Train Simulator Controller: July 2026 Progress Roundup

For the past three years [Christopher Mitchell] has been working on his replica of a British Rail Class 800 control cab for a physical train simulator, with the July blog update providing many details on the progress.

The Class 800 series of trains is relatively new, having first entered service in the UK in 2017 on the Great Western Railway (GWR). Designed and built by Hitachi as part of their modular AT300 product series, they come in both purely electrical and diesel-electric hybrid configurations to deal with non-electrified rail sections.

British Rail Class 800 in service with LNER in 2023. (Credit: Foulger Rail Photos, Wikimedia)
British Rail Class 800 in service with LNER in 2023. (Credit: Foulger Rail Photos, Wikimedia)

Replicating the experience of driving a train is always a trade-off between what one would like and what is practical or affordable. With only a corner of his apartment to work with, [Christopher] has opted to focus on the instruments and controls in the cab, using real components where possible or building replicas for the remainder.

This entire control panel is to be used with simulators like Train Simulator and Train Sim World, using their controller APIs to both control the in-game train as well as to get feedback to be displayed on the real instruments and the various LEDs, such as those that indicate the state of the external lights. These are all controlled internally via a CAN bus, as is typical.

These instruments include genuine AWS sunflowers, part of the safety system that ensures that a driver has acknowledged a non-clear signal along the track. It’s another nice touch to a control cab simulation that’s shaping up to be rather close to the real deal.

Even if for the average person something like a Densha de Go! copy and associated controllers will likely suffice, there’s a lot to be said for having something closely resembling the real deal for a realistic game, whether it’s a train, car or airplane controller and associated instrumentation.

A KVM Without The V (Or The M)

Many of us will be used to the idea of a KVM, a device that pipes keyboard, video, and mouse over the network from a remote machine to your own. But many remote machines don’t run a GUI, so there’s not always the need for a full video experience. Enter [morpheuslord] with the PicoTTY. It’s somewhere between an old-fashioned serial terminal and a KVM.

The system has two components, a Pi Pico which plugs in to the USB port of each client machine and connects to the network with a WIZnet W5100S Ethernet Hat, and a Pi Zero 2 W which forms the hub. The Pico acts as both a keyboard and a serial terminal, and streams both to the user via a web interface on the Zero.

We can see the use of a machine like this, but we have a few questions. Why for instance is the keyboard needed, given that the serial terminal could provide input in itself. But however it works we can see it might have a use in cases where a terminal can’t be accessed over the network directly, and we especially like it that a single USB peripheral does the job that a conventional KVM would use a bunch of cables for.

If it’s a more conventional KVM you seek, they can now be done using a microcontroller.

Bike Trainers As Video Game Controllers

While we’ve largely settled on analog sticks and digital buttons for controlling video games, there’s all sorts of projects to create truly esoteric controllers that allow playing games in unique ways. This one from [sukolupo] lets you use data from standard bike trainers to get your virtual character moving.

Called Deck de France, it maps the data coming from one of the supported bike trainers to a virtual controller which can then be “plugged in” to a Linux system, in this case a Steam Deck mounted to the trainer’s handlebars. Although a bike trainer doesn’t have the same number of inputs as a modern gaming controller, it does have enough to play games like Rocket League. As you might expect, it’s also perfect for biking titles such as the Tour de France series.

As far as unique controllers for video games go, this one is surely up in the rankings with a real trombone or a controller purpose-built for riding virtual horses. It’s also a great way for those who are getting a bit bored of riding their trainers to breathe some new life into their exercise routine. We’ve also seen some open-source alternatives for modern bike trainer software as well, which is another great way to get excited about exercise equipment too.

Open Source Stream Deck Targets Flexibility

Stream decks are very useful when you’re live on camera and you need to hit some complicated macro at a glance. However, there is sometimes a perception that commercial options are a touch expensive for what they are, an attitude which has spawned many DIY builds. [Fady Faheem] has developed just such a device of his own.

Named Stream32, the build is intended to be simple to understand and adapt to one’s own individual workflow. Putting one together is as easy as buying a display, hooking it up to an ESP32, flashing the firmware, and then adding pages of shortcuts as desired. [Fady] has designed the firmware to be flexible with regards to screen choice — currently, it can be set up for a 4″ Waveshare LCD or a nice roomy 10.1″ display from Elecrow. Since it’s open source, adapting to a wider range of displays is a potential exercise for the builder.

The great thing about custom stream decks is you have all the freedom in the world to customize them to your own specific setup. Play with the code, the functionality, the visual layout—all to suit your own needs. If you’re working on your own custom hardware, be sure to tell us on the tipsline.

A Compact Game Controller For Your Phone

[Gil Yankovitch] noted that playing games on a touchscreen phone gave up a certain something in terms of the tactile feedback one gets from real buttons. To that end, he was inspired to build a controller specifically for phones that solved this very problem.

The result was JoyFon. It’s a small gamepad built around the Raspberry Pi Pico, and can be put together around an RP2040 or an RP2350 as desired. It has four face buttons, a directional pad, and start and select buttons, as well as additional shoulder buttons up top in later revisions.

The JoyFon enumerates as a standard USB HID gamepad, so you could use it to play games on just about any PC, laptop, or tablet. However, the JoyFon is specifically designed for use with smartphones in the vertical orientation. This guided the design of the 3D printed enclosure, which positions the USB-C port to plug into the base of a phone, such that the buttons sit neatly beneath it. It does cover some of the phone screen, but that’s not always a problem when playing emulated games with a 4:3 or similar aspect ratio. The result is a button and screen layout not dissimilar to that of the original Game Boy handhelds.

We’ve seen some other great custom controller builds over the years, like this fantastic design using keyswitches.

Continue reading “A Compact Game Controller For Your Phone” →

NES Advantage Stick Gets Bluetooth Upgrade

The NES Advantage was a cool bit of hardware back in 1987, bringing an arcade stick to the home console gaming experience. Naturally they don’t get much use these days, unless of course they’ve been modded to work with modern systems, as [Aaron] has done.

[Aaron]’s goals were straightforward. The stick should work with modern systems over Bluetooth, but the mod should not involve cutting the case or making any new holes. All controls, including Turbo and Slow Motion, still had to work, too, and there would be no adding extra buttons for configuration or control.

To achieve this, [Aaron] whipped up a custom PCB which replaces the original cable attached to the NES Advantage. Power is via a small LiPo cell, charged via a TP4056 and paired with a TPS63900 buck-boost converter. An ESP32-WROOM-32E interfaces all the original controls, reading the stick’s CD4021 shift registers to do so. It then either emulates a Switch Pro Controller over Bluetooth Classic, for use with a modern Nintendo Switch, or it acts as a standard Bluetooth Low Energy gamepad for use with PCs, SteamOS, phones, and other compatible hardware. All that and the stick can still work with an original NES if so desired, when placed in the Switch Pro Controller mode. You merely need to plug in an 8BitDo NES Retro Receiver and you’re up and running.

We’ve seen other fun retro controller builds before, too, like this classic Xbox controller modded to work with the Xbox 360. If you’re cooking up similar projects, we’d love to hear about it on the tipsline.

A Capable KVM Built With The ESP32

[Evgenij Spitsyn] spotted a KVM build on these very pages some time ago. That inspired their own build, leveraging the versatility of the ESP32-P4 microcontroller.

The concept is straightforward. Named the ESPKVM, the device is designed to hook up to a computer’s HDMI and USB ports. It captures the video output, while presenting itself as a standard keyboard and mouse device. In this way, it allows remote control of the machine over IP. It achieves this feat with the aid of the Toshiba TC358743 HDMI-to-CSI bridge, which is essentially the video capture hardware of the build.

The video output of the machine is streamed in MJPEG or H.264 format. The device is capable of serving up storage from a micro SD card or the onboard flash, as well as handling things like power/reset control and wake-on-LAN. All in all, it’s a very complete package, and full of useful features. Just don’t use it over the public internet yet — [Evgenij] notes it hasn’t been reviewed for potential security holes yet, even though it has some basic authentication features baked in.

If you’ve got an ESP32-P4 ready to go with a TC358743 HDMI bridge, you can actually head over to the ESPKVM website and flash the code right in your browser to get going. Meanwhile, if you found this build interesting, you might like to scope out the one that inspired it. If you’re cooking up similar utility hacks, be sure to notify the Hackaday tipsline.