Driving Sim Handbrake Based On Load Cell

Simulator-style video games are designed to scale in complexity, allowing players to engage at anything from a casual level to highly detailed, realistic simulation. Microsoft Flight Simulator, for example, can be played with a keyboard and mouse, a controller, or a huge, expensive simulator designed to replicate a specific airplane in every detail. Driving simulators are similar, and [CNCDan] has been hard at work on his DIY immersive driving sim rig, with this hand brake as his latest addition.

For this build, [CNCDan] is going with a lever-style handbrake which is common in motorsports like drifting and rallying. He has already built a set of custom pedals, so this design borrows heavily from them. That means that the sensor is a load cell, which takes input force from a lever connected to it with a spring mechanism. The signal is sent to an Arduino for processing, which is set up to send data over USB like any joystick or controller. In this case, he’s using an Arduino that was already handling inputs from his custom shifter, so he only needed to use another input and add some code to get his handbrake added into his sim.

[CNCDan] built a version of this out of laser-cut metal parts, but also has a fully 3D printable one available as well. Plenty of his other videos about his driving rig are available as well, from the pedal assembly we mentioned earlier to the force-feedback steering wheel. It’s an impressive set of hardware with a feel that replicates racing about as faithfully as a simulator could. Interestingly, we’ve also seen this process in reverse as well where a real car was used instead as a video game controller.

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Handheld Steering Wheel Controller Gets Force-Feedback

For a full-fledged, bells-and-whistles driving simulator a number of unique human interface devices are needed, from pedals and shifters to the steering wheel. These steering wheels often have force feedback, with a small motor inside that can provide resistance to a user’s input that feels the same way that a steering wheel on a real car would. Inexpensive or small joysticks often omit this feature, but [Jason] has figured out a way to bring this to even the smallest game controllers.

The mechanism at the center of his controller is a DC motor out of an inkjet printer. Inkjet printers have a lot of these motors paired with rotary encoders for precision control, which is exactly what is needed here. A rotary encoder can determine the precise position of the controller’s wheel, and the motor can provide an appropriate resistive force depending on what is going on in the game. The motors out of a printer aren’t plug-and-play, though. They also need an H-bridge so they can get driven in either direction, and the entire mechanism is connected to an Arduino in the base of the controller to easily communicate with a computer over USB.

In testing the controller does behave like its larger, more expensive cousins, providing feedback to the driver and showing that it’s ready for one’s racing game of choice. It’s an excellent project for those who are space-constrained or who like to game on the go, but if you have more space available you might also want to check out [Jason]’s larger version built from a power drill instead parts from an inkjet.

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2024 Tiny Games Contest: Realistic Steering Wheel Joystick In Miniature

For racing games, flight simulators, and a few other simulation-style games, a simple controller just won’t do. You want something that looks and feels closer to the real thing. The major downsides to these more elaborate input methods is that they take up a large amount of space, requiring extra time for setup, and can be quite expensive as well. To solve both of these problems [Rahel zahir Ali] created a miniature steering wheel controller for some of his favorite games.

While there are some commercial offerings of small steering wheels integrated into an otherwise standard video game controller and a few 3D printed homebrew options, nothing really felt like a true substitute. The main design goal with this controller was to maintain the 900-degree rotation of a standard car steering wheel in a smaller size. It uses a 600P/R rotary encoder attached to a knob inside of a printed case, with two spring-loaded levers to act as a throttle and brake, as well as a standard joystick to adjust camera angle and four additional buttons. Everything is wired together with an Arduino Leonardo that sends the inputs along to the computer.

Now he’s ready to play some of his favorite games and includes some gameplay footage using this controller in the video linked below. If you’re racing vehicles other than cars and trucks, though, you might want a different type of controller for your games instead.

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Hackaday Links: August 18, 2024

They’re back! The San Francisco autonomous vehicle hijinks, that is, as Waymo’s fleet of driverless cars recently took up the fun new hobby of honking their horns in the wee hours of the morning. Meat-based neighbors of a Waymo parking lot in the South Market neighborhood took offense at the fleet of autonomous vehicles sounding off at 4:00 AM as they shuffled themselves around in the parking lot in a slow-motion ballet of undetermined purpose. The horn-honking is apparently by design, as the cars are programmed to tootle their horn trumpets melodiously if they detect another vehicle backing up into them. That’s understandable; we’ve tootled ourselves under these conditions, with vigor, even. But when the parking lot is full of cars that (presumably) can’t hear the honking and (also presumably) know where the other driverless vehicles are as well as their intent, what’s the point? Luckily, Waymo is on the case, as they issued a fix to keep the peace. Unfortunately, it sounds like the fix is just to geofence the lot and inhibit honking there, which seems like just a band-aid to us.

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Quad-Motor Electric Kart Gets A Little Too Thrilling

[Peter Holderith] has been on a mission to unlock the full potential of a DIY quad-motor electric go-kart as a platform. This isn’t his first rodeo, either. His earlier vehicle designs were great educational fun, but were limited to about a kilowatt of power. His current platform is in theory capable of about twenty. The last big change he made was adding considerably more battery power, so that the under-used motors could stretch their legs a little, figuratively speaking.

How did that go? [Peter] puts it like this: “the result of [that] extra power, combined with other design flaws, is terror.” Don’t worry, no one’s been hurt or anything, but the kart did break in a few ways that highlighted some problems.

The keyed stainless steel bracket didn’t stay keyed for long.

One purpose of incremental prototyping is to bring problems to the surface, and it certainly did that. A number of design decisions that were fine on smaller karts showed themselves to be inadequate once the motors had more power.

For one thing, the increased torque meant the motors twisted themselves free from their mountings. The throttle revealed itself to be twitchy with a poor response, and steering didn’t feel very good. The steering got heavier as speed increased, but it also wanted to jerk all over the place. These are profoundly unwelcome feelings when driving a small and powerful vehicle that lurches into motion as soon as the accelerator is pressed.

Overall, one could say the experience populated the proverbial to-do list quite well. The earlier incarnation of [Peter]’s kart was a thrilling ride, but the challenge of maintaining adequate control over a moving platform serves as a reminder that design decisions that do the job under one circumstance might need revisiting in others.

Force Feedback Steering Wheel Made From Power Drill

When it comes to controllers for racing games, there is perhaps no better option than a force feedback steering wheel. With a built-in motor to push against the wheel at exactly the right times, they can realistically mimic the behavior of a steering wheel from a real car. The only major downside is cost, with controllers often reaching many hundreds of dollars. [Jason] thought it shouldn’t be that hard to build one from a few spare parts though and went about building this prototype force feedback steering wheel for himself.

Sourcing the motor for the steering wheel wasn’t as straightforward as he thought originally. The first place he looked was an old printer, but the DC motor he scavenged from it didn’t have enough torque to make the controller behave realistically, so he turned to a high-torque motor from a battery-powered impact driver. This also has the benefit of coming along with a planetary gearbox as well, keeping the size down, as well as including its own high-current circuitry. The printer turned out to not be a total loss either, as the encoder from the printer was used to send position data about the steering wheel back to the racing game. Controlling the device is an Arduino, which performs double duty sending controller information from the steering wheel as well as receiving force feedback instructions from the game to drive the motor in the steering wheel. Continue reading “Force Feedback Steering Wheel Made From Power Drill”

Robot Races A Little Smarter To Go Faster

[Steven Gong] is attending the University of Waterloo and found himself with a 1/10th scale F1TENTH autonomous RC car. What better use of a fast RC car with some smarts than to race itself around your computer science building?

Onboard is an Nvidia Jetson NX (not the new Nvidia Jetson Orin), a lidar module, and a depth camera. The code runs on top of ROS2, and the results were impressive. [Steven] mapped out the fifth floor of his building at 6 am using SLAM and the onboard sensors. With a map, he created a rough track for his car to follow. First, the car needs to know when to brake and when to hit the gas. With the basics out of the way, [Steven] moved on to the fun part. He wrote code to generate a faster racing line. Every turn has an optimal speed and approach, but each turn affects the next turn, which turns it into a rather exciting optimization problem.

Along the way, [Steven] fixed the gearbox, tuned the PID steering loop, and removed the software speed limits. It’s impressive engineering, and we love seeing the car zoom around faster and faster. The car eventually hit 25km/h, which seems pretty fast for indoors. The code and more details are up on GitHub.

However, if you’re curious about playing around with self-driving, perhaps a much smaller scale Pi Zero-based racer might be more your speed. Video after the break.

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