[Matthew Peverill] is a busy PhD student who loves to make time for a little Kerbal Space Program. He was tired of using such pedestrian controls as a keyboard and mouse for such important work, and wanted something a little more like they have down in Houston.
For this project, he’s focusing on the inputs more than anything else. The intent is not to play solely from this control panel, but to strike a balance between fun inputs and accurate control without screwing up favorite game play modes. It’s based on an Arduino Due, and uses some custom I²C multiplexer boards to wrangle all the various inputs.
We love the look of this panel, especially the appropriately Futura-fonted labels and all the toggle switches. Matthew took inspiration and guidance for this project from a couple of sources, so he’s definitely following in the Hackaday spirit of standing on the shoulders of giants. He’s moved through two prototypes and is working out the bugs before making the next one. The final version will be made of backlit transparent acrylic, and you know we can’t wait to see that.
Have you looked up into the night sky recently and seen a bizarre line of luminous dots? Have you noticed an uptick in the number of UFO reports mentioned in the news and social media? If so, you may have already been touched by what many have come to affectionately call Elon Musk’s “Space Train”: a line of tightly grouped Starlink satellites that are making their way around the globe.
Some have wondered what’s so unique about the Starlink satellites that allows them to be visible from the ground by the naked eye, but that’s actually nothing new. It’s all about being in the right place at the right time, for both the observer and the spacecraft in question. The trick is having the object in space catch the light from the Sun when it has, from the observer’s point of view, already set. It’s essentially the same reason the Moon shines at night, but on a far smaller scale.
What makes the Starlink satellites unique isn’t that we can see them from the ground, but that there’s so many of them flying in a straight line. The initial launch released 60 satellites in a far tighter formation than we’ve ever seen before; Elon even warned that collisions between the individual Starlink satellites wasn’t out of the realm of possibility. The cumulative effect of these close proximity satellite flares is a bit startling, and understandably has people concerned about what the night sky might look like when all 12,000 Starlink satellites are in orbit.
The good news is, the effect is only temporary. As the satellites spread out and begin individual maneuvers, that long line in the sky will fade away. But before Elon’s “Space Train” departs for good, let’s look at how it was created, and how you can still catch a glimpse of this unique phenomena.
Many people enjoy playing flight simulators or making the occasional orbit in Kerbal Space Program, but most are stuck controlling the onscreen action with nothing more exotic than a keyboard and mouse. A nice compromise for those that don’t have the space (or NASA-sized budget) to build a full simulator cockpit is a USB “button box” that you can plug in whenever you need a couple dozen extra knobs, switches, and lights.
If you’ve been considering building one for yourself, this incredible build by [nexprime] should prove quite inspirational. Now at this point, a box of buttons hooked up to a microcontroller isn’t exactly newsworthy. But there are a few features that [nexprime] packed in which we think make this particular build worth taking a closer look at.
For one, the powder coated 8.5” x 10” enclosure is absolutely gorgeous. The console itself was purchased from a company called Hammond Manufacturing, but of course it still took some work to turn it into the object you’re currently drooling over. A CNC machine was used to accurately cut out all the necessary openings, and the labels were laser etched into the powder coat.
But not all the labels. One of the things we like best about this build is that [nexprime] thought ahead and didn’t just design it for one game. Many of the labels are printed on strips of paper which slide into translucent plastic channels built into the front of the box. Not only does this allow you to change out the overlays for different games, but the paper labels look fantastic when lit with the LED strips placed behind the channels.
Internally, [nexprime] used a SparkFun Pro Micro paired with a SX1509 I/O expander. The electronics are all housed on professionally manufactured PCBs, which gives the final build an incredibly neat look despite packing in 68 separate inputs for your gaming pleasure. On the software side this box appears as a normal USB game controller, albeit one with a crazy number of buttons.
If you have even the most passing interest in space and what it takes to get there, you’ve probably already played Kerbal Space Program (KSP). If you haven’t, then you should set aside about ten hours today to go check that out real quick. Don’t worry, Hackaday will still be here when you get back. Right now you need to focus on getting those rockets built and establishing a network of communication satellites so you can get out of low orbit.
For those of you who’ve played the game (or are joining us again after playing KSP for the prescribed 10, 12, 16 hours), you’ll know that the humble computer keyboard is not very well suited to jaunts through space. You really want a joystick and throttle at the absolute minimum for accurate maneuvers, but even you’ll be spending plenty of time back on the keyboard to operate the craft’s various systems. If you want the ultimate KSP control setup, you’ll need to follow in the footsteps of [Hugo Peeters] and build your own. Luckily for us, he’s written up an exceptionally well detailed guide on building KSP controllers that should prove useful even if you don’t want to clone his.
At the most basic level, building a KSP controller consists of hooking a bunch of switches and buttons to a microcontroller such as the Arduino or Teensy, and converting those to USB HID key presses that the game understands. This works fine up to a point, but is limited because it’s only a one-way method of communication. For his controller, [Hugo] forked KSPSerialIO, a plugin for KSP that allows bidirectional communication between the game and your controller, enabling things like digital readouts of speed and fuel levels on the controller’s panel.
Once the logistics of how you’ll talk to the game are settled, the rest is really up to the individual. The first step in building your own KSP controller is deciding what you want it to do. Are you looking to fly planes? Control a rover? Maybe you just want a master control panel for your space station. There’s a whole lot of things you can build in KSP, and the layout, inputs, and displays on your controller should ideally reflect your play style.
[Hugo] went with a fairly general purpose panel, but did spend quite a bit of extra time to get some slick LED bar graphs hooked up to display resource levels of different systems on his craft. That’s an extra step that isn’t strictly required for a build like this, but once you see it, you’re going to have a hard time not wanting to include it on your own panel. He also went through the expense of having the panel and case professionally laser cut and etched, which definitely gives it a polished feel.
Everyone’s excited about the $150 3D printer that will be released by Monoprice sometime this summer. Here’s a $99 3D printer. Yes, it’s a Kickstarter so the standard warnings apply, but this bot does have a few things going for it. It uses actual NEMA 17 motors, and the people behind this printer actually have experience in manufacturing hardware. The downsides? It’s entirely leadscrew driven, so it’s going to be very, very slow.
What do you call the dumbest person with an EE degree? An engineer. It’s at this point where you should realize the value of a tertiary education is not defined by the most capable graduates; it’s defined by the least capable graduates.
Kerbal Space Program, the only video game that should be required study materials at the Air Force Academy, Embry-Riddle and for everyone working at NASA, has been acquired by Take-Two Interactive. By all accounts, this is good news. According to reports, the original dev team left for Valve a few months ago, reportedly because of terrible conditions at Squad, the (former) developer of KSP.
[Niko1499] had a plan. He’d built a cool hardware controller for the game Kerbal Space Program (KSP). He got a lot of positive reaction to it and decided to form a company to produce them. As many people have found out, though, that’s easier said than done, and the planned company fell short of its goals. However, [Niko1499] has taken his controller and documented a lot about its construction, including some of the process he used to get there.
If you haven’t run into it before, KSP is sort of half simulator, half game. You take command of an alien space program and develop it, plan and execute missions, and so on. The physics simulation is quite realistic, and the game has a large following.
When we first saw the photos, we thought it was an old Heathkit trainer, and–indeed–the case is from an old Heathkit. However, the panel is laser cut, and the software is Arduino-based. [Niko1499] covers a few different methods of letting the Arduino control the game by emulating a joystick, a keyboard, or by using some software to take serial data and use it to control the game.
We’ve seen custom controller mods for Kerbal Space Program before, but a group calling themselves the Makerforce went a step further with their design and build of the KSP “Overkill” Command Station, which has much more in common with a fancy standup arcade unit than a custom controller. Kerbal Space Program is a hit indie game that, among other things, simulates the challenges of spaceflight. Like most games, you use the mouse and keyboard for control but many fans find this too limiting. With the help of a software mod that exposes control and status information over hardware serial communications, the door to full telemetry and remote control was opened to just about anyone to craft their own custom hardware such as flight sticks and status displays. Not content with the idea of having just a joystick and a few buttons critical for the flight process, this project took a different approach.