity to stable light.  Turn off lights after set or before rise etc.
         by splitting into half days centered on midday (1/2 ofset-rise) we center exactly the cos function for every channel so color blends are maintained 
         throughout intensity ramp... more or less ... change intensity every 120 seconds throughout the day*/
         if (elapsedTime<=midDay){
           byte c=0;//loop counter
            for (byte b=0;b<16;b=(b+2)){
                if (elapsedTime>=ChRiseSet[b]){
                    secSoFar=(elapsedTime-ChRiseSet[b]);//just account for length of every channel 1/2 day and switch at midDay
                    ChannelValue[c]=flicker[c]+ChMax[c]*(-cos(PiHalf+(ChSlope[b]*secSoFar)));
                 }
                 else if (elapsedTime<ChRiseSet[b]){
                   if (MoonCh[c]==1){  
                      byte MoonToday=MoonPhase()*0.5;//SCALE FACTOR to DIM moon setting for use with HIGH power LED as moon light
                      if (MoonToday==0) ChannelValue[c]=0;
                      else if (MoonToday<flicker[c]) ChannelValue[c]=flicker[c];
                      else ChannelValue[c]=MoonToday;
                   }
                   else if (MoonCh[c]==0){
                     ChannelValue[c]=0;//its dark and this is not a moon phase channel
                   }
                 }
              c++;//index by one so we count 0-7 as b goes 0-14 by twos
            }
        }  
        else if (elapsedTime>midDay){
            byte c=0;//loop counter
            for (byte b=1;b<16;b=b+2){
              if (elapsedTime<=ChRiseSet[b]){
                    secSoFar=(elapsedTime-midDay);
                    ChannelValue[c]=flicker[c]+ChMax[c]*(-cos(Pi+(ChSlope[b]*secSoFar)));          
               }
               else if (elapsedTime>ChRiseSet[b]){
                   if (MoonCh[c]==1){  
                      byte MoonToday=MoonPhase()*0.5;//SCALE FACTOR to DIM moon setting for use with HIGH power LED as moon light
                      if (MoonToday==0) ChannelValue[c]=0;
                      else if (MoonToday<flicker[c]) ChannelValue[c]=flicker[c];
                      else ChannelValue[c]=MoonToday;
                   }
                   else if (MoonCh[c]==0){
                     ChannelValue[c]=0;//its dark and this is not a moon phase channel
                   }
                }
              c++;//index to count 0-7 as b counts 1-15 by twos.
            }
        }   
}//END function
//WEATHER FUNCTION BEGIN
void Weather ()  
{
    static byte loopCount;
    static float CloudCover; // variable to store value in random walk - declared static to accumulate Cloud effect
    static float PriorCloudCover;  //used to "delay" one side of the tank from the other in cloud passing effects
    static long StormStart;
    static long StormEnd;
    static long CloudEnd;
    static boolean wtrigger;//use to track the first run of functions to calculate random times that become fixed, see change from cloud to storm for useage
    static byte Counter;//used to trigger storms from cloud you can change its if loop comparison to decrease or increase storm rate see below in cloud==true if loop
    static byte Severity;
    static byte StormCount;// used to limit X storms per cloud and to choose which cloud can have a storm
    static int StepSize;
    static int LastStepSize;
    //check to see if were having a scheduled cloud
    if (Cloud==false){
      //Write Insolation values to TrueIntensity so the loop will pick them up and the cloud/storm will get the right data (since intensity changes during the day)
      for (byte a=0; a<8; a++){//this must be above the next loop
            TrueIntensity[a]=ChannelValue[a];//this is where intensity is set for the PWM channel analog write in the loop... don't mess with this.
        }   
      for (byte a=0; a<(CloudsTotal*2); a=(a+2)){//if its time for a cloud, run it
         if ((elapsedTime>=CloudMaster[a]) && (elapsedTime<=CloudMaster[(a+1)])) {
             CloudEnd=CloudMaster[(a+1)];//to avoid this loop running true during the compute cycles at the end of the cloud and before elapsedTime advances a second, actual cloud does not
             //Serial.print("We started a cloud and its end is=");
             //Serial.println(CloudEnd);
             CloudCover=CloudStart(CloudMaster[a]);//CloudStart modifies TrueIntensity to get us to 50% intensity at the start of the cloud effect and also sets cloud=true to bypass this
             Counter=0;
             StormCount=random(0,3);//the number of storms MAX that may occur in this cloud (remember Random is range= -1 on high end)
             loopCount=1;
             LastStepSize=0;//zero out cloud random walk variables
             StepSize=0;//zero out cloud ranodm walk variables
             return;//exit having started a cloud in CLoudStart routine called above
         }
       } 
     }
         
    else if ((Cloud==true) && (IsStorm==false)){
        if (StormAdvance==false){//use millis tracker to run this loop every 2 seconds
            return;
        }
        StormAdvance=false;//reset to false when true so we run this once, until time advance is true again
        if (elapsedTime>=CloudEnd){
            ClearSky(CloudCover, CloudEnd); 
            return;
        }
        
        /*Use fractional intensity to set minimum value for any channel.  Dimming is proportional to actual intensity output 
         and constrained by flicker point.  Random walk uses static variable "CloudCover" constrained to 0-100 to represent fractional intensity (i.e. (1-(CloudCover/100))*Insolation SetPoint 
         is how the current cloud intensity is set, i.e. cloud cover of 90 gives 10% insolation setpoint unless below flicker in which case = flicker*/
        if (loopCount==1){
          PriorCloudCover=CloudCover; //e.g. PriorCloudCover=CloudCover with no float math to screw things up
          LastStepSize=StepSize;
          StepSize=(random(5,21));// in Percent% (0-100) This is how much light intensity will change over the loop count interval (this actual time is dependent upon the call frequency of StromAdvance as set in the loop)
          if ((random(0,2)!=1)) StepSize=-(StepSize);
          if ((CloudCover+StepSize)>=100){//cannot shut off lights more than 100% so limit here
            StepSize=(100-CloudCover);//
            Counter++;
          }
          else if ((CloudCover+StepSize)<=0){//cannot be brighter than 100% so since were in a cloud dont "limit" it but reflect it back down
            StepSize=-(StepSize);
            if (Counter>=50) Counter-=random(-1,2);//since we got bright... lets further delay and randomize storm occurence  
          }
          CloudCover=CloudCover+StepSize;
        }

        if ((Counter>=60) && ((CloudEnd-elapsedTime)>=300)) {//if Counter (indexes when cloud cover reaches 100) has accumulated and we still have time lets make a storm
        //to change the frequency of storms increase or decrease the number comparison for counter in the if statement above (larger #== less storms).
        //if you change counter comparison here change it in the next loop as well
           if (StormCount>=1){//if we can have storms in this cloud (random- statisticly 1/3 clouds = no storm, 1/3 = 1 possible storm, 1/3 = 2 possible storms)
             byte RandomStorm;
             RandomStorm=random(0,11);//this randomizes for longer clouds without storm, avg cloud is much longer prior to storm occuring- thus short clouds will not generally have a storm
               if (RandomStorm>=4){
                 StormCount-=1;//count down by 1 the number of storms in this cloud- this will not roll the byte since the loop requires it to be at least 1 to ever subtract here. 
                 Counter=0;//reset this variable since Storm loop uses it as well.
                 int LongestStorm;//used to pass max possible time to storm if loop from cloud loop within weather function
                 LongestStorm=(CloudEnd-elapsedTime);
                 Severity=StartStorm(LongestStorm, IsStorm, StormEnd);
                 loopCount=1;//reset counting loop for the storm
               } 
           }
        }
        else if ((Counter>=60) && ((CloudEnd-elapsedTime)<300)){
           Counter=0;//just reset the counter (does not really matter in this case but its clean)
        }
        
        for (int a=0;a<8;a++){
            if (ChannelValue[a]==0) TrueIntensity[a]=0;// if were in an evening storm dont reset intensity (it would go to flicker point and possibly flicker)
            else if (DimOrder[a]==0){
                TrueIntensity[a]=(flicker[a]+(((float)(ChannelValue[a]-flicker[a]))*(1-((CloudCover-(StepSize-(StepSize/4)*loopCount))/100))));
            }
            else if (DimOrder[a]==1){
                TrueIntensity[a]=(flicker[a]+(((float)(ChannelValue[a]-flicker[a]))*(1-((PriorCloudCover-(LastStepSize-(LastStepSize/4)*loopCount))/100))));
            }     
         }
         loopCount++;
         if (loopCount>4) loopCount=1;
    }  
    //enable a flag sent from controller to triger a storm, i.e. IsStorm=true
    // set channel intensities for all but white with random walk continuing from above using static variable so should be seamless
    else if (((Cloud==true) && (IsStorm==true)) || ((Cloud==false) && (IsStorm==true))){
        //current else statement covers possibility of triggering storm from controller (i.e. not coming out of a cloud) but remember you need to flag wtrigger as TRUE when you do this
        if (StormAdvance==false){//Every 1 second duing a storm change intensity, clouds are movin fast baby
           return;
        }
        
        StormAdvance=false;//reset so we run again in 1 second.
        
       if (elapsedTime>=StormEnd){ //if were done with the storm we need to stop this loop, but were probably still cloudy so dont mess with that here
            IsStorm=false;
            Counter=0;
            return;
        }
        if (loopCount==1){
          PriorCloudCover=CloudCover; //e.g. PriorCloudCover=CloudCover with no float math to screw things up
          LastStepSize=StepSize;
          StepSize=(random(5,21));// in Percent% (0-100) This is how much light intensity will change over the loop count interval (this actual time is dependent upon the call frequency of StromAdvance as set in the loop)
          if ((random(0,2)!=1)) StepSize=-(StepSize);
          if ((CloudCover+StepSize)>=100){//cannot shut off lights more than 100% so limit here
            StepSize=(100-CloudCover);
            Counter++;
          }
          else if ((CloudCover+StepSize)<=0){//cannot be brighter than 100% so since were in a cloud dont "limit" it but reflect it back down
            StepSize=-(StepSize);
            if (Counter>=2) Counter-=random(0,2);//since we got bright... lets further delay and randomize strike occurence    
          }
          if (Counter>(Severity+2)) Counter=0;//allow if to accumulate on ocassion to train strike sequences 2-3 in a row but then dump it 
          CloudCover=CloudCover+StepSize;
        }
   
        if ((Counter>=(Severity+random(-1,4))) && (StrikeNow==false)) {//this is where a storm is triggered.  Counter indexes when cloud cover reaches 100 on the random walk
        //to change the frequency of lightning strikes increase or decrease the number comparison for counter in the if statement above (larger #== less storms).
          byte RandomStriker;
          RandomStriker=random(1,11);
          if (RandomStriker>4){
            StrikeNumber=(random(2,11)); //random high =x-1 so max strike =12 each strike requires a duration and a delay thus StrikeMaster is 18 positions
            //ensure the array is zeroed out past the last position required for this strike pattern so each pattern is only as long as generated
            //Array is in pairs, position in arry of (0,1) (2,3) etc as strike (delay,duration)
            for (byte a=0;a<20;a++){
                if (a>=(StrikeNumber*2)){
                    StrikeMaster[a]=0;
                }
                if (a%2==0){
                   if (a==0){
                      StrikeMaster[a]=random(300,1601);//no need for random here but I am leaving it since I wrote it that way.  This must be independent from a=2,4,6 etc...
                    }
                    else {
                       StrikeMaster[a]=(StrikeMaster[(a-2)]+random(200,1401));//position 0,2,4,6,8.. is strike delay
                    } 
                 }
                 else if(a%2!=0){
                    StrikeMaster[a]=random(50,110);//position 1,3,5,7,9... is strike duration (I tried real lightning strike durations and its too short this is adjusted for visual effect
                 }
            }
            StrikeNow=true; //Trigger to start strike sequence in loop
            StrikeStart=millis();//set timer to "zero" now- sequence will start in loop after this function
            StrikeCount=0;
          }
          Counter=0;
        }
        
        if (Severity>5){
          for (int a=0;a<8;a++) {
              if (ChannelValue[a]==0) TrueIntensity[a]=0;
              else if (Wchannel[a]==1){//if were in a storm but not a severe storm constrain whites to 50% of Insolation intensity
                if (DimOrder[a]==0){
                      TrueIntensity[a]=(flicker[a]+((((float)(ChannelValue[a]-flicker[a])/4))*(1-((CloudCover-(StepSize-(StepSize/3)*loopCount))/100)))); 
                  }
                  else if (DimOrder[a]==1){
                      TrueIntensity[a]=(flicker[a]+((((float)(ChannelValue[a]-flicker[a])/4))*(1-((PriorCloudCover-(LastStepSize-(LastStepSize/3)*loopCount))/100))));
                  }
              }
              else if (Wchannel[a]==0){//if were blue, we chase as for a cloud
                  if (DimOrder[a]==0){
                      TrueIntensity[a]=(flicker[a]+(((float)((ChannelValue[a]-flicker[a])))*(1-((CloudCover-(StepSize-(StepSize/3)*loopCount))/100)))); 
                  }
                  else if (DimOrder[a]==1){
                      TrueIntensity[a]=(flicker[a]+((((float)(ChannelValue[a]-flicker[a])))*(1-((PriorCloudCover-(LastStepSize-(LastStepSize/3)*loopCount))/100))));
                  }
              }    
          }
        }
        else if (Severity<=5){// severe storms occur throughout the day, but EVERY storm after sunset is severe...
          for (int a=0;a<8;a++) {
              if (ChannelValue[a]==0) TrueIntensity[a]=0;
              else if (Wchannel[a]==1){//if were white we need to be off in a storm
                TrueIntensity[a]=0;
              }
              else if (ChannelValue[a]==0){//if this light channel is dark... e.g. after sunset for this channel- it produces no cloud effect
                  TrueIntensity[a]=0;
              }
              else if (Wchannel[a]==0){//if were not shut off in a strom and not after our daylight period (this channel) then we produce storm light sequences.
                  if (DimOrder[a]==0){//if we dim first... do it
                      TrueIntensity[a]=(flicker[a]+(((float)((ChannelValue[a]-flicker[a])))*(1-((CloudCover-(StepSize-(StepSize/3)*loopCount))/100)))); 
                  }
                  else if (DimOrder[a]==1){//else we dim second
                      TrueIntensity[a]=(flicker[a]+((((float)(ChannelValue[a]-flicker[a])))*(1-((PriorCloudCover-(LastStepSize-(LastStepSize/3)*loopCount))/100))));
                  }
              }//end of CWHchannel==0 being true
           }//end of for loop in severity <5 == true loop
        }//end severity compairson loop no more else statements
       
        loopCount++;
        if (loopCount>3) loopCount=1;
    }//end of storm if loop
}//End Weather function

//CloudStart drops light intensity to 50% of whatever daylight setting is to start the cloud at 50
int CloudStart(long StartTime){
    byte elapsed;
    elapsed=(elapsedTime-StartTime);//counts up since we start this at elapsedTime=StartTime and StartTime is fixed
    for (byte a=0; a<8; a++){ 
      TrueIntensity[a]=(flicker[a]+(((float)((ChannelValue[a]-flicker[a])))*(1-(elapsed*2.5)/100)));
    if (elapsed>=20);
      Cloud=true;//start the cloud
    }
    return 50;//set CloudCover to 50 
}//end CloudStart function

//StartStorm sets up duration and severity of storm. Its currently limited to 90-600 sec in length- it will rarely be lower than 3 minutes
byte StartStorm(int MaxLength, boolean& trigger, long& EndTime){
      byte LightningIntensity;
      int StormDuration;
      MaxLength-=120;//remove 2 mins from longest storm so that we end up with 2 minutes of cloud after the storm before the sky clears to daylight
      if (MaxLength>720){
         MaxLength=720;//modify local variable
         StormDuration=random((MaxLength/3),(MaxLength+1));
         EndTime=(elapsedTime+StormDuration);//Set by reference StormEnd static variable in weather
      }
      else {
         StormDuration=random((MaxLength/2),(MaxLength+1));
         EndTime=(elapsedTime+StormDuration);//Set by reference StormEnd static variable in weather
      }
      if (elapsedTime<midDay){
         LightningIntensity=random(3,11);//morning storms are generally less severe
      }
      else if (elapsedTime>midDay){//afternoon storms are more likely to be severe (every 10-15 sec or less) to about once in a minute or maybe less
         if (elapsedTime>(set-rise)){//Storms after sunset are always severe... it just looks too cool!
           LightningIntensity=3;
         }
         else {
         LightningIntensity=random(3,8);
         }
      }
      trigger=true;
      return (LightningIntensity);
}
//End Storm Start Function
//Similar to Cloud start but in reverse... now ramp intensity from wherever we were at the end of the cloud to the value set by Insolation
void ClearSky(int CloudPercent, long TerminationTime)
{
    byte elapsed=(elapsedTime-TerminationTime);//Counts up from the scheduled end of the cloud in seconds
    float slope=(CloudPercent/30);//Just calculate how much to increment every second to go from CloudCover to clear sky (CloudCover of zero)
    float LightAdvance;
    LightAdvance=(CloudPercent-(slope*elapsed));//were reducing CloudCover from start to zero over 10 seconds.
    for (byte a=0; a<8; a++){ 
    TrueIntensity[a]=(flicker[a]+(((float)(ChannelValue[a]-flicker[a]))*(1-(LightAdvance/100)))); 
    }
    if (elapsed>=30){//at this point lights are back to full Insolation setting so cancel the cloud and start waiting for the next one
        Cloud=false;//stop the cloud we are now outside of a true condition in the if loop so it will now stay false and lights are back on
        IsStorm=false;//just to be redundant this is not called from a storm... 
    }
}//End Clear Sky function

byte MoonPhase()
{
   int m,d,y;
   int yy,mm;
   long K1,K2,K3,J,V;
   byte PWMvalue;
   m = month();
   d = day();
   y = year();
   yy = y-((12-m)/10);
   mm = m+9;
   if (mm>=12) mm -= 12;
   K1 = 365.25*(yy+4712);
   K2 = 30.6*mm+.5;
   K3 = int(int((yy/100)+49)*.75)-38;
   J = K1+K2+d+59-K3;
   V = (J-2451550.1)/0.29530588853;
   V -= int(V/100)*100;
   V = abs(V-50);
   PWMvalue = 4*abs(50-V);  // 5.12=100%    4=~80%
   //pinMode(lowATOPin,OUTPUT);
   //return (PWMvalue*100)/255; //output is 0-100
   return PWMvalue;//output is 0-255 
}

//********************** DO NOT MESS WITH THIS UNLESS YOU KNOW WHAT YOUR DOING****************************
//THE CODE BELOW THIS copied directly from the SWFLTEK Epherma library constructed by Michael Rice. 
//this code is being used freely with attribution to Micahel Rice in accord with his request
//  A big thank you for these library functions.  Its great! 


//convert degrees to seconds of arc


// decimal degrees
long ddToSeconds(float dd){
   return dd * 3600.0;
}

//Degrees, minutes, seconds
long dmsToSeconds(int d, unsigned char m, unsigned char s){
long ret;

   ret = labs((long)d);
   ret = ret * 3600L + 60L * m + s;
   ret = (d<0L) ? -ret : ret;
   return ret;
}
/* ------------------------------------------------------------------------------------------------
   'Equation of Time'
   We use the 'short form equation, which has a theoretical accuracy of about 40 seconds.
   The returned value is in seconds.
*/
int equation_of_time(unsigned long dt){
double t;

   dt -= 192540UL; // refer to Jan 3 2000 05:29 (first periapsis)
   dt %= _tropical_year;
   t = dt;
   t /= _tropical_year;
   t *= 6.283185307179586;
   t = -459.27672 * sin(t) + 575.333472 * sin(2.0 * t + 3.588414);
   return t;
}

/*
   'Solar Noon' adjusts the passed time stamp to the time (GMT) of local solar noon.
   The accuracy is about 40 seconds (set by the equation of time).
*/
void SolarNoon(unsigned long * dt){
long r;

   // Set stamp to noon GMT
   *dt /= 86400UL;
   *dt *= 86400UL;
   *dt += 43200UL;

   // adjust for equation of time, at noon GMT
   *dt -= equation_of_time(*dt);

   // rotate to our longitude
   r = longitude / 15L;
   *dt -= r;
}

/* -----------------------------------------------------------------------------------------------
   'Solar Declination'
   Returns declination in radians
   Accurate to within 50 arc-seconds
*/

double SolarDeclination(unsigned long dt){
double y;

   dt %= _tropical_year;
   y = dt;
   y /= _tropical_year; // fractional year
   y *= 6.283185307179586;
   y=0.006918-0.399912*cos(y)+0.070257*sin(y)-0.006758*cos(y*2)+0.000907*sin(y*2)-0.002697*cos(y*3)+0.00148*sin(y*3);
   return y;
}

/* ------------------------------------------------------------------------------------------------
   Return the period between sunrise and sunset, in seconds.
   At high latitudes around the time of the solstices, this could be zero, or all day.
*/
unsigned long daylightseconds(unsigned long dt){
float l, d, e;
long n;

   d = -SolarDeclination(dt); // will be positive in Northern winter
   l = latitude / _sec_rad; // latitude in radians

   e += 60.0 * l * tan(l + d); // latitudinal error
   d = tan(l) * tan(d); //

   if(d>1.0) return 86400UL;
   if(d < -1.0) return 0UL;

   d = acos(d);
   d /= _zenith;

   n = 86400UL * d;
   n += e;
   return n;
}


/* ------------------------------------------------------------------------------------------------
   Modify the passed time stamp to the time of sunrise (or sunset if 'set' is non-zero).
   Returns 0 to signal 'normal' completion. If the position is in a polar circle, 1 will be
   returned if the sun is above the horizon all day, and -1 if the sun is below the horizon
   all day.

*/
char SunRiseSet(unsigned long * dt, char set){
unsigned long daylen;

   daylen = daylightseconds(*dt);
   if(daylen == 86400UL) return 1;   // there is no 'night' today (midnight sun)
   if(daylen == 0UL) return -1; // there is no 'day' today

   *dt /= 86400UL;
   *dt *= 86400UL;
   *dt += 43200UL; // set the time stamp to 12:00:00 GMT

   *dt -= daylen / 2; //        sunrise at the prime meridian
   if(set) *dt += daylen; //     sunset at the prime meridian

   *dt -= equation_of_time(*dt);

   //*dt -= longitude / 15.0; // rotate to our own meridian

   return 0;
}
// 'short' forms of SunRiseSet
char SunRise(unsigned long* when){
    return SunRiseSet(when, 0);
}
char SunSet(unsigned long* when){
    return SunRiseSet(when, 1);
}
Witing for the help
Image
User avatar
lnevo
Posts: 5430
Joined: Fri Jul 20, 2012 9:42 am

Re: Weather Simulation for Dimming expansion module

Post by lnevo »

What did you change and can you paste the compiler error? It should say which line the error is on.
User avatar
lnevo
Posts: 5430
Joined: Fri Jul 20, 2012 9:42 am

Re: Weather Simulation for Dimming expansion module

Post by lnevo »

Found it.

You had an O instead of 0 in your latitude

Try this:

Code: Select all

       latitude=dmsToSeconds(-26,30,00);//India- Kanpur City, local time is 5.30 hours GMT 
 
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