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KSP2 Release Notes
Everything posted by Kotagi
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Is there a way to get extended action groups working? Obviously it throws an exception after 9. I found the code that does this. /// <summary> /// Toggles the state of the given action group. /// </summary> /// <param name="group">A number between 0 and 9 inclusive.</param> [KRPCMethod] public void ToggleActionGroup (uint group) { if (group > 9) throw new ArgumentException ("Action group must be between 0 and 9 inclusive"); InternalVessel.ActionGroups.ToggleGroup (ActionGroupExtensions.GetActionGroup (group)); Im fairly new to programming and I only use python right now so bear with me. Would changing the exception from 9 to 250 work? Of course it wouldnt throw an exception anymore, but would it toggle the action groups past 9? The mod works for kos, and says that it just continues the same numbering scheme past 9. I could be way off. Anyone have any insight? I am building a simulator that will have no hud so I will need buttons to control literally everything. Way more than 10. Hopefully I can get this figured out
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Will KRPC work with this mod? Anyone tried it?
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Lol thank you. It has definitely been alot of fun
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The simulator?
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Sometimes he's nuttySometimes he's cornyHe can be brown or greenish brownBut if you eat fiber on Christmas eve He might come to your town! Got this years ornament...Lol
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Making jigs for the top panels
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Started on the top panel. Only gunna fit 8 meters(which works out since they are between 10 and 30 a piece). I havent planned any switches yet. Just marked where the meters would be. The left side of the meters Im thinking about putting a led matrix similar to this https://www.adafruit.com/products/2026
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My joystick is mutilated right now. I cant test anything until I get it spliced back together. With advanced fly-by wire, I believe it lets you configure multiple joysticks. I will test when everything is fixed
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@SputnixLike that? I actually noticed, if I dont start ksp with the joystick plugged in, they dont work in Advanced Fly-By Wire Do it. Feel the power of the KREG!!! 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
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" When i first started this project I had found button pads the were white and blank." Jesus these are the ones I was talking about. I seriously looked for hours to find them again and here they are, gift wrapped and everything... Thats awesome
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1 joystck down. Still need to paint it, and do a cap piece for the top I used a dremel saw to cut it. I lost the chuck to my dremel so I have to use a drill...So it could have been prettier but it still looks pretty good as is..
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https://www.aliexpress.com/store/product/8pcs-Push-Button-Switch-4-Keyboard-Module-key-Board-Keypad-for-Arduino-DUE-Breadboard-Leonardo-ZERO/1525466_32281455411.html Check this one out Thanks @Sputnix
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@richfiles what do you recommend for a cheap button array that can replace a keyboard.. 26 letters and a few punctuation. Maybe 8x4
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@Sputnix When i first started this project I had found button pads the were white and blank. They were made out of plastic and came with its own board. I cant find them now. They were like 5-10 bucks and would have been perfect. If i could find another button board like that I wouldnt mind putting every button on the console, like you had mentioned. Maybe I will come across them again
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Im going to have to design ships in here too so a keyboard and mouse are a must. I thought about the arduinos+buttons idea but that is going to be expensive. Navigating kerbal with a trackpad isnt optimal from my experience. But I also agree that keeping it spacecraft looking is essential. I think I will leave it mounted to the joystick until I have a better solution. I feel like it can be better though
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I would rather it be mounted in the armrest. Its a fairly small board and its components dont take up alot of space...but I cannot for the life of me get this thing into 2 pieces to remount in another enclosure. I took it apart the other day and was almost there. I disassembled the gyro internally to try to get the joystick out. I was almost there but I would have never been able to put it back together. It took me over an hour to get the gyro back together, and I was lucky to do that. I dont want to waste 80 whatever dollars it was trying to get the thing apart. I have barely used it. So in between the legs it goes. lol
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How would you swing the keyboard from the center council? Wouldnt it be backwards for 1 person. Or am I not thinking about it right? I also thought about mounting it right below the joystick on a hinge so I can lift it up to get in and out(since it would be such a tight squeeze). Something like this:
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To give an idea of where the console will be
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What do you think about the placement of the joystick and thottle? If you think my placement is off, tell me what you would do different. In your response, also tell me where you would place a keyboard if you were building this. If you do decide to respond, thank you for your feedback. I am going to modify the actual housing to fit and look more visually pleasing so this is just a question of position
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I got it from a heap of junk at a resale shop. Its been sitting outside for more than a year. And its a tape deck/8-tack player..lol I dont have either anymore I definitelly agree that vibration is a must. This thing is so heavy I really didnt know how Im was going to achieve that. The wheels barely roll, they just drag the carpet. My original idea was to have an offset motor that can shake the whole sim. That wont work. Eventually something will break form vibrations and again its too heavy. I just looked at @Sputnix post and the bass shaker looks like it could solve the problem. Sound will be one of the last things I do. I also need to find a place to put a keyboard. I never thought about it until yesterday but a keyboard is def necessary