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Found 25 results

  1. Hello all, Today I want to share with you our development process of making two control panels and I’ll try to answer your most frequent questions. Me and my friend (Ferrdo_Kerman on this forum) always wanted to build control panel for Kerbal Space Program, so we can have even greater experience while playing this fantastic game. This year we finally had this opportunity and time to make this happen. Ferrdo is very skilled in HW and SW so he is the one who decided which HW do we need, how to put it together and also rewrote the base code that we have used from another project. My job was less technical, I worked on design, box, switches variants and I helped with the soldering of course But let’s start from beginning. 1. Preparation Phase We were inspired by hugopeeters project. He made excellent job and our life much more easier because we didn’t have to start from scratch. So really big thanks and credit goes to him. You can check his project with many details here: I will not go so deep into the details because they are already covered in his project but I will just mention that for the communication with the game we used KSPSerialIO plugin which can be found here: https://forum.kerbalspaceprogram.com/index.php?/topic/60281-hardware-plugin-arduino-based-physical-display-serial-port-io-tutorial-10-06-17/ So we bought our first Arduino mega, cables, basic switches, basic stuff and started on our panels. We mainly bought items from local store with electronics and also from e-bay. 2. First steps Ferdo started on LED bars because we assume that this can be the biggest problem and we wanted to solve this in the beginning. From start we had only bars that are now used as G-Force and Athmosphere indicators. This is how they look from behind also with integrated circuits: Even though it went somehow let’s say a Kerbal way, it was a success! After that we moved to display and basic switches. 3. Display and Cardboard prototype We have continued with display because we wanted to test also basic switches and if they are responding correctly regarding the code. While Ferrdo was working on the display and also adjusting the code, I’ve started with the basic cardboard prototype so we can manipulate with the HW easier. In this stage we have decided that we will use another bars for fuels, mono, power etc., and that we will use these old bars as G-Force and Atmosphere indicators. Because in this phase we already know everything that will be on our control panels I have started designing the panel. 4. Design After some adjustments we ended with final version of our design: I’ve prepared vector files based on this design and one of our colleagues helps us to make a prototype from wood so we can check if everything is OK before we will order final panel made of stainless steel from external company. Everything was OK so we have ordered our steel panels from external company. We haven’t had good luck with the first company and they didn’t do the labels correctly. In fact they were barely visible. Luckily we found another company and they reworked our panels to the final look. This was the most expensive part of our panels and one piece cost us almost 100 euros (because of double work). But when they arrived we were finally happy with the outcome. While we were waiting for steel panels from external company we was soldering all parts for the second panel and I was able to prepare box cases from wood. 5. Another Led bars and finishing touches The set of five LED bars took us some time to finish because there were a lot of soldering and coding work. But finally we were really close to the end and therefore hyped. We went to the local store to buy final LED lights (I think it was 7865th visit of this store :D) and started to mounting everything to the panel. It was a really big mess of cables. We did the final soldering and check and we finally put everything inside the box. After some finishing touches everything was functioning correctly! Everything was a little more complicated as described here because we were learning on the fly You can find the source code to this Arduino project at: https://github.com/ferrdo4/KerbalController Video from action is coming soon!
  2. hugopeeters

    My KerbalController

    It might have been a year ago that I first saw someones custom controller for KSP on the internet. I thought: "man, I would really like to be able to build one of those, but I am lacking some serious skills". After tinkering with Arduino's for a few months and learning how to solder from YouTube videos, I thought: "hey, maybe I can create a Kerbal Controller!" Now that it is almost completed, I would like to share my build process with you all, including parts used, design drawings and Arduino code. I hope it will make it easier for some other KSP fans to get into building one. [UPDATE]: Instructable here: https://www.instructables.com/id/KerbalController-a-Custom-Control-Panel-for-Rocket [UPDATE]: I have uploaded all files to my github page here: https://github.com/hugopeeters [UPDATE]: It is done! This is the finished product: But first, back to how it all started. My first test was to use a slide potentiometer to control the throttle. I did this using an Arduino UNO with UnoJoy. It took some trial and error to get it to run on my mac. I ended up not using UnoJoy in my final build. I'll explain later. Step two was to think about the number and type of buttons and switches I would like to use. I created a prototype layout in Sketchup. I ordered a bunch of parts. And a soldering iron. Trying the layout in real life. First buttons installed. Testing out the LCD display. With the LCD display, I started using KSPSerialIO (props to @zitronen and @stibbons and any other people that worked on this plugin!). The hardest part of getting this to work, is variable type conversions. The plugin defines that the apoapsis in this example is a float. SO you have to do this trick to convert the value to a string or array of chars that can be sent to the display. This is the code I used for the test. //Apoapsis char bufferAP[17]; String strApo = "AP: "; if (VData.AP < 10000 && VData.AP > -10000) { strApo += String(VData.AP,0); strApo += "m "; } else if ((VData.AP >= 10000 && VData.AP < 10000000) || (VData.AP <= -10000 && VData.AP > -10000000)) { strApo += String((VData.AP / 1000),0); strApo += "km "; } else if ((VData.AP >= 10000000 && VData.AP < 10000000000) || (VData.AP <= -10000000 && VData.AP > -10000000000)) { strApo += String((VData.AP / 1000000),0); strApo += "Mm "; } else { strApo += String((VData.AP / 1000000000),0); strApo += "Gm "; } strApo.toCharArray(bufferAP,17); writeLCD(bufferAP); This is the shoebox prototype with all the parts I tested with installed. And here is the mess of wires inside. I didn't want to have to desolder everything when moving to the final faceplate, so I used a breadboard for temporary connections. Enough info for today. In the next part, I'll show how I moved from the shoebox to a lasercut MDF faceplate and changed out those big arcade buttons for something way nicer! Stay tuned.
  3. Hello. Just today i've bought a thrustmaster joystick to use in K.S.P. mainly for controlling the Pitch/Yaw and Translate manouvers. I thought this would have been usefull for docking a space ship and flying an aircraft. I plugged the controller in and checked if all axes and buttons worked. There didn't seem to be an issue. Then i started K.S.P. And put the Input controls for Pitch/Yaw/Translate to the main controller axes, X-Y. I also added the camera controls and throttle function. Camera controls throttle Translation / Pitch + yaw I decided to test it out and just loaded a space craft (with my controller in the standard middle position) and then i noticed something strange. (see bottom left of the image below) When moving the stick to the left or to the top, it would glitch and and start again from the opposit side in the same direction. when moving it to the left, i get small twitches every now and then of the indicator jumping from it's place. Same thing with the throlle. the only function i'm not having issues with is the camera controls (another controller on my stick). Also i like to mention it is very sensitive, that even the vibrations of my desk are making the indicators move (it didn't work by changing the sensitivity either). My idea is that the top left of K.S.P.'s manouver pannel is the exact point where KSP thinks the center of the stick is. That explains why i am still able to move it Right/down. (i checked my controller's settings again and the center of the stick isn't offset.) My first thought was an issue with the Dead zone bars, but after messing around with that for a while, it was only worse or it caused more issues. I didn't have any time anymore today so i thought i'd ask now. in hope of any responses next day. If you have any more questions, please ask. i will try to reply ASAP. Thanks in advance.
  4. Krewmember

    My Simpit Project

    My idea is to make a enclosed cockpit for kerbal space program. It's going to be a 2 seater and I'm going to build a full control panel. This is what i have done so far. Latest progress photo. Link to simpit's imgur album This is the old simpit before I redesigned it. Link to old simpit's imgur album Here is the link to software being developed for the simpit. https://github.com/Krewmember/External-MFD I hope you guys like it and I will keep you updated as I make progress.
  5. I was using a Xbox Wireless Controller for KSP on Mac OS 10.12 (Sierra), working perfectly well. Now all of a sudden the analog stick axes don't work any more (buttons are still fine). Steps to reproduce: - Connect Xbox Wireless Controller via Bluetooth - Start KSP - Go to Settings/Input/Flight - Click on the Pitch Axis "Primary" button - Move the left vertical analog stick on the controller - KSP displays: "Current Assignment: Joy0.1" - Click "Accept" Expected behavior: - Button next to "Primary" says "Joy0.1", clicking it again says "Current Assignment: Joy0.1", joystick works in game Actual behavior: - Button next to "Primary" is empty, clicking it again says "Current Assignment: None", joystick does not work in game Additional information: - KSP version 1.4.4.2215 (OSXPlayer), tested with locale en-us and de-de. - Fresh install via Steam, no mods - Controller is connected before starting KSP - This has been working last week, and I don't think Steam updated KSP in the meantime, but I'm not sure... I didn't do anything, I swear! ;-) - No exceptions are logged in KSP.log or Player.log - The following section does get added to settings.cfg (looks correct to me): - I verified in Unity 2017.3.0f1 with Input.GetJoystickNames() that "Unknown Xbox Wireless Controller" is in fact the correct name, and I can read the controller's analog sticks with a simple Unity test program. - I tried deleting settings.cfg, complete reinstall of Steam and KSP, reboot, disconnect and reconnect controller. - I started KSP without Steam by running "LC_ALL=en_US ~/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/KSP.app/Contents/MacOS/KSP" in a terminal to make sure that Steam's controller emulation does not get in the way. Any suggestions what else I could try to make it work again? Thanks Michael
  6. I have read that there is a trim function in KSP with Alt + W, S, A, D key combos. I am currently using an Xbox controller in my PC for KSP and I would like to map at least pitch trim somewhere (e.g. in the D-pad), but I cannot find it in the Input settings area. Also, in KSP somehow the D-pad is identified as two axes instead of four buttons, which is a limitation. Can this be changed? Any help would be welcome!
  7. Hello there! I'm trying to set up a complicated vJoy script, but for it to work the way I need it to, I need the virtual controller to have 28 buttons and 5 axes. (28 buttons because I want a double-click to give a different output, and I want the POV hat buttons to act as buttons, not axes.) I'm using FreePIE to write a script that takes xbox 360 controller inputs and map them to the vJoy controller, but I need to know 2 things before I know this process can succeed: A) How many buttons will KSP recognize from 1 controller, and B) Can KSP tell the difference between an xbox 360 controller and a separate vJoy controller? any help is greatly appreciated! EDIT: I have workarounds for if KSP allows fewer than 28 buttons (create a second vJoy controller to output to) and if KSP only recognizes 1 controller at a time (make 1 vJoy controller with 38 buttons, leaving the 1st 10 blank, as they are the raw 360 inputs) EDIT 2: I have proved that KSP 1.2.2 can tell a 360 controller apart from a vJoy controller by mapping the POV hat buttons to vJoy buttons.
  8. Vladimir Gaming

    Interlink Elite support?

    I own one of the Realflight games that came with an RC plane controller to use on PC, and I was wondering if it was possible to set one of these up to work with KSP?
  9. So I just bought a pair of Logitech T16000Ms and I was excited to have one stick for pitch and roll and a second for translation but I can't seem to get axis from the second joystick to assign. It seems to be that the problem is related to the fact that both joysticks are identical and have the same name in windows. I confirmed this with another joystick I have in my collection. One that I don't really want to use. I'd prefer not buying another controller if I don't have to. What I'm really asking about is if this is a problem that can be solved with a work around or future update. Any info would be appreciated.
  10. Thinking about grabbing a gaming controller for use with KSP, but not a full blown joystick. Does anyone have any thoughts or preferences on their gaming controllers of choice? This is the one I'm thinking about grabbing: Logitech F310 PC Gamepad.
  11. Fillipuster

    KSP and Arduino - again.

    Hey everyone. I wasn't entirely sure where to post this, but here it is. I am - like many others - making a physical KSP controller. In my case, with my uncle on the "physical" part (soldering, connecting, wires, etc.). I'm doing all the "digital" parts. I'm using kRPC with python, connected to an Arduino mega, all using lawnmowerlatte's python to Arduino framwork, using a serial connection. Our first prototype is working wonderfully, and we're planning out the full thing (it's going to be big). The aim is to be able to fly a mission with one person being mission control - having the map view. And the other being the pilot - only having an IVA view of a window. Our current prototype: Prototype (how do you embed pictures?) This post serves not only to show you people what we've been working on (as we think it's very cool), but also as a few questions: 1. We'd love to upgrade with another Arduino at one point, running a little screen with a rendering of a navball, similar to this. How should we go about this? Are there any resources available? 2. We're worried that our endless Python loop will be running so many button checks and kRPC calls, that the delay on things like single button presses and 7-segment screen updates will be too much. Will this be a problem and/or how would one work around it? Thank you for reading -FP
  12. Hi I work in a company which has created a 3D mouse designed for graphic designers and 3D designers. I find the format suitable for video games and I would like to know your opinion on the subject. Our mouse is called "Lexip 3D", it has a joystick and a tilt allowing movements in 3 dimensions on 6 axes. Companies like Dassault Systems have had the opportunity to work with. Today, we don‘t sell this product anymore but we are working on a new basis for our professional target. On my side, I would like to present some mouse’s configurations on video games to my superiors to propose the development of a Lexip gaming mouse. I had the opportunity to do some tests on your game: You can set the tilt, the joystick, the buttons as well as the classic keys of the mouse. As regular players, what do you think of our mouse? Would it be interesting for KSP? Do you have any configuration ideas? Thanks !
  13. I am wondering how to use my PS4 controller to play KSP on pc
  14. My first experience of Kerbal Space Program was on PS4. I put a lot of hours into it. As I discovered later it's behind the current release and it's tendency to corrupt save files is now legendary. So, I figured, let me try it on my Mac book pro. Mouse usage has been great. Flight controls leave a lot to be desired. When I connected up my ps4 controller, I couldn't help but notice that the controls are behaving like the keyboard. Yaw and pitch are just on and off, despite having full analog control on the ps4 version of the game. My basic question is, does anyone know what the best ps4 controller setup is for Mac? I'd like to be able to do more that just throttle on/off and binary movements. It's so bad that I'm just sticking to the keyboard until I can find a solution to this. Before you say "use big picture mode", I've tried that and KSP hangs or crashes on startup if I enable big picture mode before starting.
  15. In conjunction with this thread I wanted to ask, Is there an official way for those of us who purchased the game directly from the ksp website to get a hold of the CSteamworks.dll. We need this to utilize the native steam controller support. It seems that only those who purchase ksp through steam are able to get the dll. I'm trying to get the best set up for my steam controller and steam link with KSP.
  16. Long story short: I got an xbox one elite controler I want to use, managed to map all buttons the way I want, but joysticks won't map. How do I map left joystick to pitch/yaw and right joystick to roll? I must be doing something wrong it just seems to me that it doesnt save the mapping
  17. I can't get it to recognize my Xbox One (not 360) controller under Windows 10. (Works for all other games on my PC.) Any help here? I tried to get into Game Settings, and look at Keyboard assignments, and i was able to get it to recognize some buttons but the primary directional pads it won't recognize. And it doesn't work out of the box. Any help here?
  18. EccentricTea

    home made controls Help

    So I'm working on a project to create a custom home made controller for KSP using an arduino mega but I am very new to using an arduino and with talking to the game so I was wondering if anyone could help me with getting a single switch when flipped to progress to the next stage of a rocket (in my eyes this is on the easier end of controls to figure out but I'm a moron and even from my research I have been getting confused. I think I need to use zitronen's KSPSerialIO mod but I'm not sure this is what I need again I'm just looking for help with one switch to change one thing on the game (the switch is a off - momentary on type of switch so a "push button") Please and thank you.
  19. Hello am trying to get my old mun mining prosjekt up and running. And i was woundering if there some kind people out there, who can help me find a controller setup addon for ksp 1.2? I have searching my ass off but nothing. Am not the best googler but usely find what i want. But i cant find advanced fly by wire in ckan. And it seems like it outdated on the web. Is there maby an in game option am missing? Feks i dont want to exit to main manu to config my controller. Is there a way around that in the without addon?(And some of the buttions dont register in main meny setup) I use microsoft software for controller. I used same kontroller on past ksp version it workd like a charm thene. But with addon. Help here would be much aprisiated !<3
  20. KooMa

    Kerbals 4 EVA

    Hi! New kerbonaut from Finland here! I finally decided to buy this masterpiece from the 1.2 sale, wife keeps telling me I look like a kerbal so I figured I kinda had to I play the game on KB/M and Xbox controller and while trying to setup the controller I noticed that I can't use the controller to control kerbals while EVA. I'm not sure if this is intended or if my stupidity is too high to understand the configurations. Well long story short, I made an Autohotkey script thingamajig that turns all the required controller analog input into digital keyboard/whatever input. This atleast allows me to use sticks and triggers properly and configure actions on DPAD. Pretty much everything the script does can be configured easily in the INI file, you can bind keys and toggle features on/off. Feel free to use, modify and redistribute any way you want to, no credits needed. I know many of you probably use flightsticks, rudders and life-size shuttle cockpits but maybe few of you find this useful. I included an AHK joy test script so you can probably easily modify this to work with any controller. Kerbals 4 EVA Assign keys to Xbox controller's sticks, triggers and DPAD. Audio cue when toggled on/off with immersive kerbal sounds. Easy configuration with a simple INI file. No 3rd party software needed, just an easy extract. Includes the original, well commented Autohotkey script for modification. DOWNLOAD
  21. kungfufishstick

    A Very Kerbal Controller

    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 started, their own controller and it always appeared to involve ordering custom printed circuit boards, CNC machining, 3D printing, and so on. I just don't have the access, or the financial means, to make that a reality, so I have had to go low budget. After finally getting fed up with all of my components collecting dust, I decided to take a trip to the local Walmart. After a walk through of the store, I ended up buying craft popsicle sticks and wood glue. It is actually turning out nice. The wood is pretty strong after you glue a brace to a row of sticks and let the glue dry completely. I also have access to a power drill and a Dremel drill that I managed to get my hands on when I attempted to make my own controller the first time. In the pictures I have the LED lights that are going to be the annunciator lights on the panel. They are very bright and clear LEDs so you can't tell what color they are, so I had to label each of them at the LED. This works out fine since you won't be able to see the writing after the entire enclosure is finished. I still haven't figured out what to do for the face of the panel. I used to work on military aircraft and I really liked the black plastic covers that had the lettering for the annunciation cut away so that the light shows through the lettering. Since I think that takes some kind of laser cutting and that just isn't going to happen, I will have to figure something else out. Maybe marking out some transparent sheets meant for stencils and then cutting away with an Xacto knife. I am seriously thinking of just making the entire thing out of popsicle sticks. It turns out to be strong enough to work with after the glue dries, and it just makes me think it is something that would be found at the Kerbal Command Center in the early days of a career play through. On a last note, I wanted to post this because I want to show that a controller is possible on a budget. The housing for the controller doesn't need to be super expensive to turn out decent. Put that extra money into the lights, buttons, switches, potentiometers, Arduino boards, etc. The code that makes it all work is the brilliance that is KSP Serial IO by zitronen. On a side note, holes were drilled in the sticks so the LED can poke through. Underneath that is a hole that the wiring is fed through. It is all coiled up just to make it easier to store it all. I have the wiring cut in order to accommodate connecting it to the Arduino board for testing. I didn't want to make it a permanent arrangement, just in case, so the LEDs are sandwiched together by two lengths of twist tie. As for the lighting: All the Custom Groups (CG) are blue SAS/RCS/Light is green Gear/Brake is red Fuel/Mono/Elec Cau (cautions) are yellow the two open are just blank spots on the panel Fuel/Mono/Elec Warn and Overheat/Stage Lock are all red. The layout was originally different so that is why Gear and Brake are in with SAS, RCS, and Light. I am currently working on gluing sticks together to give the lights individual compartments to avoid lighting up the wrong indication on the panel. I am gluing the entire length of the sticks to fill any gaps and I plan to cover or paint over that so it completely blocks all light that could come from other LEDs.
  22. lajoswinkler

    Using a SNES controller for KSP

    Much to my delight, USB gaming controllers became readily available online for peanuts. Thus I bought a NES and a SNES one to use with NES/SNES emulators. Then an idea came - let's try using them with KSP. Both controllers are sadly incompatible with KSP when it comes to the joypad, but other keys work just fine and are mapped as joystickN key, where N is a single digit integer. SNES controller is way more useful than the NES one for obvious reasons, so now I'm using that. Best layout for me seems to be: Kerbal EVA: Y (left), A (right), B (backward), X (forward), SELECT/START (jump) vessel translation: Y (left), A (right), B (down), X (up), SELECT (translation/rotation), START (hold SAS), BOTTOM LEFT (forward), BOTTOM RIGHT (backward) vessel rotation: Y-A (jaw), B-X (pitch), BOTTOM L/R (roll), SELECT (translation/rotation), START (hold SAS) Controlling Kerbals' jetpacks is mostly useless because, for some reason, developers ignore adding locked view to Kerbals for years, even though Kerbals are also vessels. One could use an additional NES/SNES controller for stuff like staging, aborting, too, or the same one, just be sure to map everything correctly. I can say final rendezvous and docking are now much more interesting.
  23. I might be overlooking something terribly, but how do you set controller buttons and axis? I open the input menu, go to flight, and hit the grey buttons with the arrows. There it says Current Assignment: None. I move the appropriate axis, see the text change to Current Assignment: joy0.1 and confirm by clicking Accept. I open the same menu again, and my axis is unassigned again. This is confirmed in-game, with KSP not reacting to my controller inputs at all. What is going on there? How do I set my buttons and axis so that I can use them in-game. I am currently using the 64 bit version of KSP.
  24. Current Progress Shot List of posted updates and developments - Mid-May (2015) update - Annunciator Panel mount, Shift-register board, and dual-coloured LED panel mounting - Mid-June (2015) update - Completed 3D printing upper panels with black spool - Late June / Early July (2015) update - completed testing of LCD + 7 Segment displays, finished wiring, began writing the code / testing [lots of internals stuff, SPI issues] - Mid July (2015) update - Labeling the panel + Annunciator - Mid July (2015) update #2 - Master Alarm system Arduino Code / sketch samples Here you will find some sample code that will hopefully help others out with problems they're having, or implementing certain features without getting to the point of wanting to put your head through a wall Previous Development Photos Credit I have to give much credit to zitronen- For the work he's put into creating the plugin that many of us are using to create these controllers, and the support given not just to the plugin, but also with general arduino problems / queries! Thank you! T.A.P.O.R, who personally helped me to get my head around the 7-segment LED screens, along with some additional insights shared. Thanks heaps! Freshmeat, & stibbons, who often (and regularly) have something incredibly useful to add - or assist when the going gets tough, and nothing on google makes sense -- Thank you! Also, credit to AmeliaEatyaHeart for creating the LedControlFunctions 'function', and for various insights shared in a variety of threads; thank you. Mulbin & Marzubus - whose own hardware projects inspired me to start my own. Outside of these two, every other hardware project has provided guidance / inspiration / ideas of some kind. So thank you to everyone in this community sharing their own ideas, interpretations, and struggles. We all benefit from them! Specific Feature Credit Whilst reading different forum threads, various members have commented or made suggestions of elements / features that they want to include in their own projects; some of these I quite like, and wish to incorporate too. I shall provide credit here - with a link to the post - in acknowledgement. Mulbin - dual-coloured LEDs to display more information about the state of the craft. AmeliaEatyaHeart - Flickering panel lights when low power ************************************************************* Background & Long-term project I would love to eventually create a fully immersive simulator, which would have two components: A mission Control, with projector and a few consoles, and a 'shuttle' / cockpit. The two would be separated by a wall, of some kind - and then there would be communication with headsets, which would increase delay to simulate real-life distance delay. No idea if I'll ever get there, but a guy can dream So in the mean time, I will work on a smaller-scale personal physical console for use whilst playing KSP. I'm still debating creating joysticks - as my Logitech proves to be ridiculously useful for that stuff; so why re-invent the wheel? Build, Parts, Plans & Ideas eBay Parts list
  25. nathangray

    ESP8266 controller

    Using an ESP8266 and Telemachus to create a WiFi Kerbal controller. I'm mostly focusing on buttons here, since tablets work great for display. Currently just a proof of concept, it connects over WiFi so you're no longer tethered to one computer. Source and a compiled binary available on Github