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Found 5 results

  1. A little while ago I took the serial experience I'd picked up hacking the venerable KSPSerialIO mod, and started working on a new alternative. This mod, tentatively titled KerbalSimPit, takes the asynchronous serial handler I wrote for the cross-platform KSPSerialIO fork, links it against a widely-available alternative mono serial library, and adds a new light-weight data protocol heavily influenced by the work the Flat Earth Games folk have done for their game Objects in Space. What does it do? This plugin maintains serial connections to one or more hardware devices. Each device can register to receive information that it explicitly wants to receive (for sending to a display, setting off an alarm, triggering a PC shutdown when your vessel runs out of power, etc). A device can also send commands back to the game (stage your rockets with a big red button, build a custom HOTAS to pilot planes, control your EVAing Kerbals with your treadmill, etc). The plugin comes with a companion Arduino library, to make it easy to get started building interactive Kerbal hardware. What does it run on? This plugin works with both 32 bit and 64 bit KSP on Windows 10, MacOS and Linux. Unfortunately not all hardware devices work. Refer to the Supported Devices page of the documentation wiki for more details. What sort of information can I send and receive? The plugin only sends altitude data. Right now it is able to receive: Staging events (you can already run a giant red stage button!) Custom action group commands, with full support for Action Groups Extended actions. Eventually the plugin will be capable of sending most of the telemetry you'd expect from stock KSP and mods such as KER. It will allow full control of vessels and Kerbals, and some limited interface control. Where can I get it? I use and recommend CKAN for installing this mod. Full support for other module managers such as KSP Mod Admin will soon be added. Installing the pre-release via CKAN requires adding a new repository: Launch the CKAN GUI. Open the settings (Settings -> CKAN settings). Hit the New button in the Metadata repositories pane. Cut and paste the following in to the text field at the bottom of the repository window: KerbalSimPit|https://hardy.dropbear.id.au/KerbalSimPit/repository.tar.gz Hit OK to close the repository window, and then close the settings window. Hit the refresh button to refresh the package index, then search for and install KerbalSimPit. To install manually, download the latest release from https://hardy.dropbear.id.au/KerbalSimPit/pool/ . Note that I do not provide support for manual installations. The source code is available from https://bitbucket.org/pjhardy/kerbalsimpit/overview . How can I use it? Quickstart guide: Install the plugin. There is currently no supplied configuration file. Run the game once to generate a default config. It can be found in GameData/KerbalSimPit/PluginData/Settings.cfg Refer to the Arduino library documentation to install the library and flash one of the example sketches to a demo board. Edit the KerbalSimPit configuration file to point to your device's serial port. While testing it's also worth setting Verbose to true. Run the game again. The plugin will log successful device handshakes to KSP.log. License: This project is licensed under the Simplified BSD License.
  2. I have been working on this for about half a year now, and never thought to keep a build log online, but over the past month I've started becoming more active than passive in the community and am loving it, FOR ROCKET USE ONLY: A Kerbal Sim-pit Build Log A name derived from the first piece I bought, a racing car ignition switch with "FOR RACING USE ONLY" printed across the top. Aim My aim is to make a sim-pit that surrounds a keyboard that includes a joystick (microswitch, not POTs) and as many switches and buttons I can. After many months of looking at layouts and design themes, I've settled on going for the most Raster Prop Monitor looking IVA theme I can, basing a lot of my panels on this mod. If you don’t know RPM it adds a fully usable IVA into Vessels and looks so aesthetically pleasing: EDIT: This is actually the command pod from the ALCOR mod The Idea is to go more for fun to use than practical. I want as many missile switches and pointless (but useful) knobs and flashing lights as I can. Basically I really want to go for that Arcade, really fun to use feeling even if its not overly practical. Hardware/Software I'm currently using two Arduinos and coding with Arduino's IDE; Arduino Due Old Arduino Uno knockoff (Freetronics Eleven if anyone cares) The Due uses the <Keyboard.h> library to emulate button presses to control KSP. Flicking a switch will emulate a keyboard pressing a button, for example, flick the light switch, the Due sends a “U” to the computer. But because the switch can be stuck in the on position, the Due only sends the command when there is a change in state. My KSP uses a mod called Kerbal Serial IO by Zitronen, the mod does nothing to the game but sends data packets from KSP to the Arduino via Serial communication. Way too technical for me but once I got mine working, it has infinite potential. I'm able to access data from KSP and either print it or use it as logic for warning lights. Their is infinite possibilities with this thing. KerbalSerialIO is currently glitchy with Windows 10, so I can't use it to control KSP which is why I use <Keyboard.h> however the KSP --> Arduino functions are working perfectly thus far. I am using a DuinoTech 128x64 Dot Matrix LCD as my HUD. Arduino has its <LiquidCrystal.H> library making it so easy to code for the screen. I plan on using a second when the final product is built. I don't plan on adding graphics but I will try having interactive buttons at some stage. I have these hooked up to a massive breadboard and a mess of wires on the prototype for the moment and might try actually making some PCB shields specifically for this in the future. Current Stage Heres a few things I've currently got working Currently Built/Working: Staging Button and Stage lock Switch Toggle Switches emulating keyboard press (Controls SAS, RCS, LIGHTS, GEAR) LCD Heads Up Display with real time Data from KSP (currently only displays speed) Communication from KSP to Arduino (KerbalSerialIO Mod) with onscreen connection Status Planned: Custom Enclosure surrounding Keyboard Joysticks for Attitude and for Throttle (I like microswitch/Arcade style, not a big fan on using POT joysticks, more out of lack of skill than opinion) Controls for LCD Screen changing the Data printed on screen Possible second LCD for more Heads up Data Warning LED matrix Laser cut acrylic panels with back lit text. Resources + Credit Ill post all my code but most of it for the Uno is Zitronen’s “Demo16” Code which I have modified. I'll make it clear in the Code what is mine and what was original. All code for my keyboard emulating Due is original. I will comment in code if that changes. I’ll also make sure to give credit where its due (in the forum or in the code) as I’m taking a lot of inspiration from other Build logs as I find the fascinating. If I miss something, I apologise. *** I'm posting a few build logs in the near future that were from a while back, just to have something from when I started. Build Logs 18/12/16 For Rocket Use Only
  3. I've been working on this project on and off since around June of 2015... I initially first appeared on Page 6 of the Simpit Repository where I showed off some really nice hardware I'd collected for the project. The goal is to create a controller using real instruments to provide readouts of orbital data, temperature, fuel, electricity, and other critical values. The controller will have joysticks and toggle switches and other controls to command the in game vessel. I'm using this project as an opportunity to force myself to learn C programming, and as a furthering of my electronics hobby. While this thread has a LONG way to go to catch up with my progress, I'll work on it over time. Part of why this has taken so long, is it's not only a learning process, but I've split my time with other projects. My custom mechanical keyboard was built to work with this Kerbal controller build, and will actually slot into the controller! The number pad magnetically detaches, so when my keyboard tray is extended, I have full use of the extended keyboard, but with the tray pushed in, I can set the number pad aside, and use only the core keyboard! This is the button that started it all. I was inspired by how AWESOME this button looked, and how big and red and "Aborty" it could potentially be! The Instrument panel enclosure is a re-purposed Harris Stereo 5 console that was saved from the local AM radio station. You can see several instruments here. On the right is my analog vertical velocity meter, and in the middle, my FDAI. The Flight Director-Attitude Indicator, more commonly known around these parts as a navball, is a real awesome find! I'm in the process of building a controller for it, but that is a daunting task... It requires nine 28 volt amplitude modulated sinusoidal outputs that are controlled by multiplying DACs, and a 115 volt sinusoidal reference source to provide both power and synchronization for all the 9 other signals. This is the keypad I made for my "DSKY", inspired by the DSKY (DiSplay KeYboard) of the Apollo Guidance Computer (AGC). It normally lights green, but can flash red if there is an alarm condition... Such as the "I'm about to pop like an overheated popcorn kernel" condition. My throttle lever (as well as the keys for my DSKY keypad) were salvaged from an old video effects controller board. I have a LOT of these relegendable, backlit push buttons, in two different sizes. My analog meters are inspired by the edgewise meters used in the Apollo Command Module, Lunar Module, and Space Shuttle. I'm taking the extra effort to print proper scales that use the Futura typeface that NASA used, and follow an overall design that visually resembles the Apollo instruments. Likewise, Tape Meters were also used as instruments on Apollo, and even more so in the first revision of the Space Shuttle, before the glass cockpit upgrades. Tape meters have a long tape on spools. The numbers scroll passed a stationary pointer, the opposite of what an analog meter does, where the pointer moves over a fixed scale. This allows very large scales to be depicted, limited only by tape length. The meter I have will be reprinted with numbers corresponding to the radar altimeter. This is the complete DSKY. I'm currently working on it, and getting it to the point where I can control all the LEDs right now. Current progress has all the large numeric LEDs controlled by MAX7219 controller chips, and the small 7 segment display and one of the three alphanumeric displays is currently functional. https://www.youtube.com/watch?v=8Cwm_xQZsFo https://www.youtube.com/watch?v=LwXZKIfvEkI https://www.youtube.com/watch?v=1Wlv3oyobcg Flashy, isn't it! I've been making diode ROMs to decode characters for some of the LEDs. These cost me literally nothing but time to make, and they satisfy my interest in basic digital circuits. I also rather find I enjoy three dimensional free form circuitry! So yeah... I'm enjoying this part! In all honesty, I really should have started this post back then! I was just collecting parts back in those days, and always said I'd start a dedicated thread when I began assembling things... The Simpit Repository is now up to 23 pages at the moment I'm typing this... It just grew to incredible proportions, and a few times I felt a little bad for dominating the thread with build posts (that really belonged here), but at the same time, I knew my work was showing other people how to do things, and keeping the Repository frequently in the lime light. It just grew to a size that felt too big to abandon, and too big to move the content. I'm starting this post, because I think this build HAS started moving at an accelerated pace, and It should have a dedicated place. I'll build this post up gradually, to cover not only the new content, but to consolidate the content I posted in the Simpit Repository here as well, so the entire build process is properly detailed. I had debated whether I should move content (remove from the Simpit Repository, and replace it here), but I think that'd be unfair to those who replied or were inspired by that content. I'll eventually consolidate everything here, but I'll leave my old posts at the Repository alone. as for new posts, I'll still post at the repository, but I'll no longer post massive multi-image mega build posts... I'll keep my posts there a bit more basic, and put the details all in this post. I'll still offer my knowledge to answer questions people have at the repository. That won't change. It's just silly that I've taken THIS LONG...
  4. I've developed a simple tool for testing/debugging custom display/controllers which use the KSPSerialIO mod by @zitronen This allows you to monitor controls from the Arduino, as well as send control values to the Arduino. Reloading KSP multiple times, and the lack of real time onscreen data make this tool a bit more efficient in finding what isn't working. It also allows you to test/play with your display or controller without loading KSP. The project is open source and can be found on my github at https://github.com/bolwire/KSPSerialIODebugTool Thoughts ? Ideas ? Found a bug ? Please reply to this thread. Once things smooth out I will add a link in the application to the Report Issue feature on github, as well as this thread. Currently this only runs on windows, and you must build it from the source.
  5. Hi there! Some mates and I participated in this year's SpaceApps contest by NASA on the Jet Set Mars challenge. We focused on developing a complete solution for a Mars-suitable jetpack which included an exoskeleton and a custom HUD. It seems NASA liked it, because we are currently Top-5 on Best use of Hardware category. Aaaaaand, of course, we used KSP to simulate it! Here is the video: https://www.youtube.com/watch?v=fwtIp6Wt2hk The official NASA project page: https://2016.spaceappschallenge.org/challenges/tech/jet-set-mars/projects/mars-upv Our website: http://www.marsupv.com/ In our prototype, the helmet included a IMU to sense the orientation of the wearer's head. This information was then sent to KSP via a custom HID USB device the game interpreted as a joystick input. Besides the helmet movement, our prototype had two joysticks which enabled full use of KSP's EVA functionallity (and the prop-pack reacted moving the nozzles and illuminating) Hope you like it! Germán PS: if you want to see more, our github repo is on NASA's website. We are part of http://www.makersupv.com/, a student community on the Universitat Politècnica de València, Spain.