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Yet another Kerbal Control Panel.


Daid

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So. I've had this one laying around for a while already. But I never hooked it up to KSP until a few days ago:

20141227_215928.small.jpg

It's my own custom Kerbal Control Panel.

Quick hardware introduction:

* Tons of simple flip switches from dx.com (bought in bulk, not all used in this project)

* Switch with flip guard from dx.com (bought in bulk, not all used in this project)

* 5 red and 5 green push buttons from dx.com (the red buttons are break contacts, which was a surprise)

* Throttle control, up/down stick from dx.com. Sadly, it's 3 state (center, up, down) and not proportional. So might swap this for something custom.

* Place for 3 dials. Currently not hooked up. First one has a cheap hobby servo in it. The dial holders are 3D printed.

* The center joystick was bought at a flee market (1.5 euro)

* The panels are laser cut 6mm ply. Painted with two layers base coat of gray. Looks perfect for the job, and cheap.

* Single ArduinoMega2560 hooked up to all the switches.

Now, the wood was cut at my work. The dial face and holder was 3D printed at work. Yes, I'm privileged, got a laser cutter at work, 3D printer at home, tons of 3D printers at work, and Lathe and a cnc milling machine at work.

Overall, the costs for building this for myself was less then 20 euros. With the throttle control being the most expensive part. But that's because the wood was free (waste material) as well as the Arduino.

On the software side, I started with KSPSerialIO:

http://forum.kerbalspaceprogram.com/threads/66393-Hardware-Plugin-Arduino-based-physical-display-serial-port-io-tutorial-%2817-Dec%29

But quickly figured that I wanted to do most stuff from the plugin side, and as less as possible on the Arduino.

So, my code became: https://github.com/daid/KSPSerialIO

(I lost the Arduino code. But it's simple code that reports all pressed buttons/switches and the analog position for the joystick as fast as possible)

As I want to give it a bit more realistic experience, I'm modifiying the Hullcam mod from:

http://forum.kerbalspaceprogram.com/threads/46365-0-90-Hullcam-VDS-0-90-update-Updated-16-Dec?highlight=hullcamvds

Code for the modified Hullcam can be found at:

https://github.com/daid/KSPHullCamera

I'm modifying the Hullcam mod for the following features:

* Allow to cycle only local ship cameras. (Done)

* Allow viewing of your ship from a telescope camera on another far away ship (WIP, sort of works, view is blocked trough planets, but sometimes acts up)

* Allow viewing of your ship from KSC telescope. (Not done)

* Force one of the above cameras when available, disabling the default camera (however, it could be that no camera is available, due to no cameras on the ship, and all other cameras blocked by planets)

(Note, it's still quite buggy, I do not recommend using this version of the mod in this state)

Now. For the panel. I have the following controls figured out:

* Left most red/green buttons, 4 of them, used to cycle cameras.

* Right most red/green buttons, 2 of them, used for time warp.

* Throttle lever is used for throttle up/down, but only in stage mode. Switching to docking mode sets the throttle to 0.

* Joystick is used for yaw/pitch/roll (top button switches between yaw/roll as in most flight sims). In docking mode the joystick controls lateral controls, with the joystick fire/top button doing forwards/backwards.

* 6 switches next to the joystick control: SAS/RCS/Gears/Solarpanels/Lights/Breaks. All on/off.

* "Master switch" is the staging switch. Makes a lot of noise when you close the cap. The cap also resets the switch. So it acts more like a button.

* The next 6 switches. One of the switches between staging and docking mode. The other 5 control the auto-pilot mode. If all 5 are disabled, then it's simple stability assist. Else, you can set every auto-pilot mode. 4 of them set prograde,radial,normal and target. And then there is the "alternative" switch, which sets the mode into the other direction (so normal becomes anti-normal, etc...). And the "alt mode" switch sets stability assist to maneuver node (if available).

* 10 top switches are mapped to the custom action groups. However not sure if this will stay this way. Also the 4th switch is not working, might be a broken wire...

Finally, I use NanoGauges:

http://forum.kerbalspaceprogram.com/threads/84409-0-90-0-NanoGauges-tiny-ana1og-gauges-for-kerbalnauts-0-5-24-303

For all the information needs. I've been slowly adding a few gauges that I miss. (Time till Ap/Pe for example)

Now. This allows me to control most of the flight aspect of the game. But, I still miss a few things to fly a perfect mission.

I did a test mun landing yesterday to see how well it worked. And ran into a few things.

For a nice mun intersection I needed to setup a maneuver node. While "burn at mun rise" still works, you still need the map to verify the final orbit. As the nano gauges Ap/Pe gauges do not go that distance. And do not tell me I have a capture. I should add a gauge that shows a SoI change, and time till SoI change.

So I want to add a maneuver planning mode to the panel, not sure how to do that yet. But I still have the 10 top left switches. Currently these are mapped to the custom action groups.

Also, camera setup is extremely important. I had no camera view that showed if my solar panels where unfolded and not ripped off. As I flipped the wrong switch during assent, and I wasn't sure if they had unfolded and ripped of, or that they where fine. When I got into orbit, and my telescope satellite was in view, I could verify that the solar panels where fine.

Docking. I have a docking port on the lander. But I could not undock, as my camera setup did not put the docking port in view. Not sure how to handle this. Could setup action groups for the docking ports, but that's hard to remember which group is which docking port. And not sure what will happen if you dock multiple ships together. Could also just setup my cameras better. Finally undocked by using the mouse in telescope view. But I want to set this up so I do not need the mouse.

(Better photos will follow later, with bottom photo showing all the hotglue on there)

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Subscribed, too!

Actually, if this is successful, it would be something like my dream project for the last year or so.

Hook up the laptop to my beamer in my man cave, and use just my controller to fly missions on THE REAL BIG SCREEN :)

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As I want to give it a bit more realistic experience, I'm modifiying the Hullcam mod from:

http://forum.kerbalspaceprogram.com/threads/46365-0-90-Hullcam-VDS-0-90-update-Updated-16-Dec?highlight=hullcamvds

Code for the modified Hullcam can be found at:

https://github.com/daid/KSPHullCamera

Would you consider merging your changes with the "original" Hullcamera? Your ideas seem like a very useful addition :)

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Would you consider merging your changes with the "original" Hullcamera? Your ideas seem like a very useful addition :)

Not sure the maintainer of Hullcamera would agree on my changes. I pretty much changed the whole code structure so it would suit controlling from my panel better. Also introduced some bugs in the process, as well as scrapping a few features that I didn't need.

Actually, if this is successful, it would be something like my dream project for the last year or so.

Hook up the laptop to my beamer in my man cave, and use just my controller to fly missions on THE REAL BIG SCREEN :)

Funny, it's just a side project for me. But if I hook up the stuff that I do with the mouse in map mode into the controller, you wouldn't be far from it. Also the reason why I'm sharing my code. Saves other people time figuring out how to hook into certain parts of the game. If you need assistance with code parts, send me a PM.

But you should see my OTHER spaceship:

http://daid.eu/~daid/IMG-20141218-WA0001.small.jpg

http://daid.eu/~daid/20141106_190834.small.jpg

http://daid.eu/~daid/20141106_190852.small.jpg

Spending way more time on that one, also way more money. But it's a group project. And still needs a ton of work, both on the code and the hardware. But the electronics is easy on that one, all touch screen controls :-) Just that the game is 100% custom.

Also found this day time shot of the panel, from before the electronics where hooked up:

http://daid.eu/~daid/20140703_164805.small.jpg

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That is a very sweet setup you have gotten there. I am impressed by the amount of control it offers. I am pretty envious at your workshop resources, it gives the possibility of a cheap yet professional setup. Is it possible to do engravings as well, lettering would be sweet. Personally, my setup is far to primitive to let go of the mouse, I like the ambition in yours.

And I really like your Artemis(?) setup as well. Have fun.

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But you should see my OTHER spaceship:

http://daid.eu/~daid/IMG-20141218-WA0001.small.jpg

http://daid.eu/~daid/20141106_190834.small.jpg

http://daid.eu/~daid/20141106_190852.small.jpg

Spending way more time on that one, also way more money. But it's a group project. And still needs a ton of work, both on the code and the hardware. But the electronics is easy on that one, all touch screen controls :-)

Wow. I am not impressed. I am not jealous. No. Not at all...

/me runs to the corner, softly crying....

Man, that is a sweet setup you have going there :cool:

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That is a very sweet setup you have gotten there. I am impressed by the amount of control it offers. I am pretty envious at your workshop resources, it gives the possibility of a cheap yet professional setup. Is it possible to do engravings as well, lettering would be sweet. Personally, my setup is far to primitive to let go of the mouse, I like the ambition in yours.

I can also do engraving (both laser and milling). But, at the time of fabrication, I didn't know what all the buttons&switches where going to do.

But, find a local FabLab. You'll most likely be able to do a lot for cheap there. Most machines I have access to are also accessible in FabLabs.

And I really like your Artemis(?) setup as well. Have fun.

Started out as Artemis. But ran into many bugs and missing features, that we made our own version: https://github.com/daid/EmptyEpsilon

(Still missing 1 console, and paint)

Wow. I am not impressed. I am not jealous. No. Not at all...

/me runs to the corner, softly crying....

Man, that is a sweet setup you have going there :cool:

If you're in The Netherlands, feel free to drop me a PM do drop by one day. Wouldn't mind having some fresh players to test on :-)

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Wow nice. Why not make some physical displays (7 Seg/LCD, whatever) for the important stuff like AP, PE, and time to AP? Would be pretty easy. I found those three numbers are all you need to get into a perfect circular orbit without looking at the map.

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  • 2 weeks later...
Wow nice. Why not make some physical displays (7 Seg/LCD, whatever) for the important stuff like AP, PE, and time to AP? Would be pretty easy. I found those three numbers are all you need to get into a perfect circular orbit without looking at the map.

NanoGauges already give me that info. And, I didn't have 7segments laying around. I pretty much build this from stuff I had laying around.

Better image:

20150110_145649.small.jpg

And the bottom:

20150110_145703.small.jpg

(And bonus shot of Ultimaker 3D printer in the back)

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