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Pine64
#1
Hey guys, I saw the Pine A64 kickstarter almost 2 years ago, but since then it just slipped out of my mind. At the time, I didn't really have anyone as clued up as you guys to ask... When I first saw it I thought "this is going to take over from the Raspberry Pi", but I haven't heard anything about it since. TBH I haven't heard much about the Pi either.

Has anyone used any Pine64 products, and if so, what do you think? 

I am one of those people who knows enough about computers to build one, and get it to work. I know enough (basically nothing) about coding to make minor mods to the PC games I used to play (which most often resulted in C2D and having to revert to backups Rolleyes ). Have I got my wires crossed thinking that this could be used for processing intensive, application specific tasks? 

I thought that a 64 bit quad-core CPU with (up to) 2Gb DDR3 RAM on a credit card sized board sounded great, especially for $15!

I noticed that the RSSI 5.8g lap timing systems that use Arduino in conjunction with Andriod, get unstable and less accurate with more craft racing. I thought that using the VRX connected to the A64 with the app installed, would allow data to be processed prior to delivery to the display device, giving better accuracy and stability?
Windless fields and smokeless builds
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#2
The only indicator these timing systems have is the RSSI from the receiver so there's nothing that can be 'processed' to improve accuracy.

If you're trying to time multiple craft from one VRX, the inaccuracy will be down to how long it takes the VRX to switch frequency. The switching is going to introduce delay and possibly false matches while the internal circuity is re-tuned to a new frequency.

The only way to keep good accuracy is to have one receiver per frequency. Also, the quads all need to be running at 25mW and all need to have good quality transmitters and antennas so that they don't output unwanted signals on other bands.

It's a sensor problem, not a problem of processing power.
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