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Found 8 results

  1. First of all sorry for my terrible English: I'm creating a command station with kerbal simpit and arduino, My problem is that when I send the input of the movements(pitch, roll, yaw), they can no longer be sent from the keyboard and cannot be modified even from the SAS, preventing the use of the latter.
  2. I have copied the controller from @Wurmi and would now like to upgrade it to simpit and an Arduino DUE. Unfortunately, I always get this message when I try to install it, and the message also appears in the examples. c:\arduino\libraries\KerbalSimpit\src\KerbalSimpit.cpp: In member function 'bool KerbalSimpit::init()': c:\arduino\libraries\KerbalSimpit\src\KerbalSimpit.cpp:54:54: error: 'SERIAL_RX_BUFFER_SIZE' was not declared in this scope printToKSP("Buffer receive size : " + String(SERIAL_RX_BUFFER_SIZE)); ^ Does anyone have a solution?
  3. My idea is to make a enclosed cockpit for kerbal space program. It's going to be a 2 seater and I'm going to build a full control panel. This is what i have done so far. Latest progress photo. Link to simpit's imgur album This is the old simpit before I redesigned it. Link to old simpit's imgur album Here is the link to software being developed for the simpit. https://github.com/Krewmember/External-MFD I hope you guys like it and I will keep you updated as I make progress.
  4. As some of you know, I have wonted to build a control panel for a long while, and have even write my own KSP plugin + openGL application for it. Recently I have started building it and have finished the frame and cut out the wooden panels to fit on the frame. The panels aren't really "mounted" in the sense that i will still have to take them off to make cutouts for the switches, as well as paint them. The two big holes in the middle are for a laptop and a monitor. The laptop will serve as the multifunctional display / guidance computer while the monitor will display the video output from the PC running KSP, serving as the cockpit window.
  5. Think in the same vein as the premium version of Fallout with the PitBoy kit. Custom controllers and KSP go hand in hand, having that conceptualized through the game creator's lens would be worth a $150 price tag for Game w/ DLC season pass and a licensed kontroller kit, imo!!
  6. FOR ROCKET USE ONLY: A Kerbal Sim-pit Build Log A name derived from the first piece I bought, a racing car ignition switch with "FOR RACING USE ONLY" printed across the top. This Project started mid 2016 and while its a matter of months off being in a completed form, like most maker projects, I don't ever think Ill be "Finished" with it Aim My aim is to make a sim-pit that surrounds a keyboard that includes a joystick (microswitch, not POTs) and as many switches and buttons I can. After many months of looking at layouts and design themes, I've settled on going for the most Raster Prop Monitor looking IVA theme I can, basing a lot of my panels on this mod. If you don’t know RPM it adds a fully usable IVA into Vessels and looks so aesthetically pleasing: EDIT: This is actually the command pod from the ALCOR mod The Idea is to go more for fun to use than practical. I want as many missile switches and pointless (but useful) knobs and flashing lights as I can. Basically I really want to go for that Arcade, really fun to use feeling even if its not overly practical. Hardware/Software I'm currently using two Arduinos and coding with Arduino's IDE; Arduino Due Old Arduino Uno knockoff (Freetronics Eleven if anyone cares) Arduino Mega The Due uses the <Keyboard.h> library to emulate button presses to control KSP. Flicking a switch will emulate a keyboard pressing a button, for example, flick the light switch, the Due sends a “U” to the computer. But because the switch can be stuck in the on position, the Due only sends the command when there is a change in state. *** The <Keyboard.h> portion of the project has been scrapped in favour of using Kerbal SerialIO's control functions. This means I have lost some functionality meaning a keyboard is still necessary however there are also a lot of pros of doing it this way. This completely removes the use of the Due. The keyboard emulation may return if the build gets an upgrade/increase in size. *** My KSP uses a mod called Kerbal Serial IO by Zitronen, the mod does nothing to the game but sends data packets to and from KSP to the Arduino via Serial communication. Way too technical for me but once I got mine working, it has infinite potential. I'm able to access data from KSP and either print it or use it as logic for warning lights. Their is infinite possibilities with this thing. I have also been able to get my code working with WIN10 as some people couldn't get the control packets working on windows 10, the bug has been fixed and I am now using the control packet to control KSP. I am using two DuinoTech 128x64 Dot Matrix LCDs as my HUD. Arduino has its <LiquidCrystal.H> library making it so easy to code for the screen. Controlled by four buttons to switch between different data sets relevant to different situations and a neat little protoPCB to make all the wires a lot neater. The whole build is designed on five identical sized panels to allow for easy modular use incase I rebuild the enclosure (thinking about a full seated simulator in the future, maybe) Current Stage Here's a few things I've currently got working Currently Built/Working: Staging Button and Stage lock Switch (Prototype) Toggle Switches emulating keyboard press (Controls SAS, RCS, LIGHTS, GEAR) Dual LCD Heads Up Display with real time Data from KSP (currently only displays speed) Fully implemented as of early 2018 Communication from KSP to Arduino (KerbalSerialIO Mod) with onscreen *LED connection Status indicator Control Packets sent from the Arduino to Kerbal via Kerbal SerialIO LED warning Matrix Apollo Style toggle switch guards Laser Cut acrylic panels Custom Enclosure surrounding Keyboard Planned: Custom Enclosure surrounding Keyboard ({Implemented Mid 2018) Joysticks for Attitude and for Throttle (Purchased but not coded and implemented) Controls for LCD Screen changing the Data printed on screen (Implemented early 2018) Possible second LCD for more Heads up Data (Implemented early 2018) Warning LED matrix (Designed and built early 2018) Laser cut acrylic panels with back lit text. (Implemented early 2018, no backlit text.) Possible custom analogue throttle Resources + Credit Ill post all my code but most of it for the Uno is Zitronen’s “Demo16” Code which I have modified. I'll make it clear in the Code what is mine and what was original. All code for my keyboard emulating Due is original. I will comment in code if that changes. *Due removed from build I’ll also make sure to give credit where it's due (in the forum or in the code) as I’m taking a lot of inspiration from other Build logs as I find the fascinating. If I miss something, I apologise. GitHub Code Not really updating anymore, will post final code when done, not posting every iteration Build Logs 18/12/16 For Rocket Use Only First Prototype - 27/12/16 Heads Up Display Screen 27/4/17
  7. i am resuming an old project i had but did not document. it was to make a custom ksp cockpit In Real Life and use it to play the game. there was also a mission control. it wasn't that good. my new version will feature a 2 person cockpit, electronic flight instrument system, switches, and buttons etc. there will be an external mission control as well. i will document all my code and mods that i use so that if any one would like to try and build it them self they can. 1. design phase main switch board images SAS mode light board: Control section Engine control section i'm going to add a fuel pump section that will not let my engines start till the fuel pumps are switched on
  8. Using an ESP8266 and Telemachus to create a WiFi Kerbal controller. I'm mostly focusing on buttons here, since tablets work great for display. Currently just a proof of concept, it connects over WiFi so you're no longer tethered to one computer. Source and a compiled binary available on Github
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