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cyberKerb

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  1. OK - new example of OP table update in my previous post. Contains a lot of new link and I've added pics to the links to help identify the projects. Lastly - there is a project I remember that used an ikea hack of a drawer handle, nail/screw and a thumb controller to make a RCS joystick. I can't find the link to that project / can't remember if it was part of a project that I already added. If anyone knows of it, PM me the link and I'll add that too. Found it and saw it is already on list.
  2. Unfortunately - I don't think the forum allows for changing of owners of threads.
  3. yeah - taht's still an option. I've PM's Mulbin the query and will wait until he resurfaces to do anything. Most people are fine with a new thread, but if the OP in this one was updated, I'm sure people would also fine that fine too. I'll see if I can come up with some time this weekend to do a preformatted post for the OP for him to post. I'd have to do it anyway if I started a new thread so it's the same for me regardless. PM me any specifics you'd want to see in the OP of a hardware thread and I'll try to incorporate the ideas for Mulbin to post.
  4. Gah! I've had this working no problem on Win10 for a bit using an Arduino Uno and an I2C breakout board to some segment displays. Now that I've moved to a MAX7219 with the same segment displays using SPI, my KSPIODemo16 wont connect anymore and has 3 resets each time I tried to load a vessel. Is there any collective wisdom on possible causes for the Arduino to be reset? At the moment my symptoms are: - Plugin and start up the arduino I'm seeing the " - - - " on the segment displays that I set when there is NO connection from KSP - I changed the sketch to have CONTROLREFRESH=250 so I can see what's going on. - When I have KSP open and switch to a vessel from the space center, I can see the indication i added to the sketch that the Uno reset for a brief moment (first segment lights up with 'a' value to show reset). This repeat 3 times and then the scene loads and there are no more reset/connection attempts. Just wondering if I could get some pointers on where to troubleshoot this? *sigh* TIFU Lesson learnt: Don't accidentally remove the line that is blazingly obvious that it's rather vital to communicating to the PC: Serial.begin(38400); TIL: Also check the small things first before even thinking of posting to the forum.
  5. well, informal vote shows 8 to 1 to set up a new thread and had Mulbin reply too. I guess I know what I'll be typing up this arvo. If you have any specific images you want me to use in the new hardware thread OP let me know. Otherwise, I'll just grab what I think its the most recent from the build threads. Can always edit it later too. Was there any other threads that I should add to the link dump I generated in the earlier post?
  6. Well.. if people are fine for me to start a new thread, I can do that too... What's people feelings on a new thread (2018 edition) that references this one in the OP? Vote here: https://strawpoll.com/3bwy1y5g (I'll act on the results after the weekend) Also to give some context: I'm sure @Mulbin will probably be back (although not 100% certain) as they have been busy with a not-so-small project they've been working on for a while: Go For Launch: Mercury
  7. I got sick of repeatedly having to look for the correct link / clicking on bad links for the various hardware projects including some in people old taglines. So I'm posting this here for future quick reference - the OP on this thread is still using the old forum links that seem to point to threads that no longer exist after one of the past forum migration / changes. When @Mulbin returns, happy for him to take all this and put into the front page. Hardware Project Links @Mulbin - Link @stibbons - Link @Luis - Link @MrOnak - Link @Krewmember - Link @cm2227 - Link @Antipaten - Link @7thGraal - Link @AmeliaEatyaheart - Link @zitronen - Link @KK4TEE - Link @Peter KG6LSE - Link @NeoMorph - Link @ChaseHQ - Link @T.A.P.O.R. - Link @richfiles - Link @mr. engino - Link @hugopeeters - Link @Freshmeat - Link @One Wheeled Panda - Link @lawnmowerlatte - Link @Freshmeat - Link @Steven Marlowe - Link @JoshTheCoward - Link @mountaineerman - Link @mountaineerman - Link @Sputnix - Link Jeff Rogers - Link Console Image Link @niko1499 - Link @rhcprul3 - Link @Apache600 - Link @KK4TEE - Link @marzubus - Link Joycem134 - Link @zitronen - Link @hakan - Link @Daid - Link No picture available @ytmytm - Link Makerforce - Link Roo - Link @drat1856 - Link @ajden - Link @ohMorrissey - Link Simon Rob - Link @JeffSergeant - Link @Kotagi - Link @Monsterlunch - Link @KingLuxor - Link @Crawcik - Link @Hacourt - Link @Captain_Hair - Link @REMD - Link @Hebel - Link @kl0buk - Link No picture available Ben Vieux - Link (French) Christophe Girardot - Link (French) @Francois - Link @tsaven - Link CodapopKSP - Link vort3x32 - Link @c4ooo - Link If I've missed any or you'd like a link removed, let me know and I'll edit the post. Also, if you want a different link / image - same deal. Console Count: 61 Last Updated: (updated 26-Jan-2020) - 1 new project
  8. My thoughts e v e r y t i m e I play KSP and have this mod installed
  9. Ah - got it now. Checked the Visual Studio autocomplete and found you got it in one - Thanks! I'll go through and add checks for the joystick buttons I want and then add API actions appropriately. If I can work out how to do both GUI display and Input, I'll add that too to make life easier later.
  10. I am very ignorant on this matter, so pls forgive the question. What would the external part to the listener be? A separate program that API can listen to? I initially thought that if KSP already had the ability to bind specific keys from the keyboard and also has joystick support, there would be someway to bind the joystick button in a similar manner to get the API to listen for a joystick button that would execute a piece of code when pressed. Having said that, I do know that 'logical' things sometimes doesn't exist in KSP even though it seems like it should. If I'm on windows I was hoping the mod I referenced earlier might help. Do you know any other way? FYI Here's my code I'm looking to modify - I've borrowed and modded slightly from a github by ericBG for the "parking break" when pressing the 'n' key. I want to rebind that to a joystick button. The code in its current form isn't exactly user friendly if you want to customise it later, but it's short and sweet and works enough for me in a DLL I'm using that does a variety of functions. using System; using System.Diagnostics; using System.IO; using System.Linq; using System.Reflection; using UnityEngine; namespace ParkingBreak { [KSPAddon(KSPAddon.Startup.Flight, false)] public class BreakToggle : MonoBehaviour { private string _keybind; public void Start() { if (_keybind == null) _keybind = "n"; } public void Awake() { if (_keybind == null) _keybind = "n"; } private void Update() { if (GameSettings.MODIFIER_KEY.GetKey() && Input.GetKeyDown(_keybind)) { FlightGlobals.ActiveVessel.ActionGroups.SetGroup(KSPActionGroup.Brakes, true); } } } }
  11. There's two - I wanted buttons on the joystick to lock the brakes and another to lock staging. I know the API commands for those, I just don't know how to get it programmed into a mod so KSP will listen to for the Joystick button press.
  12. Anyone know how to get KSP to listen for a Joystick button input in the API? This will be for some custom code to listen to a button array from a Teensy 2.0++. I can't use the keymapping/joystick Options screen as what I want to do isn't available in that screen. Wondering if anyone could point me to a github library that I might be able to study (if one exists that is). I've worked out Keyboard bindings by following a brake toggle example I found on Github, but I fast ran out of options with the mod key while also avoiding any existing key mappings. I have quite a few rotary switches (each with 4 to 7 options) as well as a button panel. EDIT: Nevermind - found this repo by pbatard I'll study when I get home. If anyone knows of any other methods - I'd still love to hear about any further references.
  13. Thanks for the suggestion - that does sound a lot simpler than what I was thinking. Initial plan was to use an AC to DC 12v 5A power pack and have a buck connector for the 5v line for the microcontroller and other chips. I'll read up on ATX supplies for Arduino projects. I vaguely remember there are drawbacks or things I need to consider like about power stability / spikes. More research needed. Cheers.
  14. How is everyone powering their creations? Are they all from the USB source? If anyone using external sources, I'd love to know some details on what/how you've separated the power for the component boards vs the signal lines.
  15. I know I'm a bit late to the party here, but I had a question on the DSKY prop. With regards to the green indicator lights above the each of the rows; the available options seen to be the following: 1st Row: | Apoapsis | Tgt | Mnvr | <blank> | Min Dist 2nd Row: | Periapsis | Tgt | Mnvr | <blank> | Appr Spd 3rd Row: | Inclination | Rel | Mnvr | <blank> 4th Row: | Time | AP | PE | AN | DN | Mnvr | LNCH | Appr Time 5th Row: | dV | TOTAL | Stage | Mnvr | Transfer | <blank> When I hit the RNDZ button in the first button row, (with no Mnvr node) I get the Min Dist & Appr Spd a that point in time When I DO have a Maneuver Node that tried to get close to the target, when I hit Rndz, the Mnvr labels flash for the first 3 lines. Anyone know why Mnvr flashes? I also get "- - - -" for the Appr Speed. Is it possible to get the calculated Speed @ Closest Approach in this situation for the second line between "Mnvr" | <blank> | "Appr Spd"? It seems to not show anything when it that situation and figure that would be useful when looking at RNDZ numbers in IVA.
  16. Weee! progress has begun and a big thank you to @zitronen for the demo code. Works very well to get things started. I managed to get the LEDs and buttons from the demo bread-boarded and working no probs. I then immediately scrapped it all and tried to use a spare adafruit LED Matrix driver - HT16K33 to force it to be a 16 Digit, 7 segment display board. I know it's complete the the wrong thing to use for this purpose, I2c not SPI - so not fast (not noticing it a this point), no font library (just used a HEX lookup table), wired for a matrix , not a segment display (didn't stop me from working around it). Stupid thing is ordered left to right 76543210, but the direct digit references are 3210|3210 to get around having two quad displays on the first 4 cathodes (of 8) But I didn't let it stop me and rewrote the library so it works for 8 digit display wired it so there was 2 cathodes per line and then added each of the 16 anodes from the 2 x quad LED displays. Total hack job, but I just wanted to trial getting some numeric data out of the KSPSerialIO mod, rather than just blinky lights. edit: I'll give this another shot tonight to rewire it (and recode) so the digit position reference uses the full 0-8 cathode list for easier referencing in code. Thinking about it on the bus this morning, I realised it was horrible to have to count from 0-3 and then have an if statement subtract 4 for the digits in positions 4-7. That way I can just have a 16 bit line (0111111100000110) where first 8 bits for each character are for the first line of 8 digits, and the remainder of 8 bits in the 16 bit array are for the second line of 8 digits. Piccy of the hack below displaying my RCS levels. I've also changed it to show Radar Altitude so it gets to use all 8 digits for this first row. I'll probably pull the whole thing apart again when I finally get a few of the MAX7219 chips. But it's a good first jump into a KSP / Arduino combination. It's actually not as bright as the picture give the impression. I just haven't cleaned the lens on my phone. I'll probably do something similar. Plan is to have a few 7219s dealing with output, something else for the 2x16 LCD display and the above 16x8 matrix will probably end up what drives all the lights on the controller. I've got a new protocol planned that sets all the light / indicator bits into a few bitmasks on my PC where the grunt is . Next step is to just have the HT16K33 microcontroller update the matrix without too much logic required. I'm sure I'll run into the speed issue down the track and will need to start looking for speed savings at some point. To help mitigate it, all input will be from a separate Arduino that will be running mmJoy2. From what I've read it'll probably be ideal for what I'm looking for. Just need to stock up on a bunch of diodes for all the buttons, toggle switches and dial selectors.
  17. Thanks for bringing this back! I've had a half patched / cobbled together folder that I've been working with ever since the previous author decided to part ways with KSP. These are great parts that are fun to load up with whatever you need for a mission.
  18. Golden age indeed! I have so much love for this IVA interior style and it's functionality. There is a clunky, click/clack, chunky-ness about the controls that screams "I'm a rocket pilot" that I can't resist. Thanks so much for making this I've been having a lot of fun playing with as is, but it's taking me a while to get used to IVA gameplay. Just need more practice. I might add a few QoL additions to my own version, eg: an EPR handle, some additional annunciators I like having in ALCOR but want in the lander can. Also - love the time display addition over the Globus instrument! Thanks @alexustas!
  19. I haven't had a chance to test this due to PC repairs - but does anyone know if the command seat unpack / animates OK in the current KSP version?
  20. Ah - thanks so much for that resource link. That's exactly what I was after to understand all the bits and pieces. I have plans. All good here for warnings. I deliberately had them all turned on to 'learn' the cockpit operations. Also - I'm curious as to you had a rough list of what extra development you had planned? It's quite beautiful now, even thought it's still in "Pre-Release"
  21. I'm going through the current packet contents and found there is a lot of savings to be had depending on what I plan to implement. For my displays, I've found there is a lot that doesn't need to be displayed at the same time for my goals. Also, I've found that I can reduce a good number of 4 byte floats to a 1 byte value. 0-100% maps to 255 with good resolution and the gauge only gives the indication of amounts as a percent anyway. I've got my packet plan down to 132 bytes at the moment, but I'm rapidly filling it back up with various system statuses and flags. Note: This isn't asking for any specific changes or anything. I just thought I'd share my thoughts for those that might be thinking that the data packet is already full and are OK with a little bit of coding.
  22. I had a question about 1/2 of the annunciators in the ALCOR capsule what triggers it: What is the Tumble warning for an when does it trigger? I've tried rolling the craft on the ground and spun it wildly in space, but neither triggered when the warning was sent to "on". Note: I did manage to trigger 'Altitude', 'Descent', 'High G' and made 'Contact' flicker a bit, but no "Tumble'. For the Slope warning, does that trigger for anything not zero, if not what is the range allowed before the warning starts? Looking in other threads for an answer I see that the Dial in the Mk1 lander can >=15 is Red, and >=6 is yellow. Not sure if Alcor would have the same slope trigger limits?
  23. Thanx @zitronen. Thanks for the reply. Was hoping seperating functions for the gate wasn't being overly careful. Plan is to do a throttle control first that has buttons for full & cut throttle. That should keep me busy for a bit.
  24. Hi @Malah, I'm thinking of getting a joystick and was wondering if the QuickSAS mod is able to accept joystick buttons as the trigger for specific SAS settings rather than a keyboard command? Love the interface for QuickSAS by the way, very intuitive.
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