Rich Posted March 25, 2014 Author Share Posted March 25, 2014 Can I ask if anyone else has had this problem? I'd really like to use Telemachus for this project; I think it's a better solution for me than using something like KSPSerialIO, because I'd prefer the mod that liberates the data from KSP not be Arduino-specific. My prototype hardware mod has an LED bar-graph for total fuel, and a second that I'd like to use for the current stage fuel, but I haven't been able to get that second value from Telemachus; I'm not getting an HTTP 500 response, just always 0 for current resources.Are there any fuel tanks listed in the active stage? The API isn't currently intelligent enough to know the difference between that and actual available fuel. Link to comment Share on other sites More sharing options...
TheCanadianVendingMachine Posted March 28, 2014 Share Posted March 28, 2014 Sorry to ask, but, why is Telemachus only used on LAN. Why can't it be used across the internet?Sorry, but I am not a web specialist Link to comment Share on other sites More sharing options...
Rich Posted March 28, 2014 Author Share Posted March 28, 2014 Telemachus can be used over the internet with the appropriate router configuration (see port forwarding). Link to comment Share on other sites More sharing options...
Hazlewood Posted March 29, 2014 Share Posted March 29, 2014 Of those people that were working on NAV ball implementation did any of them ever release anything or explain how they accomplished it? I'm working on a project where having that would be very helpful. Link to comment Share on other sites More sharing options...
Sli Posted March 29, 2014 Share Posted March 29, 2014 Of those people that were working on NAV ball implementation did any of them ever release anything or explain how they accomplished it? I'm working on a project where having that would be very helpful.I'm working on a version using Three.js and I believe the last guy that tried it also used 3D custom textured spheres, rotated using the rawpitch values from the API. It's quite a performance hog on mobile so I haven't done much else on it for the moment. Link to comment Share on other sites More sharing options...
TheCanadianVendingMachine Posted March 31, 2014 Share Posted March 31, 2014 Telemachus can be used over the internet with the appropriate router configuration (see port forwarding).Thanks, but where can I find said port forwarding ports? Link to comment Share on other sites More sharing options...
GavinZac Posted March 31, 2014 Share Posted March 31, 2014 Thanks, but where can I find said port forwarding ports?It's easiest to use something DynDNS. Here's a general guide to DNS, but it can work fine to use Telemachus anywhere.http://lifehacker.com/124804/geek-to-live--how-to-assign-a-domain-name-to-your-home-web-server/all Link to comment Share on other sites More sharing options...
woodywood245 Posted March 31, 2014 Share Posted March 31, 2014 Hi every one. That mod is just amazing ! I love it. However, I can't get replies from websocket. I connect to it, with no error, I try to subscribe to data, no error again, but I never receive any response.I've noticed that in the forum specify the following command to subscribe : {"subscribe": ["v.altitude","v.name"]} and on the wiki pages, the following syntax : {"+": ["v.altitude"]}.I was not able to receive any message from the web socket. Is this OK ?I don't know if anyone was able to come up with a solution for this, but I'm having the exact same problem. Deedo's RemoteView is non-functional, as is my own project.My project is written in C#, using WebSocket4Net. I know my project works, because I've tested it with ws://echo.websocket.org. The connection occurs and is open. I don't get an error, but I never get a reply from the server. Link to comment Share on other sites More sharing options...
Deedo Posted March 31, 2014 Share Posted March 31, 2014 I don't know if anyone was able to come up with a solution for this, but I'm having the exact same problem. Deedo's RemoteView is non-functional, as is my own project.My project is written in C#, using WebSocket4Net. I know my project works, because I've tested it with ws://echo.websocket.org. The connection occurs and is open. I don't get an error, but I never get a reply from the server.Well, my JS is working (I just checked), you may have to change the IP in the remoteview.jsAnd i do subscribing like thisdoSend(JSON.stringify({ "+": ["v.name","v.lightValue","v.sasValue","v.rcsValue"]})); Link to comment Share on other sites More sharing options...
Sli Posted March 31, 2014 Share Posted March 31, 2014 (edited) Hey everyone. I've finally got around to polishing off the UI that I started work on at the beginning of this year and now I'm excited to let people try it out and give me some feedback. Here's a quick run down of working features:- Draggable widgets that allow for a customizable UI. Here's 63 SAS Buttons.- A huge variety of buttons, dials, screens, scales and controls. See all.- A fun and bright UI that works well with Kerbal Space Program. - Automatic saving of layouts (same device) and the ability to export/import them. Currently screens of the same resolution only.- Common KSP Keyboard shortcuts for some modules (SAS, RCS, GEAR etc).- Touch screen support for most buttons and controls. Due to this not being a native app, performance is limited depending on your device.- Responsive UI to work on different screen sizes. Not currently optimized for phones, but fine on tablets and above.You can find the current release at https://github.com/chrisnic/mkon. Please check you are using a supported browser (Chrome, Firefox, Safari), minimum resolution of 700x500 and if using a tablet, a reasonably speedy one. I have been testing on an iPad 4 and an Asus Transformer Prime for reference purposes. I will be posting a "how-to" breakdown in the next few days.Here's a wee photo of it in action. Before it gets asked... there is currently no navball or throttle controls. These will be added soon once I am happy with the performance. I have had lots of messages from eager people and so for now the code is out there as a bit of a taster. The modular approach to adding 'widgets' means that once we have streaming support (camera views!) and a non-restricted API (as per 2.0 spec), there is no limit to what can be added really. I'm happy to take requests too, if other people have ideas on what buttons/switches they'd like to see. Right now priority is performance and bug fixing however, so if you find something that doesn't seem to be working right, give me an idea of your browser/OS/device/resolution and i'll look into it. Edited March 31, 2014 by Sli Link to comment Share on other sites More sharing options...
Deedo Posted March 31, 2014 Share Posted March 31, 2014 Hey everyone. I've finally got around to polishing off the UI that I started work on at the beginning of this year and now I'm excited to let people try it out and give me some feedback. Here's a quick run down of working features:- Draggable widgets that allow for a customizable UI. Here's 63 SAS Buttons.- A huge variety of buttons, dials, screens, scales and controls. See all.- A fun and bright UI that works well with Kerbal Space Program. - Automatic saving of layouts (same device) and the ability to export/import them. Currently screens of the same resolution only.- Common KSP Keyboard shortcuts for some modules (SAS, RCS, GEAR etc).- Touch screen support for most buttons and controls. Due to this not being a native app, performance is limited depending on your device.- Responsive UI to work on different screen sizes. Not currently optimized for phones, but fine on tablets and above.You can find the current release at https://github.com/chrisnic/mkon. Please check you are using a supported browser (Chrome, Firefox, Safari), minimum resolution of 700x500 and if using a tablet, a reasonably speedy one. I have been testing on an iPad 4 and an Asus Transformer Prime for reference purposes. I will be posting a "how-to" breakdown in the next few days.Here's a wee photo of it in action. http://i.imgur.com/A5jClhv.jpgBefore it gets asked... there is currently no navball or throttle controls. These will be added soon once I am happy with the performance. I have had lots of messages from eager people and so for now the code is out there as a bit of a taster. The modular approach to adding 'widgets' means that once we have streaming support (camera views!) and a non-restricted API (as per 2.0 spec), there is no limit to what can be added really. I'm happy to take requests too, if other people have ideas on what buttons/switches they'd like to see. Right now priority is performance and bug fixing however, so if you find something that doesn't seem to be working right, give me an idea of your browser/OS/device/resolution and i'll look into it.Awesome !! Link to comment Share on other sites More sharing options...
Rich Posted March 31, 2014 Author Share Posted March 31, 2014 Hey everyone. I've finally got around to polishing off the UI that I started work on at the beginning of this year and now I'm excited to let people try it out and give me some feedback. Here's a quick run down of working features:- Draggable widgets that allow for a customizable UI. Here's 63 SAS Buttons.- A huge variety of buttons, dials, screens, scales and controls. See all.- A fun and bright UI that works well with Kerbal Space Program. - Automatic saving of layouts (same device) and the ability to export/import them. Currently screens of the same resolution only.- Common KSP Keyboard shortcuts for some modules (SAS, RCS, GEAR etc).- Touch screen support for most buttons and controls. Due to this not being a native app, performance is limited depending on your device.- Responsive UI to work on different screen sizes. Not currently optimized for phones, but fine on tablets and above.You can find the current release at https://github.com/chrisnic/mkon. Please check you are using a supported browser (Chrome, Firefox, Safari), minimum resolution of 700x500 and if using a tablet, a reasonably speedy one. I have been testing on an iPad 4 and an Asus Transformer Prime for reference purposes. I will be posting a "how-to" breakdown in the next few days.Here's a wee photo of it in action. Before it gets asked... there is currently no navball or throttle controls. These will be added soon once I am happy with the performance. I have had lots of messages from eager people and so for now the code is out there as a bit of a taster. The modular approach to adding 'widgets' means that once we have streaming support (camera views!) and a non-restricted API (as per 2.0 spec), there is no limit to what can be added really. I'm happy to take requests too, if other people have ideas on what buttons/switches they'd like to see. Right now priority is performance and bug fixing however, so if you find something that doesn't seem to be working right, give me an idea of your browser/OS/device/resolution and i'll look into it.I am speechless ... Link to comment Share on other sites More sharing options...
Deadweasel Posted March 31, 2014 Share Posted March 31, 2014 This is AMAZING, and exactly what I was hoping to see eventually arise from this mod, seeing as how I have no skill whatsoever with coding!*installs as quickly as the mouse can click* Link to comment Share on other sites More sharing options...
Godit Posted April 1, 2014 Share Posted April 1, 2014 Hey everyone. I've finally got around to polishing off the UI that I started work on at the beginning of this year and now I'm excited to let people try it out and give me some feedback. Here's a quick run down of working features:- Draggable widgets that allow for a customizable UI. Here's 63 SAS Buttons.- A huge variety of buttons, dials, screens, scales and controls. See all.- A fun and bright UI that works well with Kerbal Space Program. - Automatic saving of layouts (same device) and the ability to export/import them. Currently screens of the same resolution only.- Common KSP Keyboard shortcuts for some modules (SAS, RCS, GEAR etc).- Touch screen support for most buttons and controls. Due to this not being a native app, performance is limited depending on your device.- Responsive UI to work on different screen sizes. Not currently optimized for phones, but fine on tablets and above.You can find the current release at https://github.com/chrisnic/mkon. Please check you are using a supported browser (Chrome, Firefox, Safari), minimum resolution of 700x500 and if using a tablet, a reasonably speedy one. I have been testing on an iPad 4 and an Asus Transformer Prime for reference purposes. I will be posting a "how-to" breakdown in the next few days.Here's a wee photo of it in action. http://i.imgur.com/A5jClhv.jpgBefore it gets asked... there is currently no navball or throttle controls. These will be added soon once I am happy with the performance. I have had lots of messages from eager people and so for now the code is out there as a bit of a taster. The modular approach to adding 'widgets' means that once we have streaming support (camera views!) and a non-restricted API (as per 2.0 spec), there is no limit to what can be added really. I'm happy to take requests too, if other people have ideas on what buttons/switches they'd like to see. Right now priority is performance and bug fixing however, so if you find something that doesn't seem to be working right, give me an idea of your browser/OS/device/resolution and i'll look into it.I'm naming my next ship the KSS Sli. Well played sir, very well played. Link to comment Share on other sites More sharing options...
Aghanim Posted April 1, 2014 Share Posted April 1, 2014 It's easiest to use something DynDNS. Here's a general guide to DNS, but it can work fine to use Telemachus anywhere.http://lifehacker.com/124804/geek-to-live--how-to-assign-a-domain-name-to-your-home-web-server/allNo you get it wrong. DDNS (including no-ip and stuff) only do the DNS part, you still need to forward the ports so your website/telemachus/minecraft server/whatever could be accessed from the whole worldFor TheCanadianVendingMachine : Usually its in the router configuration page, enter 192.168.0.1 or 192.168.1.1 in your browser, and enter admin as username and password, and assuming you have Cisco router, go to Applications and GamingGet here http://portforward.com/english/routers/port_forwarding/ Link to comment Share on other sites More sharing options...
hakan Posted April 1, 2014 Share Posted April 1, 2014 Hey everyone. I've finally got around to polishing off the UI that I started work on at the beginning of this year and now I'm excited to let people try it out and give me some feedback. Here's a quick run down of working features:Amaaaaaaaazing... Now "all" I need to do is create an enclosure for my tablet(s) to make them look properly kerbalized Link to comment Share on other sites More sharing options...
TheCanadianVendingMachine Posted April 1, 2014 Share Posted April 1, 2014 -snip-For TheCanadianVendingMachine : Usually its in the router configuration page, enter 192.168.0.1 or 192.168.1.1 in your browser, and enter admin as username and password, and assuming you have Cisco router, go to Applications and GamingGet here http://portforward.com/english/routers/port_forwarding/No, I mean what ARE the ports? As in - 8080, TCP or the other one (Can't remembr) Link to comment Share on other sites More sharing options...
GavinZac Posted April 2, 2014 Share Posted April 2, 2014 No you get it wrong. DDNS (including no-ip and stuff) only do the DNS part, you still need to forward the ports so your website/telemachus/minecraft server/whatever could be accessed from the whole worldFor TheCanadianVendingMachine : Usually its in the router configuration page, enter 192.168.0.1 or 192.168.1.1 in your browser, and enter admin as username and password, and assuming you have Cisco router, go to Applications and GamingGet here http://portforward.com/english/routers/port_forwarding/That guide I linked to explains that, or at least it did when I used it a long time ago. If not, then yes, you're correct, you need to do that also.- - - Updated - - -No, I mean what ARE the ports? As in - 8080, TCP or the other one (Can't remembr)Telemachus tells you the details you need in the KSP log. Link to comment Share on other sites More sharing options...
Deedo Posted April 2, 2014 Share Posted April 2, 2014 No, I mean what ARE the ports? As in - 8080, TCP or the other one (Can't remembr)default for telemachus is 8085 Link to comment Share on other sites More sharing options...
Rich Posted April 2, 2014 Author Share Posted April 2, 2014 Quick recompile and test with KSP 0.23.5 released. Link to comment Share on other sites More sharing options...
Deedo Posted April 3, 2014 Share Posted April 3, 2014 Quick recompile and test with KSP 0.23.5 released.Oh... that and a nice improvments to the console... ! Link to comment Share on other sites More sharing options...
Rich Posted April 3, 2014 Author Share Posted April 3, 2014 Oh... that and a nice improvments to the console... !I take no credit for that one - it was the hard work of alexmun (Alexmoon) Link to comment Share on other sites More sharing options...
KamikazeF0X Posted April 7, 2014 Share Posted April 7, 2014 We can control a rover with Telemachus ?And about the cameras, is it possible to have a little screen like 320×200 at 4 fps to simulate a poor quality cam and take less bandwidth when using camera stream Link to comment Share on other sites More sharing options...
KvickFlygarn87 Posted April 7, 2014 Share Posted April 7, 2014 Would you consider adding kOS support? Link to comment Share on other sites More sharing options...
montyben101 Posted April 13, 2014 Share Posted April 13, 2014 (edited) So how exactly do you put it into a tablet? do you simply put the address into its browser or is it more complicated?Edit: also the g-force temperature and pressure don't work? Edited April 13, 2014 by montyben101 Link to comment Share on other sites More sharing options...
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