![]() Switches for the SAS autopilot do not function as well as hoped and To the limitations of the mod and the game functions, several of the Wiring Plan – It all looks so simple like this Organised Chaos, Imagine how it would look without careful planning All the power, GND and Signal wire to and from the front panels, including pull up and pull-down resistors would be spread over two daughterboards. The wiring was planned using DIY Layout Creator, I wanted every connection on header pins, allowing easy maintenance and future expansion or improvements. ![]() The front panel was designed in Fusion 360, and 3D printed to fit an off the shelf Hammond Console Case, although this version was measured slightly inaccurately and required a small amount of filing to get some parts to fit. It also lets budding Astronauts change and save the different options for each of the flight modes, Rocket, Plane and Rover, run the calibration routine, and set the SD card to restore the factory config file on bootup. The OLED screen displays various actions, like which SAS mode has been triggered, and the status of Brakes and Gear. It then runs a self-calibration to make sure all the joysticks are outputting zero. On boot up, if the Arduino finds a config file saved to the SD card it applies the last saved settings, if it cannot find a file it boots with factory settings, and creates a config file to save settings into. You did remember to pack parachutes, right? If you have set it up your actions correctly, the crew capsule separates, the abort motors fire, and the crew is dragged, kicking and screaming away from any impending explosions, and… Once Abort Mode is engaged, there is no turning back. ![]() ![]() Of course, any Rocket is incomplete without some way of aborting the flight and saving the cosmonauts when everything is going wrong. The other switches let the pilot raise and lower the gear, apply brakes, toggle SAS (Stability) and RCS modes, or trigger any of 10 or 20 different custom actions depending on which other mods are installed. A handy toggle switch is provided to lock the staging button, ensuring your rocket doesn’t break into different pieces at an inopportune moment. Once underway, its often prudent to lock the staging button until it is required again. Press this button to blast off, but remember to check your staging before hitting the button. No more need for parachutes, just make sure you have enough fuel to complete your suicide burn!Ī large Staging button in the centre of the console takes the place of the spacebar. This is way more options than is really needed, but it gives the pilot scope to adapt the controls to suit different vehicles and flying styles.Ī simple slide pot enables fine control of the Main Engine Throttle, which makes precise landing burns easy and fun to pull off. To be able to control each of these parameters in unison, I used two 3 axis joysticks that would operate most of the main flight controls, and two 2 axis joysticks to cover rudders in plane mode and some of the RCS translation controls. movement in the X, Y and Z direction when the Reaction Control Thrusters (RCS) are enabled and Rover Wheel commands, Throttle and Steering when in Rover Mode. The ready-made Arduino library, Kerbal SimPit is available from the Arduino Library Manager, and this handles all the communication between the controller and the game.Īs well as the typical flight controls, Pitch, Yaw, and Roll, the controller also handles translation controls, i.e. The controller runs off an Arduino Mega 2560 and uses the Kerbal SimPit Mod installed in the Game Data folder of Kerbal Space Program. I wanted to be able to assign different controls depending on whether a Rocket is being flown to orbit, a Spaceplane is lining up on final approach to a runway, or a Rover is being driven across the surface of The Mun. The scope for this project was to replace the typical keyboard game controls, with a far more interactive, intuitive and fun Analogue Stick control layout. Project to interface Arduino Mega with Kerbal Space Program, and create an adaptable controller to suit different vehicles and flying styles.
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