Wednesday, May 27, 2015

Panels In Progress

It's hard to believe, but I'm actually making progress of sorts. Here's a few shots of the prototype center console. 


Honestly, all I did was find a conveniently sized panel and cut slots for the switches to clear the back. Notice the two stick setup - with the X45 out of commission, I'm working on two sticks until I can rebuild the throttle to work independently. I'll put connectors on all the wires from the handle out and plug them into one of the controller boards. Here's the current state of affairs:


Despite the spaghetti look from this pic, the harnesses are fairly neat and tidy. I'll be adding shelves to the finished panel design to support the electronics. I expect to do a lot of swapping as I figure out what is going where...

The prototype center console layout. Using HIDMacros, I can reprogram individual keypads and USB keyboards to any functions I wish. It allows profiles to be saved and automatically loaded when the device is plugged in. I've not had a problem with the number of USB keyboards/keypads yet. This keeps the number of joystick controllers and buttons to a manageable level for most games. 

The idea behind the Gen 1 Engine Control panel. There should be enough switches and buttons available for most games. These are the roughest and most basic layouts - I mainly wanted to know how many and what type of buttons worked well. The "looks" come later, as I can work on one panel at a time and upgrade the board in stages. 


HUD and Interface Navigation controls. Note the multicolor goodness of the VTC tile left over from the coffee shop that I'm using as a cheap backing material. Easy to cut, drill, and cost me nothing. 

 More functions mapped out. I'm pretty sure it's for comms and targeting control, but at this point I think I just wanted more control options than just switches.
Weapons Controls.
Rocker switches to select hardpoints, small pushbuttons and heavier "Launch" switches. 




Here's the lighting and landing gear panel. The top switch is a locking toggle scavenged from aircraft panel. It's double terminal to run the landing gear indicator light. the second switch is 3 position for  activating external lights. 



Next post, I'll be documenting the process I'm using to build the panels themselves!


"&%^!@#&^%^!#!!!!!!"

Well, it turned out to be a fairly productive week and a half, but it didn't start out that way. After becoming increasingly frustrated with my lack of workspace, I spent the day trying to find solutions for for the things I could get done. Maybe configure a few switch panels and test out the interface boards...

 Here's the first two button panels! No real thought into layout, but more of a proof of concept to see if they would work. The rotary switches were a challenge to process, so I worked up two "styles" - select + pushbutton or "always on" selector. Both seemed to work well in joy.cpl!


Here's the setup from the Arcade Interface Card. I knew this wasn't my final configuration, so I attached spade connectors and bullet connectors for the grounds. Keeping male and female connectors consistent makes it a lot easier to adapt and change later. Crimping connectors to the existing cables is explained below...








Here's how it looks connected to the GGG KeyWiz40. The screw terminals I installed on the KeyWiz made this setup trivial. Same connectors on the wiring harness allows me to swap out at will.

I used a terminal strip to connect all of the grounds together.





So, here's how I got it all connected:



Start with a WHOLE BUNCH of appropriately gendered  crimp connectors. I chose everything coming from the switches to be male, and all of my "receiver" cables to the boards with female. No reason other than I had to make a choice, and stick with it. 


 I made a bunch of pigtails from 4-lead intercom wire that my local electronic supplier happened to have on sale. These will run from the screw terminals on the card and plug into the switches.

 I got bags of both spade and bullet connectors. In most "real worl" applications, these connectors are not great as they do not make an electrically secure connection. I was not about to hard solder all of my experiments together - I already lost 2 Micro boards to that problem. These all came with rubbery insulators. Save stress and put them on the wires FIRST, then crimp the connectors.

 Here's the little pigtail 2-wire connectors that come with the arcade board. The spades that came with them are too small to be useful, so I cut them off and replaced them with those from my pile of connectors.
I needed a better shot of my stripping/crimping pliers - the small serrated pads on the front were invaluable. 




I learned a neat trick to strip the tips of the wires. Hold the pliers in your non-dominant hand, squeeze gently, and pull off the insulation. Keeping the flat side of the pliers in the direction you're stripping helps to keep from cutting the wire off completely.



 I found that holding the connectors like this helped me crimp the strain relief FIRST, then I could crimp the connector around the stranded wire. On many of them, I soldered the connector as well, just to make sure the wires weren't going anywhere.





More pics in following posts. It's refreshing that the nuts and bolts part is starting to come together.

Unfortunately, the  design has taken an unexpected leap forward again with the donation of two black leather Subaru seats. I'm working on a two-station design sooner than I thought...

Saturday, May 16, 2015

Mark IV...

Three weeks ago, it was snowing...

Cabin fever set in, and I decided SOMETHING must be done towards getting something together. For a month, I set the 3 monitors on plastic boxes to get the height right, but any movement was a panic-inducing scramble. So, I bought 3 - 3 shelf closet organizers from a dollar store and set out to build a basic frame. #37.50... BOOM! A horseshoe - like structure that supports monitors and the panels!



I built two control boxes with a bit of MDF I had kicking around, and redesigned them to incorporate controller trays. Screws are definitely the preferred means of construction - I have modified the design a few times over. The circuit board is the volume control for the speakers - I need to replace the pot as there is NO volume control on my volume control.  The trackball was a welcome find as well - less real estate needed. Artoo, as always, is standing by ready to out out any fires.


I had some 45 degree construction plates and fastened an angled center section and small keyboard tray to the middle of the setup. The center keypad is a rubber USB pad mounted in a foam board frame. The screws were aggressive but it doesn't slip...  Two gaming keypads and wireless keyboard within easy reach. 

Now, on to adding the test panels! Next post, I'll share some of the design ideas and the step by step from setting up MMJOY on an Arduino Pro Micro to wiring switches and configuring and testing in-game!


----------------------------------

Addendum:

One step forward, two back. The day after I snapped the pics of the assembly, the trigger button gave out on the X45. Short term solution is to yank the wires from the throttle and connect it to the Pro Micro/MMJoy as a free-standing throttle unit. My Logitech Wingman Extreme Pro will end up being my temp flight stick. Honestly, I wasn't a fan of the X45 stick but I love the throttle. So, just a bit of wiring and testing this weekend and I should be back up to gaming.

 Long term is a full CH Products setup of Fighterstick, Throttle and Pro Pedals. Enough screwing around with mediocrity. Investing in quality products that integrate easily with few headaches is a lesson I could have learned early on. Spending the money in the right way saves time AND money. Unfortunately, my hobby budget is beaten down, so any plans for a pilot's chair have to be with what I already have on hand.



As always, updates as they happen. I'm getting ready to share the secrets of building switch panels and interfacing (as I learn them!) Do yourself a favor - LEARN FROM MY MISTAKES and enjoy the journey. While my goal is lofty and ridiculous in scope and scale, there's tons of info coming on building flight controls and interfaces for even the smallest of sim projects.

Thanks for following!

Thursday, April 9, 2015

Evochron Updates in progress..?

Those of you who have followed this blog know the original reason for considering building my own simpit was the game Evochron Mercenary by Starwraith Games. Created by one programmer ("Vice"), it was one of the coolest, open-universe sandbox space sims I had ever played. Best of all, it's a small install and runs on nearly any semi-modern computer system. There are no loading screens per se, and you can fly from system to a planet's surface seamlessly.

Asteroid mining and cargo runs being my "thing", I found the game gave me incredible freedom to control every aspect of the ship. Even better, EM sends data to a text file every two seconds or so -- I've already written an app that send that info to an arduino for status lights and missile alerts. That's the kind of feedback that hard-core flight simmers have been using to drive real instruments, and one of my big hopes for Star Citizen. In my enthusiasm, I put EM on the back burner - more than 2 and a half DAYS of play-time, just sitting in digital limbo.

Well, it looks like Vice is on a Mission from Gawd.
YouTube video of new features.

The venerable graphics and interfaces of EM are apparently getting a MAJOR overhaul. Larger planets. More details. better shaders. A much needed overhaul of the navigation interface. Whether it's the Steam community or his hard-core regulars spurring him on, there's some new goodness on the horizon.

I sincerely hope he incorporates those changes as a patch to EM as opposed to holding off for a completely new addition to the Starwraith lineup. I'm not done exploring THIS universe yet!




Hardware News:

In the wee hours of the morning last week, I managed to get a two-joystick, 64-button setup working with LED controllers, all without smoke or blue screens. While a bit funky at first, the two joystick scheme is better than any other setup I've used so far.

Three new AOC monitors arrived today. I'm back to the 3-monitor setup, as my 39" monitor is headed to the Coffee Shop shortly. A little wheeling and dealing with the Significant Other, and we both think we got a good deal. Good thing she's happy -- I'm about to find some spare time to build the Mark 4 pit design.

Once winter had FINALLY let go (another 2 inches of snow and ice last night - THANKS SPRING!!) I'm revisiting the trailer idea. I'll need that space for the Mark 5 two-seater....



Friday, March 6, 2015

The Show Must Go On!!!

"When last we left our intrepid hero, he was in waaaaaaay over his head..."

Winter is getting the best of me. This project is getting the best of me. I don't have the time, but I've still got the dream.

I'm reviewing the PDFs for the AX-27 plans I received by email today.
SimSamurai.com, you guys rock.

HOLY CRAP.

Did I really just purchase the construction plans to build the equivalent of a 777 Cockpit Interior?

"That will do, Pig. That will do."

Ok. Total construction time runs between 40 and 80 hours, depending on how much space I have available, and how much time I can devote, uninterrupted. As of right now, that's NONE. But by securing plans to build a physical enclosure, I finally have an idea of WHAT I am building. I don't have to cipher out the frame, and it's PLENTY big enough to accommodate any freakish devices or gizmos I may be able to put together to dress out the space.

Remembering that the goal all along was a "big kid's sci-fi playset", I decided for something big enough for two active seats (and possibly spectators). It's a semi-full enclosure, so that's a big plus for immersion. Built-in overhead, center and side consoles means tons of space to mount panels and greebles. So, I guess I had better figure out exactly what I'm going to do with all that space.

Using my original notes as a guide (before I scope-creeped and got carried away with gizmos) I've been blocking out the functions of the various panels and lighting elements. This was BEFORE I considered how I was going to make them work. Honestly, the vast majority of the lights and switches that will be visible have almost no use within the games I will be playing. Some will serve practical purposes such as powering the display units or setting display modes.

There will be tons of "blinky light panels" and set dressing that LOOKS like it might be important in a highly bastardized light freighter. I found references to the Raptor set used in BSG: (GALACTIGUISE.COM).
It looks soooo cool... And if those buttons and switches and things actually "worked" in a game, the immersion level is going to be incredible.
Set dressing is critical to making it all work.

I've already started working on a second computer system and corresponding hardware to run lights and sound effects. It's the perfect use for one of those 3 old Dells someone offloaded on me. If games like Star Citizen export real-time data like many conventional flight sims, I'll feed those in to the "environmental effects" computer. Until then, it will make stuff blink. Maybe even make noises...

With almost no free time, and the stubborn refusal of winter to let go and break the freezing mark, I'm stuck inside with the tools and resources I can spread out on a kitchen table. The good woman was kind enough to relocate said table (and leaf) upstairs to the Geek Den, so I have an uninterrupted space that doesn't "disturb the chi" of the shared living space. I've got several dozen sheets of foam board (of which I've cleared out the local dollar stores) and a ream of grey cover stock for panels. The new color laser has been firing out transparencies for warning lights and panel mock-ups. I've test-fit the LED holders and switches, and I'm working with Fritzing (www.fritizing.org) to design my own PCBs to handle the lighting circuits and other components to power this pig.


Here's just a few of the web sites I've been frequenting.
As this season leaves me little choice but to do research, I'll pass on what I have.

Computer Technology: Connecting Arduino to Flight Simulator X
Kids "Spaceship control panel" Prop
FlightSim.Com - How To Build Your Own USB Joystick
Sim Electronics
The “Spindicator” Project | Once Around the Block
Building your own ambient color lighting bars
How to Make an LED Light Chaser
MyCockpit.org
MMJoy - Build your own USB controller | Flight Sim Pit Builders | SimHQ Forums
Panels & Lighting
Simple LED based Projects using Arduino-with Circuit Diagram and Codes
Gear panel tutorial, part 3 – toggle switch input | Sim Electronics
StarWraith 3D Games - Space Combat and Freeform Space-Sims for the PC
HID macros
AtmoLight

There are dozens more, but this ought to get you excited about the possibilities.


I've opened up comments, so feel free to drop me a line. Networking was part of the original goal, and I'm happy to share what I know. I'll provide pictures and instructions for every stage as they evolve.





Friday, February 27, 2015

"DAMN YOU, SCUBA STEVE!!!!"

If you're still wondering what happened to the crazy project that never seemed to get off the ground, I assure you it's never far from my mind. But life happens...

Since last February, I've been recovering from the sudden loss of my mom. My adorable girlfriend moved into the house in March. In August, I moved my business from the tiny building I've been in for nine years to a spacious, beautiful and HUGE location "downtown". And this winter has been one of the most brutally cold and snowy in recent memory. I can't even use my workspace on the porch without hands going numb. I'm trapped inside watching Netflix. 

I've been keeping up with Star Citizen's development, but being so busy - I didn't have time for anything but work, real life, and trying to stay warm. That is, until the sale...


Ladies and gentleman, I present the Mustang Beta. It's the newest addition to my hangar lineup.
Yup - RSI got even MORE of my money.
"NO MORE SHIPS!" I said. "Don't be like those other kids that buy 'digital goods' that don't even exist!"

"Why, yes - I have my credit card information RIGHT HERE!"  

Oh, no. I didn't. Ok, well I did.

All right - at least I didn't shell out the BIG MONEY for an Orion Mining Ship!
That's self control, right?  The impulse buy got me setting up the controllers, finding another desk to house the 39" tv/monitor. Well, it will work for now. 

New patches. New downloads. Optimizing the pc again. Track IR running, ballcap secured. Voice Attack profiles reconfigured, New USB headset set up. I tried to remember the phrase I used to say that got the voice recognition system online. I found the pile of notes under a dusty box of switches and LEDs. Oh, yeah - that was it... 

"Varys - LOCK AND LOAD!" 

That crappy MS Anna voice crackled out of the speakers: "Systems online. Avionics online. Weapons online. All systems nominal. The in-flight meal is chicken..."

And it all came back. For two hours, that new Mustang spun and twirled past missiles, lasers and asteroids. The room shook with weapons fire and impact explosions. I took breaks only to make notes on what worked, and what didn't. I wasn't pushing the old project - I was seeing it all through new eyes. "It's ALIVE!!! ALIIIIIVEEEE!" 

Ladies and gentleman, I can assure you that this project is officially back online. Please stay tuned for some major updates and a complete build log. I'll be including photos, code and regular progress reports from here on out. I appreciate your patience and continuing to follow along. 

I'll do my best to make it worth it!