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Everything posted by kungfufishstick

  1. I know you helped me when I first got into trying to code my own controller. That was the most knowledge I had as well. What I learned from writing html raw into notepad and then saving as html
  2. There is a learning curve, just like with any programming language. It helps to have some prior knowledge of a programming language since that helps understand syntax and things of that nature. Everyone here helps a lot and it really just comes down to continual practice with the coding and putting the components together properly to get the action you are looking for. I have some blue LED rocker switches that I spent a couple of days working on to get them to function properly. I wanted the LED to light up when the rocker was activated but for the longest time it would stay on at all time
  3. Oh lucky! I am pretty much solo on this. I think I will just type out the letters I need on my phone and then trace them with the transparent sheets and cut it away with an xacto knife.
  4. I had thought about that but the ink in my printer is all dried out from lack of use and it will cost a lot to replace the ink. I swear, you could run a printer on liquid money for less than buying ink.
  5. I remember looking at your project. I do have the code set up for how I want it to work so the hard part is getting everything put together. I will need to go through and probably tweak the code since I havent messed around with it since before ksp moved past 1.0. I already have all the parts for it too and I had previously cut all the wiring needed to put it together. It was seriously the bulk of the cost of making a controller. The hard part of this approach is getting the sticks to stay put and waiting for the glue to dry. I may go get some gorilla wood glue since I imagine
  6. I just thought I would share what I am working on. I normally hate posting a WIP because I tend to get super enthusiastic about a project and then never get around to actually finishing it. I felt that I had to share this though. I see so many awesome controllers for this game and I always wanted done of my own. I originally was working on a my own controller using a type of wood that was left over from when it was being used to make a child sized rocking chair. The wood turned out too thick to mount any switches or buttons to it. Everyone on here seems to have made, or at least sta
  7. I was curious if anyone had a fix for an issue I'm having. I like to place radial chutes in a storage bay to prevent them from burning up on re-entry. On the console they go red as soon as I launch and they have to be manually deployed on decent after I open the storage bay.
  8. I have a quick question, where can you set your controls to toggle in KSP? I am using momentary switches for the action groups.
  9. Its alright. I tried my hardest to get it working. I will put the code up somewhere tomorrow after I swap out the jumpers for register 2 with ones that I didn't make myself to rule that possibility out. Ill also just send you a message, rather than plastering big posts all over zitronen's post for this plug-in. When this whole mess gets sorted out, I will just put up a link to how it was sorted out. I feel kind of bad about the wall of text from that last post.
  10. I'm right back into not quite understanding what is going on. I gave unsigned long for warnings a shot (I keep trying to figure out array but it is just flying right over my head). I set up warningSet a couple of different ways. byte warningSet(byte warnings, byte n, boolean s) { if (s) { digitalWrite(LATCHPIN, LOW); warnings |= (1 << n); // forces nth bit to 1 shiftOut(DATAPIN, CLOCKPIN, MSBFIRST, warnings); shiftOut(DATAPIN, CLOCKPIN, MSBFIRST, warnings>>8); shiftOut(DATAPIN, CLOCKPIN, MSBFIRST, warnings>>16); digitalWrite(LATCHPIN, HIGH); } e
  11. Alright, I just want to make sure I have this correct for my shift registers. I finally got around to making enough jumpers to accommodate all of the LEDs I plan on using and have all 3 shift registers daisy chained together. There are a couple of things I'm not sure about. Do I need a shiftOut line for each shift register? Does the numbering for pins increase as you go up or is there a special numbering after you go through 0-7 pins? After I got everything hooked up, the lighting has gone crazy. I have 23 LEDs for various indications and there are only 4 that are lighting up when you load in
  12. I just went ahead and added the shift out code within the byte warningSet. For the first version of my controller, I don't plan on using shift registers for anything other than LED indications. Thank you so much for the help. I really appreciate it.
  13. And to any future readers that are new, don't forget to declare byte warnings = 0; Alright, no errors on compile. I am not getting the LED to come on. Would it be possible that I need to include shift out code? EDIT: Adding the shift code was necessary. I have the LED working. Now on the the rest. A quick question: If I daisy chain additional shift registers, would the numbering for the pin just continue up with each LED?
  14. Alright, I added the code to the right tabs and have everything set up how I figure it should be set up. I decided to copy the code you showed in the example to get it working before I have a go at changing it. After some several compile/builds I managed to get the errors down to a couple, but I am unsure how to correct them. Here is what I have added: Utilities.ino if (fuelcaution != 0) warnings = warningSet(warnings, 0, true); void warningSet(byte warnings, byte n, boolean s) { if (s) { warnings |= (1 << n); // forces nth bit to 1 } else { warnings &= ~(1 <
  15. Alright, so to set it all up to call a function for each indication I would need to just set it up how you explained for each indication that is needed. Would I handle when they are called like how it is done with the caution and warning that comes in the code by default using the if( caution != 0) statements but replacing caution with one of my choosing?
  16. Let me see if I can wrap my head around this. I'm just having some trouble connecting what you are explaining to what I want to do. It feels like that aha moment is right there but I am not quite seeing it. Each output pin from a shift register corresponds to a bit in the total byte being shifted out. I have each LED physically connected to an output pin of the shift register and that will correspond to the bit in the byte. So, would I set up something like warnings = for each LED combination I would want to display? Kind of like if the landing gear is down, but I would also have to set up a
  17. I am really enjoying working through this and getting things working the way I would like them (huge thanks to Sputnix for a lot of help). Has anyone had any luck with using shift registers to control LEDs (I only have 74HC595 shift registers). All of the tutorials are about continuously shifting out bytes in a pattern, but I was thinking this could be modified so that the LEDs light up depending on set warnings and cautions. The only way I could think of doing this is to shift out a specific byte for a given warning, but that will end up being a lot of code to cover all the conditions.
  18. I am in the same boat as you! I am slowly learning my way so I can apply it to a custom controller. If you have any questions, feel free to ask. It helps me to cement what I learn by helping others through it as well, and it has the added benefit of learning about something I don't know by helping track down an answer.
  19. This is something I want to try out as well. I want to take a the 60 mm potentiometer I got and give the connected handle the feel of a larger range of movement. Adapting this would be fantastic!
  20. I see a lot of the posts for hardware but I think I am missing where code is placed in the posts. I would just like to get a look at it to see how it is formatted and how it is structured. At most I have dabbled in various coding but the only thing I spent a fair amount of time with is html (Not much of a coding language but it gave a decent basis on formatting). The arduino starter guide that came with the kit is nice and all but it tries to cover the whole range of parts included when all i want to do is get to work on my own controller
  21. Over the past couple of days I have been looking over the thread. This is really awesome work from start to current. I am very new to this all and was curious if the tutorials on the first page are the only tutorials available. I would like to work on my own control panel but am having trouble wrapping my head around the coding portion. If no extra tutorials are available, would someone like PM with me to help me along? Currently the two main things I want to do are staging and throttle control. As of right now I only have the parts supplied with the Arduino starter kit (so push buttons and
  22. The original satellite launcher I had built probably weighed too much for the engines I had for the launch stages. I just wasn't sure what caused it to get overheat all of a sudden. The new model I designed works great and doesn't reach a critical overheat point. The old version was no where near orbit and was at least 75% on the overheat. (ap was around 50k) I disagree with you about ramrush. I alt tab to check the process monitor and when it reaches around 2 GB I hit the keyboard shortcut and it reduces KSP down to 500k and then it raises from there. Rinse and repeat. I haven't had a crash s
  23. That is good to know. That's a reason I love this game. So much has gone into it since I played the demo years ago and I am discovering things about KSP the hard way. I just decided to roll with it. The redesign I did for my satellite launcher seems to be far more efficient and less costly than the original, so I guess running into engine overheat was a blessing in disguise. This game is so epic. My only complaint is the memory issue. I hope squad gets a fix so I can get rid of the need for ramrush.
  24. I don't overclock my pc. I never got into doing that since I don't understand it and couldn't afford an immediate replacement for any part that fails if something happens to go wrong. Let me see if I can recognize what was updated. I have a terrible memory. I know for sure contract configurator, contract pack: kerbin space station, and Interstellar fuel switch were updated. I recently did a refresh of CKAN and saw a lot of boxes to check for updates so I went through and updated everything I could. Others that I think were updated were EVAManager, Kerbal Alarm Clock, Module Manager, Module
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