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Sputnix

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Posts posted by Sputnix

  1. On 7/30/2015 at 12:18 PM, Krewmember said:

    Yesterday I stopped at a thrift store and I picked up this cool 5" portable television from the 80's for $8, I was amazed to find that it has a composite input. So instead of having to use a RF modulator I can just plug it in :) I'm hoping to use it for a data monitor and maybe for viewing hull cams and docking port cams using a vga to composite converter and software to capture the feeds from the cameras :confused: maybe...

    -OqB90bftA5ojEhJXeg2Zbf2N-sek9cXGbDPbL5P784=w735-h551-no

    j0fBi3gmfTw8ly6LRwZGzAbAp64oQLl7c7116O-eY40=w735-h551-no

    I've randomly discovered the 'basic engine' board; which has an RCA video out - maybe that could be used to somehow purpose this monitor? :D 

    https://basicengine.org/

     

  2.  

    Just as a tip, what I found helped was doing a handful of the Tutorials on the Arduino website. Get comfortable with the code, and how physically connecting things works. Then when you jump into someone elses code, you can decipher it much easier! :) 

    11 hours ago, Tobit said:

    Thanks for explain, I already knew that, but the deepening is great (I have also all pinout of my arduino in pdf), but I was talking about button like the action groups, RCS, SAS : what pin is who

    After this I will try the connect my 20*04 display ;)

    At the top of "KSPIODemo16' you have:

    //pins for LEDs
    #define GLED 5
    #define YLED 6
    #define RLED 7
    #define SASLED 11
    #define RCSLED 12
    #define CG1LED 13
    
    //pins for input
    #define SASPIN 8
    #define RCSPIN 9
    #define CG1PIN 10
    #define THROTTLEPIN 0

    This is the nicest and easiest way to 'store' the pin numbers as a text variable, so you can reference them more easily in the code.

    By default, the switch to turn on SAS plugs into pin 8 [#define SASPIN 8]; The switch to turn on RCS plugs into pin 9 [#define RCSPIN 9]

    Then jump over to the 'output' tab, and you will see 

    if (digitalRead(SASPIN)) { //--------- This is how you do main controls
          MainControls(SAS, HIGH);
          setSASMode(SMSAS); //setting SAS mode
          //setNavballMode(NAVBallSURFACE); //setting navball mode
        }
        else {
          //setNavballMode(NAVBallTARGET);
          MainControls(SAS, LOW);
        }
    
        if (digitalRead(RCSPIN))
          MainControls(RCS, HIGH);
        else
          MainControls(RCS, LOW);

    I will do a tutorial video in the next little while (this is something I wanted to do for a long time) which will explain the code... but honestly, most people here have fought with the code and figured it out! :D ) 

    But basically, the first part looks at the switch connected to pin 8 (SASPIN) and works out if it is HIGH - that is, is there current going to it. If so, it will send a signal to the game to enable SAS.

    Same for the RCS. If this is clear as mud, you should go check out those arduino tutorials ;)  :P 

    The 'utilities' tab controls the LEDs that are connected. Once again, you will see a relationship between the code, and the 'defining' of the variables to pins on the board on that first 'KSPIODemo16' tab.

     

     

     

  3. 16 hours ago, Tobit said:

    So apparently you have it in a folder called:

    "KSPSerialIO-master" (line 79)

    Try renaming that to just "KSPSerialIO"

    Because there's nothing actually happening in yours otherwise. Not even an attempt;

     

    In a non-connection, you'll have:

    [LOG 17:21:08.332] [AddonLoader]: Instantiating addon 'KSPSerialPort' from assembly 'KSPSerialIO'
    [LOG 17:21:08.334] KSPSerialIO: Version 0.19.0
    [LOG 17:21:08.334] KSPSerialIO: Getting serial ports...
    [LOG 17:21:08.334] KSPSerialIO: Output packet size: 200/255
    [LOG 17:21:08.335] KSPSerialIO: Found 2 serial ports
    [LOG 17:21:08.335] KSPSerialIO: trying default port COM7
    [LOG 17:21:08.347] Error opening serial port COM7: CreateFile Failed: 2
    [LOG 17:21:08.348] KSPSerialIO: trying port \Device\Serial0 - COM1
    [LOG 17:21:12.857] KSPSerialIO: KSP Display not found
    [LOG 17:21:12.857] [AddonLoader]: Instantiating addon 'KSPSerialIO' from assembly 'KSPSerialIO'


    A successful connection will have:

    [LOG 20:04:57.422] [AddonLoader]: Instantiating addon 'KSPSerialPort' from assembly 'KSPSerialIO'
    [LOG 20:04:57.423] KSPSerialIO: Version 0.19.0
    [LOG 20:04:57.423] KSPSerialIO: Getting serial ports...
    [LOG 20:04:57.423] KSPSerialIO: Output packet size: 200/255
    [LOG 20:04:57.425] KSPSerialIO: Found 3 serial ports
    [LOG 20:04:57.425] KSPSerialIO: trying default port COM7
    [LOG 20:05:01.452] KSPSerialIO: found KSP Display at COM7
    [LOG 20:05:01.453] [AddonLoader]: Instantiating addon 'KSPSerialIO' from assembly 'KSPSerialIO'

     

    Would you agree @Freshmeat ?

  4. 58 minutes ago, Tobit said:

    Well I'm  on W10 so I modified the XML file but it do anything, the RX and TX led do nothing, I have also a Due if it can help

    Still sounds like it's probably the outstanding Win10 issue (mainly from the lack of comms). 

    As for the Due -- watch it! 

    It's 32Bit, so you need to adapt it slightly -- 

    You can do a search for 'Due' in this thread / topic and see all the references and discussion.

    It might be tedious, but I actually encourage most to read through the 80 pages of discussion. I did that before I embarked on my journey (I think it was about 40 pages back then) - and I learned a lot, and got to know the capabilities pretty well of KSPSerialIO. 

     

     

  5. Hey All! 
    It's been far too long (I don't even know where to begin)... Needless to say, I'd like to think I'm back :P :D 

    I've updated to the current version of KSPIO (demo16 + KSPSerialIO_019_) --
    [Well, I did just add the updated elements to my existing code, which I think was just the additional VesselData stuff; everything else looked the same]

    Everything seems to be working under KSP 1.4.3 (x32 / x64).

    One issue I've noticed (and I can't recall if this is historic - nor if it was fixed) is that when you 'switch to' vessels, there will be an initial comms with the arduino / controller, but then drop out (no active data going through); It usually re-connects, and data starts flowing both ways: however the length of time this takes varies (it's usually between 30 ~ 60 seconds) - and, add to this: it seems to be inconsistent / intermittent (it doesn't happen all the time).

    Has (or is) anyone else experienced this issue, or am I alone in this? :)
    It's not a big problem, and I'm happy to troubleshoot my setup to see if it's something here - in the event I'm the only one getting this!

  6. 16 hours ago, zitronen said:

    Someone mentioned making a video tutorial. Can't remember who or if it happened. If someone want to make one I'll put it on the first page.

    Yeah... that would be me :'( 

    Unfortunately, right when I was about to start the video series (I have about 3 or 4 planned) I had to move; so everything got packed up -- and I'm in the process of moving again, so now everything is in storage.

    Might be another couple months till I get to it. I'll start working on some of the documentation though. Will send you a PM @zitronen once I have some stuff to share :) 

  7. 10 hours ago, texasflyboy said:

    I know it's been a long time but I may have found a solution. What's better is that it uses the joystick I ended up buying. I can't believe I didn't think of this!

     

    http://www.sgtnoodle.com/projects/kerbal-control-panel/

     

    Enjoy,

     

    Jon 

    I saw that a little while back too - also felt inspired to create something similar on simpit v2 :D 

     

    2 hours ago, richfiles said:

    Because I don't wanna damage the vintage controller, I'm going to make a slot in my controller for it to insert into. It'll plug into a 9 pin D-Sub socket inside the machine, and a padded clamp will secure the controller housing in place.

     

    But it's only a toy :P
    Any schematics around for that bad-boy for inspiration? 

  8. 12 hours ago, Kotagi said:

    Any suggestions for helmet/third person webcam? I want to helmet cam to resemble my vision(go pro maybe?), and the third person to be just a regular view. Not sure what angle I want them to be at though. It would be cool if I could get one wide enough to get both pilot seats in one shot, but Im not sure that will happen. 

    Do you have a budget in mind?

    Logitech C920 HD Pro would be wide enough to put behind the seats to get 'cockpit' view; 

    Then a logitech C270 could be easily modified to attach to a helmet for helmet vision...

    That's what I'd do most likely :) 

    Alternatively, you could get a basic SD security camera of ebay; open it up from the enclosure - it's a basic board. 12volts on, and a simple composite video connection out.

    You could then have it attached to a multiplexing screen which also allows for single select view for 'close up' (Fill the screen).

    You're giving me lots of ideas for mine own (when / if I ever get a chance to build it :P

  9. On 1/12/2017 at 9:10 PM, Kotagi said:

    Ok i got the bezel figured out without any third party software. I used the 2 bottom screens to create space between the 3 top screens..I will try to post a pic tomorrow

    Ahh, so were you using the windows screen alignment, or the Nvidia tool? 

  10. 31 minutes ago, Kotagi said:

    I have Nvidia but I am using Portrait Landscape Portrait setup and nvidia surround wont do that. You cant control the bezel correction without surround activated. I cant find anything that supports PLP except SoftTH. If you have any ideas let me know.

    BTW It looks awesome with the bezel correction I really hope I can figure something out. It really isnt looking good at this point. Im still hoping it will work on windows 7. Crossing my fingers..

    Uh, what are you referring to? :P
    I've played with the Bezel correction stuff on windows 7 x64 - still working beautifully :) 

  11. 1 hour ago, Pvt. KASA said:

    Do you know where I can get footage of the MAV interior of the Martian?

    I take it you mean 'Hermes'? [I've not seen the movie yet - I know, shocking! -  so going off best-guess here.]

    All I could find are these:

    Link 1 | Link 2 | Link 3 | Then there's this Tumblr that has a few things.

    Also there's "The Martian VR Experience" (on steam store, and other places) - which give you the opportunity to explore Mars + Vehicle + others in VR.

    Google is your friend :)

  12. 7 hours ago, c4ooo said:

    @Sputnix how well do your PS2 joysticks work? Any issues with floating or anything? Can you gravity turn your crafts without control issues?

    Believe it or not... they're next to me right now, as I'm thinking of connecting them up :P My biggest challenge is doing it in a way that will allow me to mount them - and deal with the fact that I've put 8x big holes in the aluminium for control-group buttons I never connected.I might use the holes to some how mount the joysticks.  

    @AmeliaEatyaheart and @stibbons have joysticks on their controllers. They might be able to share some insight into this.

    AmeliaEatyaheart's | Stibbons

     

  13. 8 hours ago, c4ooo said:

    I am debating whether the prograde / retrograde etc buttons also double back to set to activate action groups (since there are ten sas modes and ten action groups).

    If you want to be smart and efficient - it'd be a neat way to save space and i/o on the board :)

    Simple switch would allow switching between... but you'd want to make sure you're in the right mode at that critical moment :P Wouldn't want to accidentally do an 'action' (such as separate the CM from the rest of the vessel) when you really wanted to face retrograde :wink: 

  14. 53 minutes ago, mountaineerman said:

    Thanks @c4ooo, I will make a post on Mulbin's forum :)

    @zitronen, I wanted to ask you a question - I find that rarely, my Arduino is losing connection every now and then with the computer. I saw your suggestion to increase the Arduino Serial buffer, which I increased from 64 to 256 (both RX and TX). However, I am still experiencing the problem.

    Do you think it could be that I am overpowering my Arduino, and it is shutting down from too much current draw? After the loss of connection, it always manages to re-establish a connection within about 1-2 handshake delay intervals. Thanks for your input!

    You can do the maths to be exact - but that could be a possibility (with that much stuff connected to the board). 
    Do you have external power running to the 'duino? If not, start with this.

    Further, you can also increase the baud rate; I run mine at 115200, and have set my refresh to "0.3" - and I found this helped with the random cut-outs. I also modified the board settings in my Arduino program files to have a 256 buffer size (like you have).

    Give these a shot :)

  15. 5 minutes ago, Mattew said:

    Oh, good job! So if I understand that correctly, each mode is called separately on its own. If we want be simple as possible then we need just 10 switches (for each mode) and thats it?

    Yup... that's how I'd do it :)

    or I'm also thinking of using a selector switch to activate the necessary mode - since you can only have one at a time.

  16. I saw a video desk / mixer go for dirt cheap a couple months back; totally wanted it to salvage it for parts like you - but was interstate, and completely unrealistic to try collect. It was freakin' huge too! Proper production mixer! 

    19 hours ago, richfiles said:

    Most people who build DIY T-Bar controls do so by mounting the lever to a rotary potentiometer. The problem with this is if you don't do it right, you can cause a great deal of stress, and premature failure of the pot. The traditional method used in most manufactured ones is to actually use a pot at the pivot, but there will typically be a mechanical pivot or bearing that takes the load stress off the pot. The method I show makes a much easier to construct pivot, and results in a completely stressless interface to the potentiometer.

    Ahh, yeah - I think someone here was going to do similar. I agree; plus yours uses a linear pot. I have a few of those lying around :P 

  17. 3 hours ago, Mattew said:

    Okay, dumb question :DSAS mode changes work in way I just change SASMode byte while SAS is active,is that right? 

    Example: Activate SAS mode by button on SASPIN, then in some convenient place in code I do "SASMode = 8" and whoala, my sas is set to "target". 

    I do it right? I dont have time to actualy test in real :/

    I'm just sitting down to do some tests... hold tight :)

    Update

    Alrighty! It's pretty straightforward 

     

    In "KSPIODemo15" Tab, define your input pin for the relevant SAS target (I'm using retrograde in my example):

    
    #define SASRETRO 9

    Then in the 'output' Tab, you need to let the system know that it's an input; so under the function 'controlsInit()' add your newly defined input pin:

    
    void controlsInit() {
      // You should have all your other inputs here too
      pinMode(SASRETRO, INPUT_PULLUP);
    }

    Then, under the 'controls()' function, you need to add the call to read / react to the switch:

    
    void controls() {
      if (Connected) {
     // You should have a heap of other code here too
    
        if (digitalRead(SASRETRO)) {
          CPacket.SASMode = SMRetroGrade;
        }
    
    }

    We're sending the data to the game to enable the craft to point to retrograde (great fun right after take off :D -- as I did with my testing!). Note: Certain SASMODES aren't available if the SAS don't know about it. ie. at take off you can't point anywhere except normal/antinormal, etc. as the buttons themselves are inactive. So you'll get a helpful text on the display saying "sasmode 3 is not available" or something to that effect. :)

    So if you try to enable a mode that's not normally an option in the game (ie. greyed out button) then you can't force it via the buttons either).

     

    @zitronen -
    Just confirming, we don't need:   

    else {
          CPacket.SASMode = SMOFF;
        }

    After that SASRETRO read do we? 

    (It works both with and without... given that  CPacket.SASMode = SMSAS; is set on SASPIN on, it would cause a lot of flip-flopping between the modes if SASPIN is on, but SASRETRO is off...)

  18. 2 hours ago, richfiles said:

    I salvaged a fader control from a video effects board. If you're looking for something similar, the keyword to be looking for is "t bar fader". Found one on ebay for $36.

    It's also possible to make a T-Bar fader fairly simply. You just need to make a lever that you can mount and move easily, that attaches to a potentiometer.

    Poor control board :( Did you get the neat buttons too? :D

    I'm actually planning something like this on my next build! Fantastic reference picture :) Different to how I was thinking - but definitely better! :D  

  19. 9 hours ago, c4ooo said:

    Heh, i know this situation all too well from my experience programming graphing calculators >.< Never really bothered to check the amount of ram on an arduino though :P

     

    More on topic though, could anyone suggest some joysticks? I am looking for two 1-axis and two 2-axis joysticks. (One pair for rotations and the other translation) I have done some searching, and i haven't found any 1 axis joysticks at all. 

    Yeah, 1 axis is hard to find;

    I've gotten some of these with the intention of doing panel controls. And I still will (need to finish off v1! :P ). 

    They are same style as these. My original plan was to somehow wedge / glue one axis so that it can only go in the remaining 'free' one. 

    About the best one can do, I think! 

  20. 12 hours ago, Kotagi said:

     

    @SputnixLike that?

    Yeah, that's the one! :)
    Gee they're quick :wink:

    Have you tried using in the configuration I suggested it? (Also, how did I miss that?! :confused: )

     

    12 hours ago, Kotagi said:

    Seriously though, they save so much time and make everything look professional. I wish I had them when I did the original frames. They could have been straighter :confused:

    Nonsense; that's just the kerbal way :D 

     

  21. Was thinking bout your dual joystick conundrum... (can't recall if you'd solved it or not :P ) You could use something like this -  http://www.ebay.com/itm/Black-7-Ports-USB-2-0-HUB-Splitter-Box-ON-OFF-Switches-and-LED-Lights-Power-/172257100640?hash=item281b52c360:g:CHwAAOSw5ZBWQEpO - and rewire it so you have a single 'flip switch' in the middle which would switch USB devices on / off, allowing you to switch between the joysticks?

    Can't seem to find any other type; I suppose you could make your own. Not sure how KSP likes devices being plugged/unplugged during game play. It should cope ok, though :):P 

  22. 1 hour ago, c4ooo said:

    Here is my list of suggestions for this mod (in order of importance)

    -Control SAS vectoring (prograde, retrograde, etc), also send this to the arduino.

    -Send info needed to dock (not sure about what's needed)

    -switch between orbital/surface/target mode on navball

    -time warp controls 

    -send state of conection (eg whether you have a connection to KSC)

     

    Thank :)

    If I figure out how to compile C# code, then I would be glad to give it a shot my self. (As the plugin is open source) :)

    If you read thru the 60 odd pages (and I don't blame you if you didn't :P When I first joined up it was only about 30 I had to go thru :wink: ) - @zitronen commented: 

     

    On 7/10/2015 at 8:09 AM, zitronen said:

    Ok so we are using 189 out of 255 bytes in the packet, so 66 bytes left. It's not a disaster if we run out of bytes, since we can just add another packet. However, since RAM is very limited on the AVR chips (255 bytes is a large chunk of RAM!), I would still avoid using too much.

    So we are running out of 'space' for what we can send / receive to the arduino and the game. 

    Some of these are shortcuts which you could send as 'keystrokes' over the arduino; the others -- well, that's up for discussion with the almighty creator / curator  :D 

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