I lost the motivation for the project for month or so, i was hunting an annoying bug for a week and after i finally found it wouldnt feel like continuing coding + trophy support for uncharted was out
Luckily bug turned out to be hard to find threading deadlock, would have killed all the motivation to find out that i would have made some simple error using my own pt-library.
Well now that naughty dogs game is more than charted it was time to get back on coding today and i quickly wrapped the plugin up. I was driving around watching speed and rpm within xl as textbased values, But ofcourse gauges are too hard to skin in-car so i took carputer out today for some skin development.
Before i can release plugin however i should do some polishing and robusting with it and i have to say motivation for that is bit low, especially since im pretty sure that theres no interest toward this one and i myself ofcourse can verywell manage with unpolished version. However if there is somebody who would like to betatest this simple plugin volunteer uself up and mayby this will see public light someday...
Plugin works with ELM 322 v2.0 chip, its possible that itll work with other ELM OBDII chips too, but i cant really say...
BTW it seems to me that OBDII reserves only one byte for vehicle speed in km/h so anybody has any idea what it does after vehicle speed goes over 256 km/h? Well im heading to race track on end of the month... have to do some hardcore plugin testing and find out
(buffer overflows cant be deadly? right?
)
EDIT: also could somebody shed some light why car lies its speed to enduser tru HUD and speedometer... for example when ECU thinks car goes 123km/h HUD shows 134 km/h and speedometer lies about same... i could accept this as calibration error on speedometer, but on digital HUD it simply wont fly... this gotta be intentional, even GM engineers cant feck this up otherwise, can they?