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Sputnix

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Everything posted by Sputnix

  1. Love your work, @richfiles As an aside / inspiration -- we should all check this out: http://gizmodo.com/heres-how-spacecraft-dashboards-evolved-and-where-they-1773640540
  2. That's how we all start... and then we slowly learn and get our head around it
  3. You're welcome Yes, there's always (more) work to do Be sure to setup your own thread with your progress! There are many of us that love to see others progress and process of development! Especially since you've taken yet another approach to it all! Sounds very interesting!
  4. Did you use the updated 'demo' files that were provided? When the plugin goes through an update, you have to ensure that you have the latest demo file code to ensure the Arduino can interpret the data being sent from the plugin properly.
  5. I think 'first round of total stages' would be useless anyway... But I get your meaning, and understand its purpose. The only way I can think of using the stage information is by disabling the 'abort' button except for in the initial launch sequence... But even that's kind of 'silly' - because who even programs in abort sequences? Just let the Kerbals explode and die in a fiery fashion... you know - with dignity and honour!
  6. It's ok You're allowed to make mistakes with the work you're doing Working A-OK now! Many thanks!
  7. I'm too quick -- sorry Staging works - TotalStage is showing OK. Current Stage isn't (I suspect that's likely to be more my code than anything else... Current stage showing OK too! I've also noticed these weird numbers appeared now, any thoughts? -- I think this maybe oxidiser values... ?
  8. I've just tried this -- staging button still has no response. I'm about to output the stage number / total stages onto the LCD to confirm they're working. Thoughts?
  9. Hey guys I was wondering if a developer would be able to shed light on the Indicated Air Speed or Mach value(s) that determine(s) the 'safe to deploy' indicators from Safe | Risky | Unsafe. This is for a control panel I've been working on, and I'd love to be able to accurately reflect what's happening on screen on my panel Many thanks in advance!
  10. Thanks for the kind words, @Marcells [and sorry for the delay -- I didn't get a notification, and I was still trying to get back into the swing of things with forum-ing again, and get my head around this new forum style / layout]. I have neglected the forums and my controller for a little bit because of work / life commitments, and then the issues of incompatibility, and although I can kind of hack my way through various pieces of code, could never quite get the hang of the plugin stuff... Thankfully (luckily) @zitronen has recently worked out most of the issues with the 1.1 release of KSP. I still intend on releasing the code -- but I think I want to refine it a bit; but before that, I'll probably release some videos on the process of designing and then building a controller (as a lot of the stuff I've learnt, both from myself and by talking to others) is something I think many others may find useful / beneficial. Is there a specific issue you've been having issues with? I'm actually using a customised library from @AmeliaEatyaheart for my 7-segment displays. Unfortunately, word is you can only a maximum of 6 displays inline. But I found that to be enough; alternatively, you can get some LCD screens and do a 'glass cockpit': possibly not as cool / visually effective - but a lot more practical and easily upgrade-able / modifiable. Be sure to start your own thread here, and share your own progress - trials, tribulations, etc. That way if you have a problem, we can help you out, and it will be documented for others to see too Build wild!
  11. My overheat / temp warnings and Parachute warning systems haven't been working for quite some time now; Edit: Well, who was the kerbal who went and commented out my code?! I'm working thru the spaghettio to confirm they work. Hold tight! Ok, I can confirm that G readouts / data packets are working (well, my G-force warning came on as I told it to)... Ditto for the Heat Warning (also after giving it values). Gotta remember the parachute stuff though. (Need to trawl the archives...) I'm testing windows 7... Had too much bad luck with windows 10 to ever consider it (Though, I'm sure at some point I'll have to jump over!)
  12. RE: 0.18.1 Switches/buttons for RCS / SAS / LIGHT / GEAR / BRAKE / ABORT are all working. Throttle works (i have no 'controls' on my board yet). Displays seem to show appropriate data (Mission Time, AP / PE, Time to AP / PE, Radar Alt); Fuel readouts reflect those displayed in game. The one thing I found didn't work was the 'stage' button... of all things
  13. You're mad dude! But, the final 'look' definitely pays off! Just think of all the additional infrastructure (Supports, etc) to be able to make this happen! The next controller I do (heh... yeah, no idea if / when that will be ) I'd like to use more custom circuit boards, with mounted components, and using more ribbon cables. But that's a lot of design and planning work before hand. And KSPSerial is still trying to be re-worked for 1.1
  14. Hey! That looks like my rats nest! Good to see early prototypes all look the same!
  15. Well, I thought you did But I don't know if I'm cool enough to be apart of it I wish there was version numbers somewhere on the plugins... I'll have a go with this tonight -- all I know about the version I'm running is that it was created/modified on the 26/7/2015. (though, moving files around sometimes does weird things with their date-stamps).
  16. Yup. Never owned one myself... just seen enough AVGN to learn bout it
  17. The version of the plugin I'm currently using was a 'customised' one that Zitro and I were testing to determine the 'parachute safe' stuff and the heat warning levels. But it does work ok in 1.0.5; so I'm not sure of what this bug you reference is (or where it sits). RE: GitHub -- I think I've got a login for that somewhere; do I just request to join the KSPSerialIO team?
  18. What do you mean about the direct download? I wasn't aware that was possible if you bought through steam... This is all I can find in the KSP.log:
  19. Thanks! It's nice to be back Yeah, I suspect so. So (I think) that means the serial communications stuff that Zitronen has setup should be fine; So it does look like it's just communication to and from the ship with the updated references is all that's needed. You would think that the dev team have some kind of API reference documentation -- just stupid that it's not released / accessible to the modders
  20. Hey all! I decided to jump back into KSP after a long hiatus! RE: 1.1 -- tl;dr - No dice [Goes for both x32 and x64 versions] In steam, I enrolled into the 'beta' program, and was able to download and launch the pre release of 1.1 I still have a version of the plugin installed that was working without issues. Soon as I load a vehicle (stock satellite) onto the pad, I get the usual blinking / communications with the Arduino (even flashing lights / displays) -- however, no data is being sent or received once the vessel and pad have loaded. From a cursory glance at Sarbian's post (link provided by Stibbons) it does look like they've changed a lot of the classes / how to access or reference certain things. I'm trying to hunt for an API - but haven't found anything yet - to try work out if I could make the changes, recompile it all, and potentially merge with the existing github repo... Zitronen: Did you have an API document for 1.0.5 (and earlier) when you were doing development? Edit: Rolling back to the non-beta version (to check the plugin), Arduino starts up and communicates ok; get's some preliminary data, then stalls. After a minute or two, we're back in action. I was pretty sure the version I compiled on the Arduino board had the increased serial packet size. So some more testing / investigating to do at this end. I copied the game folder out of the Steam directory, and once ship is loaded on the pad, it's communicating with Arduino straight away -- very odd! But I have noticed that our 'parachute safe' work doesn't seem to be working anymore. I suspect that this could've been due to changes brought in with version 1.0.5.
  21. I've been out of touch for a little while - but man, kudos! I'm loving what you did with that display! Fantastic work! I seriously need to look into sharing the processing load with a separate arduino!
  22. I know originally there was a warning that messages weren't going to be migrated over; but can I just say thank you for making it so I had downloaded them -- but it's nice to know that the history of fairly important conversation is still there, readily available So, thank you again!
  23. [quote name='Antipaten']TL;DR; I've quit using KSPserialIO as it crasches the game. I use kRPC instead. /TL;DR; [/QUOTE] :O Blasphemy! * * * On a more serious note - did you try to increase the buffer size on the arduino itself?
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