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stibbons

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Everything posted by stibbons

  1. Another wishlist item ticked off. The Arduino Mega at the heart of this project has been using a multiplexer and prototyping shield, with a huge mass of wiring holding everything together. It turned out the multiplexer isn't really required, and was just slowing things down. And quite frankly I'm surprised the rest of the jury-rigged arrangement has surprised this long without any problems. So last week I started work on a replacement shield. All of the components required for the controls are attached on small circuit boards located close to the controls, so literally all a new shield needs to be is ribbon cable connectors broken out to the Arduino's pins. But it took me a little while to sort out the pin numbering properly - I really wanted to group the inputs and outputs together on to adjacent ports, so I could speed up reads and writes considerably by just doing direct port manipulation instead of reading each pin individually with a digitalRead() call. Add to that some frustration trying to get a decent template for an Arduino Mega shield, and my slightly arbitrary decision to try out KiCad for this board instead of eagle that I usually use, and what should have been a simple board took me nearly a week of futzing. But it's finally done and I'm about to pull the trigger on a batch of these from OSHPark.
  2. It must be even worse for you when your navball automatically switches from Surface to Orbital mode.
  3. Like I said, the reason Realism Overhaul isn't listed on CKAN yet is that not all of its dependencies have been properly updated to support 1.2.1. If you want to try to install them, you'll need to go to the release thread, find the list of dependencies, and install them manually.
  4. There haven't been any significant changes to the CKAN client or the repository. It's not yet listed for the current version of KSP because not all of its dependencies have made releases that are marked as compatible with this KSP version. Your options are to either wait for that to happen or go to this release thread, find the list of dependencies and install them separately. The first post there goes in to some detail on both kinds of installation. I couldn't find a definitive "this is how you copy KSP out of your Steam folder" guide in my three minutes of looking, but literally all you need to do is find it in your Steam folder, and copy it somewhere else. You can going to the game properties in Steam, select the Local Files tab and then hit the "Browse Local Files" button. That will open the KSP folder in a file manager. From there, you should be able to copy the game to wherever is convenient.
  5. Different vectors. I was only interested in outputting orbital vectors to display on a navball, @c4ooo is talking about changing the SAS mode. My stuff is... not in a working state. I declined that pull request until I've picked up a better understanding of how things work behind the scenes.
  6. Dribs and drabs of work done on my build recently, but it's all behind the scenes stuff with no pretty pictures or even firm results right now. My Teensy 3.6 boards turned up, and are waiting for me to get around to rebuilding the display controller. Haven't yet replaced the rest of the face panels. My current plan is to leave them aside until I'm ready to rebuild the entire controller. I've almost finished my designs for a new enclosure. This one will be MDF, with an aluminium composite top. I gave up struggling to get the CNC at my maker space working with my materials, but am expecting to get them either cut by a friend or just sent to a professional fab in the next month or so. I've finally bitten the bullet and started writing a new KSP plugin to drive my controller. My intention is to build a light-weight and modular serial interface, that can support everything I use now and be extended to handle newer bits of KSP that I'd like to include at some point. Super early days for that, but I do have a functioning serial connection and a reasonable idea of what the protocol should look like. All I need to do now is implement enough of it to see if it's actually viable.
  7. There are a handful of reasons sending more data is non-trivial. But as somebody with half a dozen patches added to the plugin, I can attest to pull requests being graciously accepted.
  8. I haven't looked at how hard it is to get the target velocity out of the game. It's possibly a combination of lack of time/motivation, and the restraints on the large outbound data packet that mod uses. KSPSerialIO has been around for a fair while longer than the different SAS modes, and doesn't support them. Again, probably just a matter of not getting around to it yet. But I'm really not the best person to be answering questions about the mod:
  9. It reports surface and orbital speed, but not target speed. It makes no attempt to try to alter the in-game navball mode.
  10. At a glance, your Arduino code seems to be doing what you expect. But have you confirmed that it's sending working alt-codes by testing it in a text editor or similar? I don't play KSP in Windows, so don't really have much helpful advice. But is Unity even able to use an alt-code combo as a keypress? My gut feeling is that it just plain won't work (and can't work). But I'd love to be proven wrong - what happens when you try to map a command to an alt-code?
  11. No you don't. The best you have is games that don't update automatically, just when you want to launch them. And KSP will do that too if you enable the option for it.
  12. I've been using a Logitech Extreme 3d Pro with Linux since around 0.25. Sometimes on Ubuntu, but this machine has been running an up-to-date Debian testing for the last couple of years. Admittedly, I haven't bothered mapping the throttle axis to anything since building my own throttle, but should hopefully provide some insight. Firstly, I get much more reliable results if I calibrate the joystick first. I use jstest-gtk for this. Never bothered figuring out how to save the calibration settings and load them up, just run through the calibration routine every time I start the game. Not quite. A calibration program like jstest or jstest-gtk will show that the reported values are about what you'd expect, in the range 32765 to -32765 (the values are inverse, with the highest being at the bottom of the dial). The fun part happens when KSP starts up. If you launch it in a terminal, you'll see it initialising controllers, and remapping values. With the throttle all the way at the bottom of the dial, my KSP install logs this when I start it: Importing game controller configs /dev/input/js0: driver version: 2.1.0 (20100) /dev/input/js0: fd 4, buttons 12, axes 6, name Logitech Logitech Extreme 3D /dev/input/js0: axis 0: raw 0, mapped 0.000000 /dev/input/js0: axis 1: raw 0, mapped 0.000000 /dev/input/js0: axis 2: raw 0, mapped 0.000000 /dev/input/js0: axis 3: raw 32767, mapped 0.000000 /dev/input/js0: axis 4: raw 0, mapped 0.000000 /dev/input/js0: axis 5: raw 0, mapped 0.000000 Axis 3 is the throttle, and its value of 32767 is being remapped by the game to be 0. That is, the game is internally mapping the lowest position to the middle of the dial, and that's why you only able to control the throttle over half of its range. The solution is to ensure the throttle axis is in the middle of the dial and reporting a 0 before the game starts. Again, this is fairly simple using jstest-gtk. Just fire it up, wiggle the throttle until jstest-gtk is reporting a value of 0 for axis 3, then exit it and start KSP. It logs this for axis 3: /dev/input/js0: axis 3: raw 0, mapped 0.000000 and you should have full control of the throttle in game. Given this throttle axis mapping happens in game, I'm almost completely certain that you'll see the same behaviour from any other joystick.
  13. When you mouse over the quote box, a small box appears at the top left. alt-click (on Windows) or cmd-click (on macOS) that box, and select "remove quote" from the menu that pops up.
  14. No need. I just slap extra antennas on all of the ConSat missions I launch for contracts.
  15. You need to stop mistaking being proven wrong for being put down.
  16. These two sentences are at complete odds unless you bought a game without looking at it first. And you still haven't cited any attempt at deception.
  17. Please give me one source that deceived you by misrepresenting the game in the way you describe.
  18. Love your work. (and I've started using this mod since we talked about it, looking forward to pulling some of this data in to my own displays some time soon as well)
  19. Move it out of your KSP directory, start the game, and it will create a new one with defaults.
  20. You should consider following the suggestions in the how to get support thread.
  21. I am a proud member of the Level 1 Runway club. Occasionally dabble and pick up some small contracts that require flying around the continent KSC is on, but have never thought they might be required. That said, if people feel they need to use that weirdly elongated launch pad off to the side, cool. Not sure how it's worth even a good natured rant.
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