Born in the mid 60′s, [Tom Sachs] has always been fascinated with space, especially the Apollo program. Just like every kid of his generation, [Tom] imagined himself in Neil Armstrong’s and Buzz Aldrin’s boots, gazing over the lunar surface. He never gave up that dream, and years later as a successful modern artist, he built his own space program.
[Tom Sachs] is a master of bricolage . Taken from the French word for tinkering, Wikipedia defines bricolage as “… the construction or creation of a work from a diverse range of things that happen to be available, or a work created by such a process.” The term could also describe the junkbox procurement methods we use on many of our own projects.
Both [Tom's] 2007 lunar program and his 2012 Mars program featured his astonishing lunar lander. Built from plywood, found items, and junk, the lander literally made us do a double take the first time we saw it. The attention to detail is incredible. At first glance one could mistake this for a simulator built by NASA themselves. After a few seconds the custom touches start to jump out, such as a “Thank You” garbage door from a fast food restaurant, or a bar stocked with tequila and vodka. The lander’s tools are not just for show either, as the gallery opens with a simulated space mission, which could best be described as a mix of art, improv, and an epic game of make-believe for adults.
[Tom's] installations also include mission control, which in his Mars piece consisted of a dizzying array of screens, controls and an 80′s boombox. Dressed in the white shirt, thin tie, and horn rimmed glasses we’ve come to associate with NASA engineers of the 60′s, this is where [Tom] works. He truly is the engineer of this mission.
Editor’s Note [Tom] and the entire hacker community at large have a chance to go to space by entering The Hackaday Prize!
Continue reading “[Tom Sachs] Builds His Own Space Program”
Kerbal Space Program is already a runaway indie video game hit, and if you ask some people, they’ll tell you it is the way to learn all about orbital dynamics, how spaceships actually fly, the challenges of getting to the mün. The controls in KSP are primarily keyboard and mouse, something that really breaks the immersion for a space flight simulator. We’ve seen a few before, but now custom controllers well suited for a Kerbal command pod can be made at home, with all the blinkey LEDs, gauges, and buttons you could want.
[Freshmeat] over on the KSP forums began his space adventures with a keyboard but found the fine control lacking. An old Logitech Dual Shock controller offered better control, but this gamepad doesn’t come with a throttle, and USB throttles for flight sims are expensive. He found a neat plugin for KSP made for interfacing an Arduino, and with a few modifications, turned his controller into a control panel, complete with sliders, pots, gauges, and all the other goodies a proper command pod should have.
[Freshmeat]‘s work is not the only custom Kerbal controller. There’s a whole thread of them, with implementations that would look great in everything from a modern spaceplane to kerbalkind’s first steps into the milky abyss of space. There’s even one over on the Hackaday projects site, ready to fly Bill, Bob, and Jeb to the mün or a fiery explosion. Either one works.
Thanks [drago] for the tip.
[Roland] has already built a few very cool and extremely realistic flight sims, but his latest project will put his current rig to shame. He’s building a six degree of freedom simulator based on homebuilt linear actuators of his own design.
The actuator is powered by a large DC motor moving timing belts along the length of the enclosure. These timing belts are connected to a shaft that’s coupled to the frame with a few bungee cords. The bungee cords are important; without them, the timing belts would be carrying all the load of the sim – not a good thing if these actuators are moving an entire cockpit around a living room.
Also on [Roland]‘s list of awesome stuff he’s building for his flight sims is a vibration system based on the BFF Shaker. This board takes data in from sim software and turns it into vibrations produced by either unbalanced DC motors or one of those ‘bass kicker’ transducers.
It’s all very cool stuff, and with all the crazy upgrades [Roland] is doing to his sim rig, he’s doing much better than paying $300/hour to rent a Beechcraft Baron.
Continue reading “DIY Linear Actuators For A Flight Sim”