Sentry Gun Controller-board Upgrade

This open source sentry gun controller board builds on a great concept by getting rid of the Arduino board. The previous version was an Arduino shield, but this upgrade keeps all of the cool features by rolling the necessary parts into one smaller footprint.

The image above doesn’t quite convey the scope of the project. Go take a look at the feature from last year which used the shield version of the controller. That build used a servo-mounted paintball gun in conjunction with a webcam. You can still build the same platform, but use the open-source files to include this board. It has outputs for three servo motors, and can also interface with airsoft or paintball guns which have their own electronic triggers and integrated batteries.

We always like to see the schematic for projects like this one. For your convenience we exported an image from the Eagle package. You can find it, along with the demo video, after the break.

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Trumpet Hero

[Evilsigntist] combined an old cornet with an old PS2 guitar hero controller to produce the Trumpet Hero. The fragile looking conglomeration really brings a smile to our faces. Just make sure the instrument has already seen the end of its days before drilling holes to mount the various parts.

In the image above you can see that the three valve buttons have been painted to correspond to frets on the original guitar controller. The orange and blue frets are positioned for the left hand to operate. There seems to be a couple of different version because there is a diagram showing a mute in the bell that can be twisted for whammy bar input, but that’s not shown here. Strumming is accomplished by blowing through the mouthpiece, but as you can see in the video after the break, no buzzing is necessary.

Using actual instruments as game inputs is a lot of fun. We always think back to the flute and drum set controllers for Rock Band.

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Hot Dirt Keeps Your Plants Happy In The Winter Months

[Craig] tried heating his greenhouse last winter, but really only managed to push the limits of his utility bills. This time around he took a different approach by building a system to warm the soil in which his vegetation is planted.

The core of the system is this box which houses the plants. It is lined with heating tape along the bottom which warms a layer of dirt. The plants are in pots, but since those are surrounded by the dirt it doesn’t really inhibit the warming properties of the soil. The controller takes into account the temperature inside the box, as well as ambient temperature in the greenhouse. When it’s a bit too cold the controller will close the lid, which is covered with translucent plastic. This makes sure the temperature around the plants won’t fall below about 41.5 degrees Fahrenheit.

This really takes the work out of caring for you plants in the winter. What would have been a multiple-times-per-day visit can be limited to every day or two. Now he just needs to expand this to regulate temperature and humidity in the greenhouse itself, kind of like this other hack.

Rapid Fire Update Brings Many New Features

[Shawn McCombs] has been spending some time refining his Xbox 360 rapid fire hack. This time around he’s got a lot more features, many of which we haven’t really seen before.

When we looked at the original project he had added an ATtiny85 which read a potentiometer to set the rapid fire speed for one of the buttons. This time around he’s opened up settings for individual weapons in the game. For instance, if you have a hand-gun and a rifle, you can set different rapid fire rates for each to account for the reload speed for those guns. He patched into the ring of LEDs on the controller in order to indicate which preset is currently chosen. There are three tactile switches on the underside of the controller too. One of them is a reset button which gets you back to your primary weapon and the default rapid fire rate. Settings for each weapon are saved to the EEPROM so you won’t lose them when the controller goes to sleep. Check out [Shawn’s] description of the project in the video after the break.

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Modular Controllers You Can’t Wait To Show Off To Your Friends

Let’s get this straight, [Alex] is going to show us how to make controllers like this one? Where do we sign up? Even without seeing it in action we want one, but the urge to build is even greater after he shows it off (check the clip after the break). He’s a design student who made an open source project aimed at making it easier to build hardware controllers that pair with just about any software application.

The need for external controllers is on the rise, starting with music-based applications like DJ tools, and Midi controllers for musicians (we’re thinking Monome clones). But anything that can take input from a USB HID can be controlled with something like this. That’s because [Alex] is using the Teensy controller board as an interface. Just select the input types you want – sliders, potentiometers, buttons, switches – then wire them up to the microcontroller pins. If you start to run out of inputs he also discusses some add-on chips to use as port expanders.

Of course there’s a lot to be said for the physical appearance as well. Even though he used point-to-point connections for all of the controls, that wiring is hidden behind the aesthetically pleasing laser-cut dashboard. Follow his advice for layout and find a friend with access to a sweet laser cutter and you’re in business. Continue reading “Modular Controllers You Can’t Wait To Show Off To Your Friends”

NES Controller Uses Capacitive Touch Instead Of Buttons

Here’s one way to really keep the component count low. [David] developed an NES controller that doesn’t use any buttons. The copper clad has been milled to provide a pad which registers a button push based on capacitance. The board has a SIL header at the top, making it easy to plug into the Arduino board that reads the inputs.

[David] had trouble getting the Arduino pin read functions to respond fast enough for he NES console’s expectations. He ended up using commands to access the ATmega’s peripherals directly in order to achieve the target timing. Speaking of, he did his own sniffing of the communication scheme using a logic analyzer. The results of that work, as well as the board files and code are available at the site linked above. And there’s a demo of the controller used to play Super Mario Bros. in the clip after the break.

This is actually a tangential project using a PCB mill which he’s developing through Kickstarter. This certainly shows that the mills works as designed.  Continue reading “NES Controller Uses Capacitive Touch Instead Of Buttons”

Adjustable Rapid Fire For Xbox 360 Controller

[Shawn] wrote in to share his post outlining the addition of rapid fire to an Xbox 360 controller. He’s going all out with this mod by including a pretty beefy microcontroller. But you get a lot of functionality for that. You can just make out the trimpot below and to the right of the green A button. This tweaks the speed at which your right trigger repeats. Next to the trimmer is an amber LED which indicates whether the hack is enabled or not. The switch to the left of the D-pad simply patches the add-on circuit into the right trigger hardware.

Some might raise an eyebrow when we call the ATtiny85 used here beefy. But considering the job at hand, we’re sure a lot of the lower end of the ATtiny family will work just as well. [Shawn] soldered everything up on a piece of protoboard and removed one of the rumble motors to make room inside the controller. The video after the break is pretty shaky and out of focus, but you can clearly hear him explain how the hack works.

If you’re looking for a rapid fire mod that doesn’t require programming a chip, perhaps you could just repurpose the PWM from the LED. Continue reading “Adjustable Rapid Fire For Xbox 360 Controller”