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About tsaven

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    Rocket Surgeon

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  1. A while back someone posted a link to some 3D files for some toggle switch caps that look like they'd do a decent job of emulating the switches on the Space Shuttle. Just for fun I had like 50 of them printed, I got them in today: Overall they're a bit smaller than I expected. I think if they were upsized by 30% it would feel a bit better and will surely fit on the toggle switches easier. As it stands I think I'll have to drill them out and trim the toggly part of the SPST switches from Sparkfun to get these to fit. Not really sure what I'm going to do with 50 of them, but they were like $1/ea in this quantity so whatever.
  2. I plan to, but right now I'm still having a lot of problems with the timing calculations. The time displays work fine part of the time, but the seconds counter will randomly get stuck for exactly 59 seconds (until the minute number needs to change) at which point it will work for another 15 seconds before getting stuck again. I've got a 4x20 LCD that I need to hook up so I can spit variables to it from different parts of the calculations to figure out exactly where it's messing up, but I wanted to make sure I got all of the more basic controls functioning first before I move on to troubleshooting the more ancillary bits.
  3. That is most definitely the problem. I'll change it when I get home tonight, thanks a bunch for your help.
  4. Taking the demo code and building on it is exactly what I'd recommend, that's how I've gotten started. Take a look at my starter controller a few posts up, I've gotten something very similar to what you're describing. 7-seg displays for the Ap/Pe/Alt/Velocity, some analog gauges, and nice big buttons for staging. As for learning the Arduino environment, I wholeheartedly recommend the Sparkfun Inventor's Kit as well as the matching Guidebook. It's exactly how I got started into the world of micro-electronics, and will give the building-blocks to start learning the Arduino language (which is really just C++ with some additional functions/subroutines built in). Sparkfun (while they are expensive) also has a bunch of add-ons and products that will make your life much easier, such as their Serial 7-Segment Display and the matching Hookup Guide which makes hooking up a lot of 7-segment displays vastly simpler. Their support and guides on how to hook things up have basically saved my ass, almost all of my controller is built off of chunks of their demo code that I've modified to work with my own variable names.
  5. Looking forward to seeing progress! I hadn't considered the problems that the double-sided tape glue might present for smaller systems, the machines I've got access to are a little beefier. Any reason you're going with plywood as opposed to a plastic of some kind?
  6. Greatly appreciated! I installed this through CKAN so apparently the requirements there are out of date/broken? I can do a manual install but I greatly prefer to keep things in CKAN.
  7. Hey guys, sad to report that this doesn't seem to work in 1.7.3. I'm getting the black sky, and the only other mod on the game is KSPSerialIO (I get the same black sky problem without KSPSerialIO as well). Everything was installed through CKAN, after having to tell it to accept 1.4 mods as compatible. Output.log: https://drive.google.com/open?id=1Qo7IkvkQfuVRbaFpqxqMvfS5Co28hk3K Any ideas?
  8. Quick update for those who are interested. Thanks to staying up until 2:30am on a work night, I've made a lot of progress on my test controllor. Only about half of the buttons work so far; The SAS mode select/LEDs are still running on the breadboard, as are the Altitude & velocity selection buttons, and the throttle isn't hooked up yet. But the 7-segment display readouts are working great, as is staging and RCS/SAS toggles! The left displays are Apoapsis/Periapsis, the right two are Altitude and Velocity (switchable via buttons on the breadboard between Surface/Velocity/Target and AGL/ASL) Bit of a video of some basic functions in action!
  9. @zitronen, I have to give mad props to you for creating and maintaining a mod that has such capabilities. I'm farther along in my controller than I ever expected to be and I'd never have been able to do it if your demo code hadn't spelled things out so clearly and easily. Thank you, thank you for documenting and commenting the code out as well as you have. I'm integrating more and more functions into my controller every day!
  10. For cutting soft things like wood and even aluminum, as long as you're cutting into a sheet with a lot of surface area I've found that firmly pressing it onto a continuous bed of strong double-sided is plenty strong to keep the work in place. And it keeps your clamps out of the way so you have full access to the piece, plus the aformentioned sacrificial nature of it. I'm still working on my plan. I think for style I'm going for a Space Shuttle/Apollo look as much as reasonably possible, but I'm having a hell of a time finding the exact type of buttons that I want. But so far, this is a kind of rough plan. The cutout at the bottom is for my keyboard.
  11. I know the i9 is a different beast, but at least with the prior generation the only difference between the i5 and i7 was the addition of Hyperthreading, which doesn't make a nutsack's worth of difference for most games at all. It's still questionable if adding another couple of cores for the i9 is really worth it either, given how few applications will still take advantage of it. But they do give a giant e-peens to wave around at your local LAN party, so that's gotta count for something.
  12. For this game an i9 or even i7 is pointless. You'll get nearly identical performance with an i5-9600K, and it's half the price. Kerbal Space Program performance is almost singularly dependent on single-thread speed, which depends mostly on the clock rate of the processor. If you really want maximum KSP performance, get an i5-9600K and spend the money on a decent water-cooling kit to overclock the hell out of it.
  13. That pretty much sums up all of KSP
  14. My project isn't nearly as pretty or as finished as many of the other setups here, but I've got the basics working so far off of my Arduino and SerialIO. I've also started to bolt together a temporary stand to hold most of my equipment while I continue working on the code. The various timing functions (Such as displaying time to AP/PE/Target) have been giving me a world of headaches as I try and keep the formatting correct, so when I feel like taking a break from lines of C++ I get back out the drill and sword of Exact-Zero and start wiring stuff together.
  15. I feel like this comment summarizes this whole thread pretty well. We want a controller for our lego spaceships game for no functional reason, and then end up spending hundreds (thousands?) of dollars on tools and parts for these kind of screwball passion projects. It's really quite Kerbal, when you think about it. Your plan looks seriously badass man, I can't wait to see a functioning mockup. Also, a minor life-pro-tip: I've found that clamping a sacrificial sheet of MDF or plywood to the bed and then using 2" wide double-sided tape to stick your work piece to it will be plenty strong enough to hold the work piece in place while cutting, while allowing you to cut all the way down through the work piece (and into the MDF) to separate it without damaging your bed.