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moeburn

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Everything posted by moeburn

  1. Yep, I'm an idiot. Didn't realise you need both. Works awesome now, thanks!
  2. Is this mod supposed to create a new pod capsule in VAB, or does it replace the MK1? Because if it's supposed to create a new one, I can't see it. I'm running Alcor Advanced on 1.3.1 with all required dependencies.
  3. Hello again. So I'm trying to speed up the code a little, since my TFT display is apparently so slow at drawing text that once I try to draw more than 100 characters or so after every data update, the serial connection fails. Can I remove the output(); section from the loop() since I am only wanting my display to read values from KSP, and I am not using any switches or anything for KSP to read data from my Arduino? Should that speed things up? I tried removing output() but it actually seemed to slow things down for some reason, like the dll on the KSP side was waiting for data and timing out after every packet or something. Or what about setting the serial baud rate higher? What sort of effect does that have on things?
  4. Well I finally got VS installed and managed to build an EXE out of it. But it doesn't seem to work like KSP does - it handshakes, connects, then immediately disconnects. It also doesn't seem to send any of the data. Does this not work with the latest version?
  5. Thanks for your help, I got it working! Turns out it was my TFT LCD code, was too slow to run alongside serial communications. I confirmed this by removing all the TFT code and telling it just to turn on the built-in LED if we're connected, turn it off if disconnected, and that was working. So next step was figuring out how to structure the TFT code alongside the serial code to get them to both work. I ended up doing that successfully by sticking it inside the input() command, as such: int input() { int returnValue = -1; now = millis(); if (KSPBoardReceiveData()){ deadtimeOld = now; returnValue = id; switch(id) { case 0: //Handshake packet Handshake(); break; case 1: //Indicators(); break; } //We got some data, turn the green led on digitalWrite(LED_BUILTIN, HIGH); Connected = true; tft.setCursor (0, 0); tft.setTextSize (2); tft.setTextColor(RED, BLACK); tft.print("Fuel: "); tft.println(VData.LiquidFuelTot); tft.print("Altitude: "); tft.println(VData.Alt); tft.print("CONNECTED"); } else { //if no message received for a while, go idle deadtime = now - deadtimeOld; if (deadtime > IDLETIMER) { deadtimeOld = now; Connected = false; digitalWrite(LED_BUILTIN, LOW); tft.print("NOPE"); } } return returnValue; } It's the tft.print lines that are my TFT code. I've also made a few other changes in my many attemps to get this working, and I'm not sure which of them helped, so I'll list them here. I changed "#define IDLETIMER 2000" to 20000, because my computer is a little old and takes 30+ seconds just to load a ship. Not sure if necessary. In the config, I have "refresh" set to 1.0 (and you can see that in the linked video, it is only updating once per second) and HandshakeDelay is set to 7000. Again, not sure if either is necessary. I'm just typing all this out for future googlers if they have the same problem I did. Now to see just how fast I can set that refresh value to, and just how much TFT drawing code I can do before it resets itself. Not sure why "code takes too long" = "Entire arduino resets", but whatever. Oh and I'm running Windows 8.1, not Windows 10, if that helps.
  6. Welp, I'm having a little trouble getting this up and running. I've got the included demo code on my Arduino, modified slightly to work with my TFT LCD and just try and display Fuel, Altitude, and whether we're connected or not. I'm running the latest plugin version on KSP 1.2.2. As soon as I load up a ship, I can see my Arduino flicker off and on, indicating something is trying to connect to it via COM port. Then my little "Connected" indicator turns on. Then just before the ship is finally done loading, the Arduino flickers off and on a second time, and this time it's no longer connected. So the whole time while loading a ship, it resets the Arduino, connects, resets the Arduino a second time, and is no longer connected. Edit: According to my logs, the Serial plugin is detecting my Arduino, and getting a handshake received. So I guess the problem is on the Arduino side. Maybe my TFT LCD is too slow.
  7. Does anyone have a precompiled EXE of this? I can't install Visual Studio on my PC.
  8. Oh it doesn't even need to read the Arduino over serial, since it is already outputting as a generic USB HID joystick device. All I need is something that can make my joystick, any joystick, absolute control based on the 3 joystick axes, instead of relative
  9. I posted this to Reddit earlier: http://i.imgur.com/QDrXdDk.gifv It's an Arduino IMU acting as a joystick, which allows me to control spacecraft by tilting the IMU in various directions. Problem is, it's acting like a regular joystick, which means it's relative control. If I tilt it a little bit, and then return it to center, the craft will continue spinning in that direction. This is relative control. What I want, is to be able to mount this IMU in a gimbal, so whatever position I spin it towards, that's the direction KSP tries to set my craft to. AKA absolute control. Is there any plugin or mod out there that will try to set my craft's pitch, roll and heading based on the exact position each joystick axis is in?
  10. Can anyone tell me how to get the old stock comm net system back? I wasn't a fan of the RemoteTech mod just showing "connected" or "not connected", I liked the old little signal strength and pathway indicators for Commnet. Plus I think that mod was made before Commnet was a thing and it's kinda redundant now. So I tried removing RemoteTech, but now I just have neither. I don't have any kind of signal strength indicator whatsoever. How do I get that back?
  11. Has anyone managed to get TrackIR working in x64 yet? I'm running 1.2.2 and using OpenTrack. Works in every other TrackIR game but not KSP.
  12. I cannot for the life of me figure out how to get this working. I'm running KSP 1.2.2, which supposedly supports TrackIR built in, but it doesn't anymore because apparently it's broken in x64 or something. I'm running OpenTrack, which emulates both Freetrack and TrackIR, or one or the other, and it works in every other TrackIR-supported game. Your instructions keep referring to "the KerbTrack settings window on the pause menu" but I can't see any such KerbTrack settings when I pause KSP.
  13. You using 2.5 or latest dev build? http://jenkins.mumech.com/job/MechJeb2/
  14. Why is it that all the ships that come with this mod are horribly unbalanced? I just tried out the FAR Harbringer ship and I was leaning on my tail at start - impossible to take off, because all the weight was at the back. Same thing with the SAAB - all the weight at the rear. Also a lot of the ships don't come with any fuel - IE the electric lightning - as soon as I hit spacebar, the engine sputters out and the thing on the left says LiquidFuel: 0.
  15. Every freaking time. I'll see a youtube video or photo of some awesome spaceship or space station or plane, and I'll go "maybe I'll reinstall KSP, maybe they've fixed it in the latest patch!" - And then I reinstall it, get a few of my favourite mods, and manage to place about 5 or 6 parts before this starts happening. How the hell are people able to build these insanely cool ships if I can't even attach a part to an identical part?! I tried everything. I tried rotating and zooming the camera. I tried rotating the part with the WASDQE keys. I tried disabling clipping in the debug options. It's like every other fan of KSP has the knowledge of some secret hidden cheat code that magically makes the ship builder work, and until I get that cheatcode, the game just makes me want to smash things.
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