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Mattew

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  1. Hey guys, been long time. Wanted to ask: Is the kspIO still way to go for control panels and devices or is there something different/new what is now used? Currently reviving my project so I would like to know
  2. The "handshake" led will light up everytime it recives some data. Lighting up for 1-2 sec means arduino recived handshake but most likely not answer to your pc. Watch RX and TX leds. When handshake comes trough, RX led will blink, when arduino answer back, TX will blink. If TX not blink, then your board do not talks back to computer. Possible issues are 1. Bad settings in com porst or com speeds 2. Your ship take way too long to loads as mentioned and you miss time while plugin waits for answer on handshake 3. If you are on W10, there is bug in W10 that break comunication with arduino (original boards, china copies works in most cases).
  3. Having very mixed feelings about this, since most of times selling game to other company does not prove as very good idea. In my opinion KSP (Squad Team) is or rather was doing fine on its own. Guess time will show... About modding, well KSP is build as SP game in mind and is build like that from gound up and it was build with mod support. Also these days, mods are what keeps games running in long term and keep ppl buying them even if they are 3-5y after release. So if anyone take mods away from KSP then it is like take 40% or more of game away. That you can translate to more then half playerbase who will quit. Problem is, nobody will care since KSP is just P2P and after initial purchase there is no more transactions/payments so dev or publisher does not care if you play it 24/7 or you stop play it after a day. They got money. And we hope they won't introduce ANY form of microtransactions. THAT. WILL. BE. STUPID. MOVE. But what will be point of shut down mods in singlepalyer game anyway? In SANDBOX sp game (yeah okay, we have career mode also). There is no rules, no objectives, no quests and HOW you will play it and WHAT you wanna achive is completly on YOU. You can do it in 100% stock game. You can use modes to have more fun or cheat your way to victory with infinite tanks and 0 fuel consumption engines. Decision is up to you and there is no harm done to anyone. But I guess we are getting ahead too quickly. Give it time. Little bit atleast to see in which direction it ll develop. And I hope that ONLY change will be one more annoying logo to look at during loading of game.
  4. Okay, okay. I can confirm it is fixed and working so far. Now no more Error packet size messages and I am able see whole packet in log and most important thing are actual controls in game Love you guys, you are awesome Now I am back on track. @Benji Yeah I had on my Mk.1 one-way, one-value, comunication for nixie tube driver board, that works nice, but sending more than one value, let alone biderictional, is real rocket science for me
  5. Now I got number. And not good number Now it is: KSPSerialIO: Packet Size ERROR - 45/25. I was curios so I did change struct __attribute__((__packed__)) ControlPacket { to old struct ControlPacket { and result is KSPSerialIO: Packet Size ERROR - 48/25. With my limited knowlege I guess Due just spits out whole packet in 32b format but that is almost two times bigger then plugin expect. If we tell Due to send it as 8b not 32b then it should "fix it" right?
  6. @zitronen Thanks! That was quick And I am quick with testing too. On Win7 Due behaves same as on W10. Handshake okay, data reciving, data "send" no ingame response. Debug log looks like same for W7 and W10. Chopped down log with only KSPSerial instances: Then log is basicly spamed by KSPSerialIO: Packet Size ERROR - 0/25 until com is closed. Any idea what can cause this?
  7. Good point! If my old ntb will be able to run ksp I ll try since it is w7 machine. I ll report with resultst if I get some! For driving Amp meters looks at this. It realy explains how to od it.
  8. I kind of ditch that idea of one processor for communication and second to do all stuff after seeing how it is complicated to send more then one value and I dont even mention if you wanna bi-directional communication. Plus DUE have problems to act as Slave on SPI, so be aware of that if u plan to use it Still think that Due problem is based on to be 32b processor. Why? Bcs of this: UNO - Stock Demo16 Sketch: 8-bit, Handshake => Yes , Data send by plugin -> Data recived => Yes , Data send by processor -> Data recived by plugin => Yes Due - Stock Demo16 Sketch : 32-bit, Handshake => Yes, Data send by plugin -> Data recived => Yes , Data send by processor -> Data recived by plugin => No, By all clues (TX led blinking, Serial port monitor showing data packet comming correctly to USB) Due is transmiting. When and where data get lost, idk. See my point? That only Major diference is in processor itself and fact it isnt 8b.
  9. That would be awesome! Thanks. Got my UNO tests done and here are result: It is working without CH340 module using on board Atmega16U2. Data recived, data send, Controls are working (analog and digital) with no problem. Then I switched to Due. Data recived, data probably send (judging by blinking TX led on Due board) but no action in KSP (not on analog input or digital input) taken. Nothing happen at all. I am out of ideas
  10. I would like to hear more from other ppl if they also have no control issue. And those mini disconnects probably is some issue on my end, not pluggin I ll look into that later If I got time I do some testing with uno today as I said. Still preparing for that @Freakout242 if u do not plan use any of original pinouts in demo I do recomend delete all statements and lines of code that use them. Clean code for your use.
  11. To be honest, probably yes, it did. My situation: Last week i took my Due, starts programing and it magicly start talking to your plugin with no issues (execpt no controls) using Atmega16U2 but it didnt work in past like that! So i try comunicate using ch340 to see if it fix no control problem, but no succes. Still no controls. I am not sure why it not works now since when looking at serial analyzer, pc definetly reciving data but for whatever reason it dont get to ksp. If I got time I ll try to setup test UNO or MEGA with latest demo to see if I can some controls out of it. I ll try to go lower baudrate and refresh rate to see if there is some changes. Also little something to add. For whatever reason i see "mini disconnects" like it lost connection for 0,5 sec then resume. It happends every like 4-5 sec. Even when code is almost stock with no changes. Buffer increases are in place
  12. False alert then, both packets are correct? If so, why then no controls are taken from control packet. Stupid question, do we have way to see what plugin recived, like what was in control packet, final decoded data?
  13. So I looked on data packets Arduino recive and send using serial port monitoring program. I am not sure but I found something little weird looking to me, but maybe it is normal. This is basicly RECIVED PACKED (Vessel Data?) how it looks. Nothing unsual for my noob eyes And we know data recive work in way how it is supposed to work. But This is how SEND PACKET (Control Data?) looks like. What I find weird is fact it look like almost no data is stored in it and it looks like its repeat four times with sligh diferences. That is right or its some bug? Its realy weird that plugin can send data and arduino recive data and sucesfuly read it but can send data or send data in correct fromat so plugin dont recive anything/ read anything. I out of ideas what to try to do with my limited COM comunation knowledge
  14. Will be this awesome tool ever updated? That would be cool. I did try to fix it by myself but no luck
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