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KSP Controller Hardware

Building a set of controllers for Kerbal Space Program including attitude, translation, throttle and hotkey inputs

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I'm building a control panel for Kerbal Space Program. The focus will be around the control inputs, so I'm working on an attitude input (for pitch, yaw and roll), an translation input (up/down, left/right, forwards/backwards) and an engine thrust input (increase/decrease thrust). At the moment these are all fairly simple controls, and can be used without any add-ons - in effect they're just a fancy keyboard

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  • Still waiting for parts to arrive

    Tobias02/17/2022 at 13:31 0 comments

    While I'm (still) waiting on parts to arrive so I can complete the controllers, here are a couple of things I've been working on:

    More to come soon...

  • Waiting for parts...

    Tobias01/17/2022 at 12:17 0 comments

    So, for the past few days I've been stuck waiting for parts to arrive. In the meantime I decided to spend the weekend designing and printing this:

    The plan will be to motorise it and connect it through kRPC (yep, more waiting for parts on order), but that will have to wait until everything else is finished

  • Less springs, more cams

    Tobias01/17/2022 at 07:55 0 comments

    After using the prototype of the attitude joystick the feel of the return springs was really unsatisfactory. Looking at high-end joysticks the common solution appears to be cams actuated by a roller - as the joystick is tilted a bearing is rolled across a cam surface on a lever, and the lever acts on a spring. Here's the resulting design:

    By changing the shape of the cam surface you can achieve just about any resistance profile, for example an exponential curve where a small movement away from the center encounters little resistance, but a pushing all the way to the end-stops will result in an exponentially increasing resistance. A linear curve will give the same resistance from the center to the end-stops, and will always snap back to the center. Finally, all of the properties can be combined to produce a completely custom feel.

    This isn't a new idea by any means, and you should check out the great work by Olukelo at Thingiverse which provided a great amount of inspiration.

    Of course, I went through a lot of design iterations and test prints, here's the first one:

    It was pretty clear that the pivots for the cam arms needed to be higher. This version also used a really simple design for the cam surface, and it was clear that some more math would be required to create the right shape (more on this below).

    Here's the next prototype with cams for the x-axis:


    The shape of the cam surface is pretty complex, and took a few iterations:

    From top to bottom:

    1. Cam surface based on a convex and concave circle.
    2. Next attempt with a really simple v-shape with two straight lines. Because this is a cam, these straight lines do not result in a linear amount of deflection
    3. This is the first version where the surface is based on a mathematical formula. Unfortunately the formula didn't take into account the radius of the bearing, and so didn't really work
    4. The first successful version. This weird shape results in linear deflection - tilt the joystick 1 degree and the spring gets stretched by 2mm, tilt 2 degrees and the spring is stretched 4mm, and so on

    There's a lot more to the design of the surface, and I plan on going into more detail in a future post.

    So, what's next? Unfortunately I'm now waiting on a stack of parts to arrive so that I can make sure that everything works and fits together

  • It works!

    Tobias01/08/2022 at 07:13 0 comments

    After completing the assembly and wiring of the first prototype attitude controller, I put together some arduino code and tried it out in KSP.

    The code is fairly simple as it simulates a keyboard with the microswitches of the joystick triggering key presses.

    The code still needs a fair bit of work including some form of debouncing and making sure the latency isn't to high

  • Switch labels in the CW panel

    Tobias01/08/2022 at 06:57 0 comments

    I've been working on adding labels to the switches in the caution and warning panel. This name is a bit misleading, as it won't be acting anything like a real caution and warning panel that you would find in an aircraft. There are a lot of useful buttons that aren't part of the simulation, as they don't exist in the real world - things like pause and save, and time warp in Kerbal Space Program. I was looking for a way to have these buttons, but not have them look out of place. The solution I found was to make them look like a caution and warning panel, but with illuminated buttons instead of indicator lights.

    Installing labels: the labels are printed on an overhead transparency and cut to size.

    All switches and labels installed:

    Illuminate!

    There are a few more buttons here than I have inputs on an Arduino pro micro, so I intend to wire these up as a matrix keypad, which will only use 9 inputs (4 columns and 5 rows). As this will involve soldering all of the switches together, this will have to wait until I print the final version of the case (in a more attractive gray plastic).

  • Files added to Github

    Tobias12/28/2021 at 09:00 0 comments

    OpenSCAD files have been added to a new Github repository, and the repo linked from the project page. I have also added some printable STL files, and will be adding more going forward. In the process I learned two awesome things, first that git can handle binary files using git-LFS and that github is able to display STL files. You can access the github repository from the link on the left of this Hackaday project page, or directly here https://github.com/tsnoad/ksp_controller

  • Assembly update

    Tobias12/27/2021 at 23:46 0 comments

    installing springs. These springs provide return and centering for the joystick.

    Installing microswitches:

    Installing the pivot mechanism and the translation controller:

    Attaching the springs to the center of the pivot mechanism. This is also what actuates the microswitches.

  • Animation of exploded assembly

    Tobias12/27/2021 at 07:52 0 comments

    Animation of the exploded assembly of the translation controller. The translation controller is the joystick that moves the ship forwards/backwards, up/down, etc in linear movements, as opposed to pitch, yaw, etc provided by the attitude controller.

  • OpenSCAD modelling update

    Tobias12/27/2021 at 07:26 0 comments

    First round of OpenSCAD modelling is complete, and files have been uploaded. There's still a lot of work to do, and there will be many clearances and tolerances to update, so I'll be adding the github repo soon

    Attitude controller:

    Translation controller:

    Thrust controller:

    Switch panel:

    CW (caution and warning) panel. At the moment I'm not going to be pulling data out of KSP, so this will be another input for game functions that aren't simulations (pause, save, etc).

  • Translation controller prototype 1

    Tobias12/16/2021 at 00:58 0 comments

    first prototype for translation controller completed. Need to resolve clearances and bolt spacing. Microswitches lever travel does not appear to match specifications so placement will need to change

View all 10 project logs

  • 1
    The attitude controller

    Please note, these instructions are still very much a work in progress - hopefully they'll be finished over the next week or so. But, in the meantime, please bear with me

    We'll start with the attitude controller, the joystick that we'll use to control pitch, yaw and roll. The instructions are pretty similar for the other controllers (translation and thrust), but I'll cover those next.

    Please note that these instructions are still a work in progress and I've already found a few places that I've made mistakes and made assembly a bit difficult. I'll add notes to address these here, and once I have a better solution I expect to update the instructions and files

  • 2
    Prepare electronics

    Unfortunately this is the step with the most problems - and they're because I made all the wires too short. What you really want to do is make the wires way longer than you think, and then terminate them once they're installed. live and learn.

  • 3
    Install threaded nuts into base

    Parts required:

    • 1 x printed part mk2_base2.stl
    • 6 x threaded insert nuts M4 x 6.3mm (outer diameter) x 8mm (length)

    If you have an arbor press that's fantastic, but you can install them just fine with a g-clamp. It also helps to use a M4 bolt when installing the nuts

View all 14 instructions

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Tom Nardi wrote 12/20/2021 at 21:31 point

I love OpenSCAD and I love KSP, so very excited to see this one develop.

  Are you sure? yes | no

Tobias wrote 12/26/2021 at 07:09 point

thanks Tom, I’ll keep you posted, and I’ll upload the openscad files shortly (after I make them a bit less messy)

  Are you sure? yes | no

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