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Found 16 results

  1. I've been working on this project on and off since around June of 2015... I initially first appeared on Page 6 of the Simpit Repository where I showed off some really nice hardware I'd collected for the project. The goal is to create a controller using real instruments to provide readouts of orbital data, temperature, fuel, electricity, and other critical values. The controller will have joysticks and toggle switches and other controls to command the in game vessel. I'm using this project as an opportunity to force myself to learn C programming, and as a furthering of my electronics hobby. While this thread has a LONG way to go to catch up with my progress, I'll work on it over time. Part of why this has taken so long, is it's not only a learning process, but I've split my time with other projects. My custom mechanical keyboard was built to work with this Kerbal controller build, and will actually slot into the controller! The number pad magnetically detaches, so when my keyboard tray is extended, I have full use of the extended keyboard, but with the tray pushed in, I can set the number pad aside, and use only the core keyboard! This is the button that started it all. I was inspired by how AWESOME this button looked, and how big and red and "Aborty" it could potentially be! The Instrument panel enclosure is a re-purposed Harris Stereo 5 console that was saved from the local AM radio station. You can see several instruments here. On the right is my analog vertical velocity meter, and in the middle, my FDAI. The Flight Director-Attitude Indicator, more commonly known around these parts as a navball, is a real awesome find! I'm in the process of building a controller for it, but that is a daunting task... It requires nine 28 volt amplitude modulated sinusoidal outputs that are controlled by multiplying DACs, and a 115 volt sinusoidal reference source to provide both power and synchronization for all the 9 other signals. This is the keypad I made for my "DSKY", inspired by the DSKY (DiSplay KeYboard) of the Apollo Guidance Computer (AGC). It normally lights green, but can flash red if there is an alarm condition... Such as the "I'm about to pop like an overheated popcorn kernel" condition. My throttle lever (as well as the keys for my DSKY keypad) were salvaged from an old video effects controller board. I have a LOT of these relegendable, backlit push buttons, in two different sizes. My analog meters are inspired by the edgewise meters used in the Apollo Command Module, Lunar Module, and Space Shuttle. I'm taking the extra effort to print proper scales that use the Futura typeface that NASA used, and follow an overall design that visually resembles the Apollo instruments. Likewise, Tape Meters were also used as instruments on Apollo, and even more so in the first revision of the Space Shuttle, before the glass cockpit upgrades. Tape meters have a long tape on spools. The numbers scroll passed a stationary pointer, the opposite of what an analog meter does, where the pointer moves over a fixed scale. This allows very large scales to be depicted, limited only by tape length. The meter I have will be reprinted with numbers corresponding to the radar altimeter. This is the complete DSKY. I'm currently working on it, and getting it to the point where I can control all the LEDs right now. Current progress has all the large numeric LEDs controlled by MAX7219 controller chips, and the small 7 segment display and one of the three alphanumeric displays is currently functional. Flashy, isn't it! I've been making diode ROMs to decode characters for some of the LEDs. These cost me literally nothing but time to make, and they satisfy my interest in basic digital circuits. I also rather find I enjoy three dimensional free form circuitry! So yeah... I'm enjoying this part! In all honesty, I really should have started this post back then! I was just collecting parts back in those days, and always said I'd start a dedicated thread when I began assembling things... The Simpit Repository is now up to 23 pages at the moment I'm typing this... It just grew to incredible proportions, and a few times I felt a little bad for dominating the thread with build posts (that really belonged here), but at the same time, I knew my work was showing other people how to do things, and keeping the Repository frequently in the lime light. It just grew to a size that felt too big to abandon, and too big to move the content. I'm starting this post, because I think this build HAS started moving at an accelerated pace, and It should have a dedicated place. I'll build this post up gradually, to cover not only the new content, but to consolidate the content I posted in the Simpit Repository here as well, so the entire build process is properly detailed. I had debated whether I should move content (remove from the Simpit Repository, and replace it here), but I think that'd be unfair to those who replied or were inspired by that content. I'll eventually consolidate everything here, but I'll leave my old posts at the Repository alone. as for new posts, I'll still post at the repository, but I'll no longer post massive multi-image mega build posts... I'll keep my posts there a bit more basic, and put the details all in this post. I'll still offer my knowledge to answer questions people have at the repository. That won't change. It's just silly that I've taken THIS LONG...
  2. I tried the Alt-F9 video recording feature that comes with my new Geforce card software, and found it really easy to use. I was hoping to have a dogfight thread where each participant record some of the videos, but was wondering how common is video recording capability in our community. Most people probably don't have dedicated recording software, and I don't either, so I was wondering how many people have Geforce Experience, and if you tried recording video with it? cuz I think Nvidia cards are pretty common these days.
  3. So after seeing @richfiles, and @stibbons controllers, I've started thinking about maybe (key word maybe) making one of these things. Bear in mind that I have no experience with arduino, or anything other than wiring motors and lights to batterys. Here are my basic ideas. Please tell me if some really aren't possible. Kindle fire for streaming navball from Telemachus 7 segment displays for velocity, altitude, apo/periapsis Joysticks for rotation/translation Toggle switches for SAS, RCS, and etc keypad for action groups, maybe a gutted computer numpad Stage button, one of those buttons with the clear cover for abort action group Master caution, like when my ship reaches critical temperature I don't know if this is possibe, but a terrain alarm, with a button that would light up and yell "terrain!" at you, if the ship is under a certain altitude, going above a certain speed throttle lever ??? I might add more to this list, remember that this is all in my head, and I don't know all that much about electronics, so keep that in mind. The main problem about this is money, as I'm not an adult, and I don't have a job. I would love to make this dream a reality, but we'll see...
  4. What does it do? This plugin maintains serial connections to one or more hardware devices. Each device can register to receive information that it explicitly wants to receive (for sending to a display, setting off an alarm, triggering a PC shutdown when your vessel runs out of power, etc). A device can also send commands back to the game (stage your rockets with a big red button, build a custom HOTAS to pilot planes, control your EVAing Kerbals with your treadmill, etc). The plugin comes with a companion Arduino library, to make it easy to get started building interactive Kerbal hardware. No really, what does it do? It lets you build things like this: What does it run on? I officially support and test this plugin with 32- and 64- bit KSP on Windows 10, MacOS and Linux. Previous versions of Windows... probably work, but you're on your own. Most microcontrollers should be supported, but only a few have been thoroughly tested so far. Refer to the Supported Devices page of the documentation wiki for more details. If you're using something different, I'd genuinely love to hear about it. What sort of information can I send and receive? The plugin currently sends: Altitude data (sea level and surface. Velocity data (orbital, surface and vertical). Apsides data (apoapsis and periapsis). Time to next pair of apsides. Resource levels (stock fuels, ore, ablator, etc). Action group status. Target information (distance, and relative velocity). Current SoI. The plugin is able to receive commands to control: Custom action group commands, with full support for Action Groups Extended actions. Regular action groups (staging, abort, RCS etc). Main throttle. Vessel rotation and translation. Wheel steer and throttle. Eventually the plugin will be capable of sending most of the telemetry you'd expect from stock KSP and mods such as KER. It will allow full control of vessels and Kerbals, and some limited interface control. Where can I get it? Search for "Kerbal Simpit" on CKAN. I only support installation of this plugin through CKAN or similar mod managers. The only other automated module manager I'm aware of KSP Mod Admin, but I've been struggling for weeks to get it to run on any of my test systems. If there are others around, I'd love to add support for them. Note for the few folk who tried out prerelease builds: You should probably remove the custom CKAN repo from Settings -> CKAN Settings. I'm not uploading releases there any more, and it will eventually go away. The source code is available from . Binary releases sit in . What else do I need? This mod uses Alternate Resource Panel for all of its resource information. Without it, none of the resource providers will send data. This mod will make use of Action Groups Extended if it's installed. With it, all 250 action groups can be accessed. Without it, only the stock 10 action groups will work. Where can I get the Arduino library? Search for "Kerbal Sim Pit" in the Arduino Library Manager. Its source repository is at . How can I use it? Quickstart guide: Install the plugin. Configure the plugin. An example config is in `GameData/KerbalSimpit/PluginData/Settings.cfg.sample`. Either copy that file to Settings.cfg or just launch the game once and let the plugin generate a default config. Refer to the Plugin Configuration page on the wiki for details on how to set up ports. Install the Arduino IDE and install the library. In the IDE, browse to File -> Examples -> Kerbal Simpit. Select the KerbalSimpitHelloWorld sketch and flash it to your board. Run the game again. The plugin will log successful device handshakes to KSP.log. Changelog: Full changelog is available from License: This project is licensed under the Simplified BSD License.
  5. I have been working for the past couple of years on a project to create analog gauges that could display some of the game information. Finally, I also developed a program to display the ground tracks and flight profile. Both rely on the mod telemachus and its http server to get the necessary data. Here is the final result. I didn't spend much time on the board itself, as I wanted it to work properly first. The gauges display most ressources of the game (liquid fuel, oxidizer, monopropellant, etc...) and three other parameters: Gs, vertical speed and atmospheric density. I also used two 8 digits 7-segments display for altitude and speed since both these values can vary a lot in the game, it didn't seem appropiate to use the analogue gauges. I recuperated the screen from an old laptop to diplay ground tracks or flight profile. 1) Gauges The core of the gauges is a micro stepper motor X27-168. They are sold as automotive spare parts, mostly for US brands, and quite easy to find. There are quite a lot information about them, especially on Guy Carpenter blog The plastic support is 3D printed In order to control the motor, I am using an arduino Uno and the motor driver vid6606. Through my various trials these came to be the best solution. It gives smooth needle movement and is a very flexible solution to add/remove gauges. Each one of those can control 4 motors. The arduino itself is connected by USB to a raspberry pi that sends the http request and calculate the required position for each motor. I had initially tried to control all motors directly via the raspberry pi, but the result wasn't as good: when all values were updated simultaneously, some lag and stutter could appear on the gauges. 2) Ground tracks and flight profile I thought it could be cool to have be able to visualize the ground tracks of a vessel in orbit. Again this is using data pulled from telemachus. Some settings available: However, this is only good in orbit, so I was also inspired by the mod Houston and made a mode to display the flight profile when not in orbit: I initially wanted this to be also diplayed by the rapberry pi, but it wasn't as smooth as when using my laptop, so I finally gave up on that. It was the first time for me to code and I'm sure it could be made much lighter to work well with the rapberry pi though. I had a great time creating all this (more maybe than using it...), I hope you like it too. Let me know what you think!
  6. This is my attempt to build a KSP simpit, using Arduino microcontrollers and the KSPSerialIO plugin. It started off small and is currently a lot less small. Current status 20160815: I've been slowly refining my current build. The altitude and vertical speed analogue gauges are now hooked up and working (it only took two years). I have a digital navball that shows current vessel attitude, and have been banging my head against the KSP API trying to work out how to extract the other orbital vectors in a format I can easily render on the ball. I've also started work on machining a new enclosure, this will be more compact and more streamlined and made out of MDF and aluminium composite. It looks awesome in my head, but progress is hampered by my inability to drive a CNC well. Build log entries 20141210 20141230 20150103 20150107 20150107 (2) 20150110 20150116 20150124 20150626 20150629 20150701 20150708 20150711 20150715 20150718 20150721 20150725 20150731 20150801 20150802 20150803 20150806 20150807 20150808 20150812 20150813 20150905 20151101 20151105 20151107 20151115 20151122 20151130 20151207 20151231 20151231 (2) 20160111 20160208 20160710 20160714 20160815 Source code and hardware designs My git repository contains almost all of the details for this build. Design and implementation documentation. Part lists. Source code for the two four arduino microcontrollers. Schematics and board layouts for the printed circuit boards. 2D design files for the laser-cut panels. All under a couple of different open source licences, check in the source tree. My documentation assumes some basic knowledge of Arduino and digital electronics fundamentals. I didn't bother drawing up schematics for the protoboards containing three switches with pulldown resistors, for example. Hopefully anybody who's completed a few Arduino tutorials or sample projects will get by. First build log This is still very much a work in progress, and there's some obvious controls missing just because I haven't yet figured out the best way to lay them out. These ones got done first because they were the simplest and easiest to lay out, and were a good chance to refine my method for producing the faceplates. After preparing hardware for a few of the sections, I threw together a quick mounting from 10mm perspex and a few M6 bolts. This let me lay down the basic firmware, and the panel's now in active use even though I'm still tweaking it. Because honestly, it's hard to go back to shift and control after that throttle. The panels are made from 3mm perspex, that I've painted and then etched/cut with a laser cutter. There's a longer writeup of how I'm doing those on my blog. I'm using an Arduino Mega 2560 to drive it, with a Mux Shield II to multiplex the inputs, because I was too lazy to string together my own multiplexer. On the software side, I'm using zitronen's KSPSerialIO mod to get telemetry from the game and send commands. My Arduino just communicates with the game over a USB connection. I'm trying to group the controls and readouts in to logical panels. Right now I'm designing attitude control panels, with a couple of small joysticks for translational control as well as toggles for SAS and RCS and strength adjustment. The other section in progress right now uses a couple of analogue gauges for vertical velocity and radar altitude, intended as a landing aid. Further down the line I've got plans in the works to add displays, and then I can start thinking about the size and shape of the final enclosure. Probably. EDIT: This is the panel for managing descents, with the gauges I'm planning on using. It still has the paper backing on the other side, making the lettering a little harder to read in this pic. The scales will both be logarithmic, with the vert speed covering -100 to 100 m/s, and the radar alt going from 0-10000. The switch will toggle between the radar alt showing metres or kilometres. Drawing the scales has been a big challenge, and trying to write efficient code for dealing with logarithms on an Arduino without an FPU even more of a challenge.
  7. "Kermander1000" ... another KSP kermand console cockpit thingy ! - Some time ago i wanted to build a control console for a farming simulator to drive tractors and combines, but kermanding a rocket is much more fun. While looking through possible solutions on how to extract data from KSP, i found the ready to use solution : KSPSerialIO (thx @zitronen ) This base frame has carried a flightsim cockpit for many years, hope its capable for space action: I have printed some panels with my 3D-printer, soldered some stuff and written some code into a MEGA. I will build some single modules which will be assembled into a console. Some useful and some senseless displays will be available, some switches do work and some will not. Imagine confused and even tough successful Kerbonauts The 'AnalogGauges2', 'StatusIndicator' and 'MasterIndicatorButton' (AG2, SI, MIND) are fully operational and already succeeded in many missions. The 'ActionGroupControl' (AGC) still needs soldering and coding work to be done. See the following pictures for an impression of my dirty workbench and the modules i'm working on : Could be that all those flashing lights could cause unwanted visual restrictions, i will add a 'No Light'-Switch somewhere
  8. Hello everyone! I am brand new to all of this, this is the first computer game I've owned ever. I was really excited to get this game and to start figuring out how to navigate Kerbal space. The game seems like tons of fun! I bought the game and started playing but I've noticed that the game lags tremendously at launch of the spacecraft. Even at the lowest graphics level, it still takes about 20-30 seconds real-time to get through the first 5 or so seconds of launch. After that the game seems to work well enough, but I've intentionally kept the graphics to a minimum in order to handle the launches. I plan on upgrading my computer a bit. I'm not looking for the best, fastest computer out there, but I know I need a graphics chip (mine already has an integrated one but it has something like 256mb processing power, so pretty low) and I'm contemplating adding more memory as well. So, to start, here are my computer specs: HP Pavilion p6531p Motherboard: H-RS880-uATX (Aloe) Processor: AMD II Athlon X4 635 (quad core, 2.9Ghz) Memory: 3x2GB DDR3 DIMMs (total 6GB) Integrated Graphics: ATI Radeon HD 4200 and.... I think that is all the pertinent information (hopefully) I'm thinking about installing the VGA GeForce 210 1024 MB DDR3 graphics card (which I'm pretty sure is compatible with my computer) as well as adding another stick of 4GB memory (bringing the total to 10GB). My question is: would that be enough to run the game at a decent graphics level? Would it not matter because my CPU is not up to handling the game more than it currently is? I know basically nothing about computers (at least how they handle and process things. I know enough that "more memory, better GPU=better gaming usually) and would like to get your opinion on the matter before investing in upgrades. Thank you all so much!!
  9. I was wondering which SI prefixes KSP uses in game, and are there any that are skipped? I ask because I know it skips km on your altimeter... (I'm so wrong! i guess I must typically timewarp from LKO to any other body and never noticed Km before! LOL ). It just goes from counting hundreds of thousands of meters and then rolls over into, if I recall correctly, Megameters. After that, I know I've seen Gigameter measurements before in the map views. Does KSP skip any other units than km, or is it just that one unit that gets skipped? I think I recall seeing km used in map view for distance to target, and in standard view to show distance to other objects. I just don't know if km is used for any orbital data... Altitude, Apoapsis, Periapsis, etc. I'm currently in the process of building a digital orbital data readout to fit into a larger scale custom controller for the game. I'd like to keep the units displayed on the controller matching the units displayed on screen. It'd be disorienting to have my readout show 100 km, and the altimeter on screen say 100000 m. I know they are the same, but it's not consistent. I'm occupying myself with continuing my controller build, since my motherboard unfortunately died. It's hard to run KSP to check for units of measure when your computer ain't even functioning. Who knows... Maybe I can get some progress in before the motherboard is repaired/replaced. Adittionally, I also wonder how high do the SI prefixes go? I want my readouts to go as high as they need to go to cover whatever KSP can throw at it... m, km, Mm, Gm, Tm, Pm, Em, Zm, Ym... What's the largest SI prefix KSP actually supports? Are there any other prefixes that KSP tosses out due to the number of digits the altimeter displays? Does the map view use km for any orbital characteristics? I got some nice 14 segment alphanumeric displays that are smaller than my main numeric displays. They are at the end of each relevant numerical display, and will show the correct SI units. I can make the displays support all units (as well as "m.S" and "ΔV"), but it will require more work to add the extra characters. Don't ask me why, but I'm doing a diode matrix ROM for them. It'll be kinda retro, but extra work to have extra characters supported. So... yeah... Just curious if I should plan on supporting them? Thanks in advance. *UPDATE* So, apparently, I am just blind. I never noticed the use of Km as an altimeter measurement, likely cause it occurs in a range that I rarely orbit at (or stay at for long). I can salvage this post though, as now I need to catalog the transition points. Where does KSP switch from m to Km, Km to Mm, Mm to Gm and so on. When I get my motherboard back from being serviced, I'll fire up KSP and check it out, recording the transition points here (unless someone beats me to it).
  10. 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. Current versions build gallery. Old version before I redesigned it. I hope you guys like it and I will keep you updated as I make progress.
  11. i am resuming an old project i had but did not document. it was to make a custom ksp cockpit In Real Life and use it to play the game. there was also a mission control. it wasn't that good. my new version will feature a 2 person cockpit, electronic flight instrument system, switches, and buttons etc. there will be an external mission control as well. i will document all my code and mods that i use so that if any one would like to try and build it them self they can. 1. design phase main switch board images SAS mode light board: Control section Engine control section i'm going to add a fuel pump section that will not let my engines start till the fuel pumps are switched on
  12. Here we go again. I built a hardware controller for KSP a year ago using KSPserialIO by zitronen, and was pretty proud of it. However, it had several construction flaws, based on my complete lack of practical knowledge of electronics, and during autumn I started shopping for parts for a replacement. I learned about shift registers and display drivers, and started to build a 7seg readout, but eventually abandoned the idea. I used shift registers to replace the internals of my first controller, but around Christmas it started to give out. I think I burned some pins through excessive drain, and connection became a matter of luck around the advent of 1.0. But then end of semester came pressing, and the project went on back burner until May. Now, however, all exams are past, and I have used my spare time to plan, test concepts, and do the initial woodwork for a second generation flight control panel. Following features are planned. Included features from the go: Separate unit housing dual joystick and two single direction joysticks, throttle and stage button. Included is a rotary knob to adjust strength of RCS as well as attitude. Stage comes with a lock and red/green status LEDs 144 x 80 7" monitor. Holds a max of 10 lines of text, possibility of simple graphics. This is going to replace the HUD1 unit from KER, a long standing ambition. Keypad to specify exactly what will be displayed on the monitor. Toggle control for action groups, SAS, RCR, light, gear, brakes. All toggles have a red/green single LED to indicate status at a glance. Lockable big abort button. Pushbuttons for map, camera, cycle active ship, time warp. These are done by wiring up a USB keyboard controller, as they cannot be controlled by KSPserialIO. Select rocket or atmospheric craft control scheme: This will switch roll and yaw controls, depending on whether I need to fly an airplane (roll on prim joystick), or a rocket (yaw on prim joystick). I might include a separate mode for rovers as well, but they handle pretty well in the rocket config already. Analog gauges for Charge/Current, Fuel, Monoprop and Radar Altitude (3/30 km, log scale) Warning LEDs for speed (slow/fast on descent and ascent), ressources, temp, connectivity. These will be done in red/green single LEDs. Additionally, I have following ideas: Recalibrate joystick on the fly by keypad. (Hard as it does not scale linearly, but doable) Advanced input to the monitor: While I initially just aim for ten default display schemes, I want to customize the output on the fly, using some input scheme. This takes inspiration from the various DSKY projects out there. Rotary knob for selecting SAS control scheme. This hinges on zitronen including it in KSPserialIO Limited autopilot functions, most importantly an optimal descent assistant for vacuum environments. Ascent velocity assist for atmospheric takeoff is desirable, but until I get my hands on a proper drag coefficient calculator for my craft, it remains a wish. A way of calculating the correct orbit to hit a waypoint for a contract, taking into account the rotation of a given body. All of these should provide plenty of time to waste on the project. Shouts should go out to zitronen for making this possible, MrOnak, Mulbin, AmeliaEatYaheart, stibbons, T.A.P.O.R., Sputnix and everyone else who posted a question or an answer in the KSPserialIO thread, as well as the highly inspirational controllers you have shown to the rest of us. Current status: The flight control unit is done. It communicates with the main unit by an old SCART cable, with a few pins to spare. The big red button is staging, and just above it the lock in active position. After this picture was taken, I added a rotary potmeter to scale the input of the joysticks. A view into the unit. You can see the primary and secondary joysticks, as well as the small board routing the input. Originally I wanted to use a VGA connector, but it turned out that I ran out of pins, and had to replace it. The joysticks are artifacts from an ancient age. A gameport joystick for attitude, and a C64 digital joystick for RCS. The monitor. The main panel is build as a frame with bolted modules for easy service and replacement. The individual modules are painted black, and the frame the same grey as the controller. While a lot of modules around here are made of fine looking materials like printed dibond, 3d prints or aluminum, my budget says plywood. Labels will be paper prints in negative, with a bit of touch up around the corners once fitted. The monitor itself has kept me occupied for the last couple of days. The TVout library is very processor intensive and interupts the timer of the Arduino, so I dont think it is going to play particularly nice with KSPserialIO. The solution I use is to use a spare Arduino Uno (clones come at less than €10) and transfer bytes over 8 pins from my Mega to the Uno. I cannot use SPI or I2C as a sane individual because TVout hogs the SPI pins and interrupts I2C, but after some fiddling and a full day of not being able to communicate with my family I got the results I wanted at some 20 FPS, enough for practical use. Last unknown part is the keypad, but glancing at the documentation it does not seems so difficult. Then, it is just a matter of connecting the parts and writing the actual coding af the Arduinos, but that will not require anything but stuff I already have tried before by now.
  13. Well this thread is inspired by this cute video thumbnail, generic theme and lyrics: Mister Trouble never hangs around When he hears this Mighty sound. "Here I come to save the day" That means that Mighty Mouse is on his way. Yes sir, when there is a wrong to right Mighty Mouse will join the fight. On the sea or on the land, He gets the situation well in hand. rule: pretty simple share stuff about your mouse and eventually comments about yours or others contributors mouse keep things fun and cool. (non mouse users are welcome to because well evolution is like that ; ) 1 - : Mine really start looking like this and this are it's best friends because well getting old is hard even for a computer mouse but who said lifting rocket in ksp is an easy task ? ; )
  14. Hi there! Some mates and I participated in this year's SpaceApps contest by NASA on the Jet Set Mars challenge. We focused on developing a complete solution for a Mars-suitable jetpack which included an exoskeleton and a custom HUD. It seems NASA liked it, because we are currently Top-5 on Best use of Hardware category. Aaaaaand, of course, we used KSP to simulate it! Here is the video: The official NASA project page: Our website: In our prototype, the helmet included a IMU to sense the orientation of the wearer's head. This information was then sent to KSP via a custom HID USB device the game interpreted as a joystick input. Besides the helmet movement, our prototype had two joysticks which enabled full use of KSP's EVA functionallity (and the prop-pack reacted moving the nozzles and illuminating) Hope you like it! Germán PS: if you want to see more, our github repo is on NASA's website. We are part of, a student community on the Universitat Politècnica de València, Spain.
  15. Hey guys, I'm looking at getting myself a Das Keyboard to replace yet another keyboard that I've abused to death. I'm pretty sure that it will suit me (coder and gamer) but I wanted to get some feedback from someone who actually has one and uses it in anger (or at least under duress). In particular I can't decide if I should go for the Cherry MX brown switches (softer) or the more "clacky" Cherry MX blue. They say that the blue is good for increased typing speeds, but I'm just not sure if I want that much clack! Other Q's I've got. - How easy is it to clean? do they keys come off easily or do you feel like you're forcing a flimsy plastic clip each to you take them off? - Is it as tough as it looks in the pics. Could I defend my office with it?! - something I look for in IO hardware - Any Linux users know if the media keys work out of the box, or if that requires some key-mapping. Thanks!
  16. 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