VR emulator for board soldering validation

Hardware inside and outside of the ECU
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AndreyB
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VR emulator for board soldering validation

Post by AndreyB »

We need a VR emulator, mostly for quality assurance of assembled units but also to test alternative VR conditioning designs.

EDIT: ONLY for quality assurance of assembled units

Here is proposal #0:
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Re: VR emulator

Post by AndreyB »

An even simpler proposal
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Re: VR emulator

Post by mck1117 »

Those ignore the true nature of a VR sensor's output. The tricky part is the fact that it goes through the zero crossing slowly, not quickly as these do. (It's much closer to a sawtooth than a square wave).
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Re: VR emulator

Post by qwerty-off »

1:
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Looks like real vr sensor. A transformer is required, which increases cost and complexity.

2:
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Almost good. A bipolar signal source like MAX232 is required. Diagnostics will not work because VRIN2 is connected to GND. Will there be more problems?

3:
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Another way is to connect a unipolar signal through a capacitor. An additional level converter is required because the Vpk-pk signal must be greater than 5V (Vmiddle * 2) for TLE8888 and max9926 or Vcc for NCV1124. Diagnostics will not work too.

Anyone have any other suggestions? Which of these options is the best choice?
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Re: VR emulator

Post by Fonzie »

Could not use a sound card and a power amplifier or a transformer for the voltage swing?
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Re: VR emulator

Post by mck1117 »

doesn't even need a PA, you could just drive it directly from a headphone output
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Re: VR emulator

Post by AndreyB »

Fonzie wrote:
Wed Dec 16, 2020 9:28 pm
Could not use a sound card and a power amplifier or a transformer for the voltage swing?
No, this is a lot of manual labor to set things up for each run. This is an extremely overcomplicated, heavy, large and expensive setup.

The focus right now is to have hardware quality assurance validation rig - need a self-contained fully automated testing rig. In this topic we are developing a building block.
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Re: VR emulator

Post by kb1gtt »

Doesn't the discovery have a headphone jack?
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Re: VR emulator

Post by AndreyB »

kb1gtt wrote:
Thu Dec 17, 2020 3:33 am
Doesn't the discovery have a headphone jack?
Any additional scope of software is x100 the total effort of hardware implementation. Also I would prefer not to lock myself into discovery for multiple reasons. My strong preference is on a 100% hardware solution for quality assurance at this point, VR signal has to be only as valid as MAX/TLE/NCV expect it to be.
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Re: VR emulator

Post by kb1gtt »

How about 36 dip switches connected to a shift register so you can emulate a 36-1 wheel? 100% hardware and emulates a common crank pattern.
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Re: VR emulator

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Welcome to the friendlier side of internet crazy :)
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Re: VR emulator

Post by AndreyB »

On this level we kind of do not care for trigger shape, all we need to see is register incoming VR signals. Also we already have digital output for trigger sequence shape so that thing MCU can take care of already.

If we would be testing trigger shape on this level we would have tested with 3 tooth 1 skipped wheel, not 36 tooth one skipped just for simplicity.
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Re: VR emulator for board soldering validation

Post by AndreyB »

Working circuit to simulate the 3 sensor trigger pattern of a Honda D/B/H
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Re: VR emulator for board soldering validation

Post by Simon@FutureProof »

I dont know if this helps or not but I have been checking simply using an old vr abs sensor on a couple of pins to push onto the vr input pins and a fork to wiggle it between, this is able to make the ecu at least see a real rising falling of a vr and so far no issues.

Very low tech but it has been working.
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