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Everything posted by AmeliaEatyaheart

  1. That seems to have fixed the analogue control issue - TY!!!!! New prob: occasionally I'm getting a message like 'no permission to access resource' when attempting to handshake - it knows what COM port is my controller, but it's acting like the handshake is failing? If I unplug the USB cable and replug it in, it will work again. This one is being sporadic, and after getting hit with it 5 times in a row I can't replicate it, so ¯\_(ツ)_/¯ Seems to happen if I fly a ship, go back to space centre (or pause), change my code, then return to ship. When it first happened in pause I figure
  2. LOL! I should have said 'started in SPH and launched from runway' - this is a new instance of a vehicle Though landing with joysticks does get a bit... interesting, this is a problem with intact vehicles, rather than Jeb's scrapyard Switching vessels seems to work; quicksave & quickload does not. Loading a vehicle already in orbit does not work. Launching from VAB seems to work; launching from SPH seems to not work - but sometimes kicks in if 'revert to launch' chosen.
  3. Ok, weird bug... I built a spaceplane, launch it... when i end up on the runway, the action groups (and gear, lights etc) all work every time, but the analog controls are all not responding... If I 'revert to launch', about half the time, the analog controls kick in... O_o Got NO clue what's going on! O_O Running: 0.18.3, off demo 13 as basecode, on win7 & 64-bit kerbal, if that's any help? Any assistance would be appreciated
  4. Did that help? I added some code to quickly disengage and re-engage SAS if the joystick returned to all zeroes, and incrased the plugin refresh rate. Seems to only be the rotational axis, RCS lateral motion keeps the SAS active
  5. Had trouble running 0.17.4 & Demo13 - running KSP1.0.2... However going well with 0.17.3 and demo 12
  6. OH MY GODS THAT IS AMAZING <3 <3 <3 <3 <3 <3 WANT!!!!!!!!! ...I'm just gonna haveta give it a crack, even if it runs slow as hell. I've got the basic code for minimap sorted, I'd be willing to share once I actually get it working, that's still a while away though Yea, I did NOT want red ones for my panel. Bought a dozen, they came red anyway /rolls eyes Managed to find replacements on ebay for the actual displays. I'll be making a custom PCB for them eventually though, as I found those displays are rather slow The OH SH!!! button has no lockout, though staging and throttle
  7. ... ... So, after a huge break from this project and KSP, I've decided to get back into it and finish the flight controller So, without further ado, update pix!!! The controls work, though I have to re-write the code for the joysticks - I'd managed to break my deadzones. They do work though The Flight computer is strictly in demo mode, I basically just need to hack the Rx line on the first arduino and cross my fingers REALLY HARD. The square gap in the flight computer is for a 2.8" TFT screen, it was supposed to be for a virtual navball but I think it's too slow for that However, I can u
  8. replace 'numdisp' with 'lc' in your code - it's just the name of the displays you're using I've PM'd you with updated code - once I'm near my hardware and can confirm it works, I'll update my dropbox, but I've sent you an advance copy in your messages EDIT: Updated code can be found here: https://www.dropbox.com/s/ud69sks1u6z30kf/Demo_for_7segMAX7219_module_updated.zip?dl=0
  9. the line near the start of the sketch that says LedControl lc=LedControl(LEDDatain,LEDClkPin,LEDChipSel,1);//1==num of 8x8pixel arrays in line. can be up to 8. Change the 1 to any number up to 8. The Dout line on the module connects to the next Din, and the other connectors pass through. If you have trouble with daisy-chaining modules, you may need to look up KK4TEE's fix on my thread
  10. Replace the example numbers in the sketch with flight data Badly typed example: void loop() { input(); output(); printNumLED(0, (long)(VData.Alt/100), ' ',2);//will print the altimeter with 2 decimal places (i.e. 12345.67 metres) printNumLED(0, (long)(VData.AP/1000), 'A',3);//will print the apoapsis as kilometers, with 3 dp (i.e. 'A 96.321' km) }//end loop //note: adding things into mainloop is not the best, but makes for quick examples.
  11. Just had a look at your thread - looks like you're doing well! Those 7 segment modules make a huge difference, once I got my act together it took me 3 days to troubleshoot, fix, and wire all the modules together - go for it! If you're finding problems with your modules, KK4TEE posted a fix on my thread: http://forum.kerbalspaceprogram.com/threads/100977-Hardware-Custom-KSP-flight-panel-with-flight-computer?p=1577824&viewfull=1#post1577824 I found about half the modules in the batch I got had the fault, so test all boards individually
  12. Yea, I'm planning on finishing my panel, and maybe building an extra or two if there's interest, but they're expensive to make. Getting custom PCBs will cut costs if you're doing a few, but I'm sticking to PCBs and laser cut panels.
  13. Take this code [EDIT: link updated] https://www.dropbox.com/s/ud69sks1u6z30kf/Demo_for_7segMAX7219_module_updated.zip?dl=0 I wrote a bunch of small functions to write numbers using these modules, partly thanks to some very kind members on this forum that pointed out some hardware bugs with these, and partly seeing everyone else's photos, I decided I'd sat on these for too long. I'll update my thread with pix soon If you give this a go, and numbers are still not displaying, try pushing down on the actual displays; sometimes they can get unseated and drop a segment or a digit. I really hope th
  14. Also, is it possible to add EVA flight controls? Or is that too much / too hard to ask?
  15. Looking good! Looks bloody amazing, actually. How have you got so many action groups working for all your parts?
  16. For the Kerbals that are still alive Yep, the sticks are calibrated - it's drifting even if I tell my code the joysticks are always at 0,0,0... I suspect it's how the new pilot SAS controls work in game :/
  17. Always <3 Oh wells, the science got done, I can do it again ...Is anyone else getting weird issues with steering via joystick? I've set up some thumbsticks, and even with SAS enabled, the ships are drifting off course. I've tested out the hardware, it's not a deadzone issue... any ideas? Maybe a floating point error or something? :/ I hate it when I can't figure out problems :/ EDIT: This is in sandbox mode, with a pilot, and I am wondering if it's a conflict with the pilot auto-controls, as the prograde, retro, etc buttons do not work with axis enabled...
  18. Yea, something's happened with my copy of KSP23.5 and panel 15.x. Everything works fine in 0.90 & panel16.1 Dammit, I was hoping to finish my current missions before I upgraded
  19. Then I really hope it's my lousy code I'm getting no activity on the Rx/Tx lights, even after the plugin says it has started com port.
  20. Has anyone tried making this work with a Leonardo? Cos I tried a couple days ago, not only did it not work, but now the old one with the mega won't work either! I'm wondering if it can be done, or if it's left a file of garbage somewhere that needs deleting?
  21. Yes, very. if I keep my finger on them they can burn. Also, the serial out never worked... I wonder why Thanks for the tip! If you're able to take some photos, that would be much appreciated! thankyou! (If not don't sweat, I will find this short eventually knowing what to look for ) If you're making something, you should show it off! Would love to see what you're making
  22. Sounds like a good way to go I'll be relying on a sub-processor which will take print instructions in a similar fashion to a serial LCD panel
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