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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Riding Mower CVT Upgrade Really Gets Things Moving

As we’ve learned from past experience, videos from [HowToLou] tend to be a bit controversial. His unique style of expedient engineering isn’t everyone’s cup of tea, especially when it’s combined with a devil-may-care attitude towards safety. On the other hand, there’s no arguing that his methods get results. His video on converting an 18 HP riding mower into something akin to a go-kart is a perfect example.

The first phase of the project involves removing all the hardware related to mowing, as obviously you won’t be cutting any grass while pushing speeds of 48 kph (30 mph). This both saves weight, and removes a lot of mechanical complication that would be in the way of further modification. That said, it also leaves the mower immobile, as there’s no longer be any connection between the engine and transaxle.

The new drivetrain features some beefy bracing.

In its place, [HowToLou] installs an off-the-shelf torque converter kit that uses a continuously variable transmission (CVT) clutch. As he quickly demos, the CVT technology allows the gear ratio to automatically adapt to the engine RPM thanks to pulleys that change their size depending on how fast they’re spinning. It’s a big improvement over the system he originally yanked out, though as you might expect, fitting it into the mower required some custom work. The final step was to pull the old pulley off of the transaxle and replace it with one that’s less than half the original size.

Wearing his protective flip-flops, [HowToLou] hops on the souped-up mower and is nearly thrown off the back of it as soon as he steps on the gas. Clearly the modifications were a success, and the video ends with some open road testing — presumably he’s riding off to the store to go buy a helmet.

We actually missed this video when it first made the rounds, but it has since picked up steam and is pulling in some impressive numbers. [HowToLou] tells us he thinks it’s due to the fact that a lot of people are upgrading to more modern zero-turn mowers, meaning there’s a surplus of these second-hand mini tractors on the market. Whatever the reason, we’re happy to see this backyard engineer get some mainstream success; his methods might not always be by the book, but they’re always entertaining.

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The ray tracer racer

Whipping Together A Little Ray Tracer Racer

When you hear raytracing, you might think of complex dark algorithms that to stare too long at their source code invites the beginning of madness. And you’re technically not far off from the truth, but [h3r2tic] put a small open-source ray tracing game demo up on GitHub. The actual rust code powering the game is relatively short (just four files), with the longest file being the physics file. But, of course, there is a small mountain of code under this sample in the form of libraries.

Kajiya, physx-rs, and dolly are the three libraries that make this little demo possible. Kajiya, in particular, is what makes raytracing possible as it uses the newer RTX features (so only more recent Nvidia and AMD cards are supported) and Vulkan bindings. But, of course, it isn’t wholly ray-traced as we are still several years out from proper real-time raytracing. Nevertheless, the blend between raytracing and traditional rasterization looks incredible. The most important thing about this simple tiny sample isn’t the game itself but what it stands for. It shows how easy it is to create a sample like this. Even just five years, creating a demo like this required massive effort and expertise.

Visually, it is stunning to look at. While the reflections are most apparent, the takeaway from this is the ease that real-time global illumination brings. A quick look through the code shows that there are very few lights in the scene, despite looking well lit with soft shadows. Traditional video games spend a significant amount of development time lighting a scene, placing additional lights, and tweaking them to make up for all the shortcuts that lighting has to take in a rasterized environment. As more and more games are built with raytracing in mind rather than tacked on at the end, we can ditch the small crumbling mountain of hacks that we are forced to use in games today and just rely on the rays to accurately light a scene.

If using a library for your raytracing seems too easy, perhaps you’d like to take on the challenge of raytracing in excel. Video after the break.

Continue reading “Whipping Together A Little Ray Tracer Racer”

Mr Fusion powering a vehicle

Motorsports Are Turning To Alternative Fuels

As the world grapples with the issue of climate change, there’s a huge pressure to move transport away from carbon-based fuels across the board. Whether it’s turning to electric cars for commuting or improving the efficiency of the trucking industry, there’s much work to be done.

It’s a drop in the ocean in comparison, but the world of motorsports has not escaped attention when it comes to cleaning up its act. As a result, many motorsports are beginning to explore the use of alternative fuels in order to reduce their impact on the environment.

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What It Takes: Turning A Hatchback Into A Race Car

We’ve spoken a lot about building race cars here at Hackaday, but what does it actually look like to go out and do it? The boys from [Bad Obsession Motorsport] dived into that very question with their Bargain Racement series last year.

The CityCar Cup championship aims to keep entry costs low and racing competitive by racing cheap hatchbacks with a strict ruleset. Credit: Nankang Tyre CityCar Cup

The series follows the duo as they build a Citroen C1 into a competitive race car to take on the City Car Cup, an entry-level racing series focused on keeping the field competitive and the racing close.

Even at this level, there’s plenty to do to prep the car for competition. The rollcage needs to be installed, seats changed out for race-spec gear, and plenty of wiring to do as well. [Nik] and [Richard] have plenty of experience in the field of motorsport, and shine a great light on how to do the job, and do it right.

All in all, building the car cost £5995 pounds, starting from a used £850 Citroen C1. However, actually going racing costs more than that. Between race suits and boots, a helmet, club memberships and race entry fees, it cost a full £8273 to get to the first race. It’s steep, though much of those costs are upfront. Keep the car off the walls and year on year, you only need to keep paying for entry fees, memberships and consumables like fuel and tires.

It’s a great look at everything from building a race car, to testing and then actually competing as well. It serves as an excellent real-world example of what we talk about in our series on how to get into cars, which just recently touched on prepping a car for endurance competition. Video after the break.

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Motorcycle Rally Computer Goes Open Source

Motorcycle rally racing is a high-speed, exciting, off-road motorsport that involves zipping across all types of terrain on two wheels. While riding, it’s extremely important for riders to know what’s coming up next —  turns, straightaways, stream crossings, the list goes on. Generally, this is handled by a roadbook — a paper scroll that has diagrams of each turn or course checkpoint, along with the distances between them and any other pertinent information. Of course, this needs to be paired with a readout that tells you how far you’ve traveled since the last waypoint so you’re not just guessing. This readout usually takes the form of a rally computer, a device that can display speed, distance traveled, and course heading (and some of the fancier ones have even more data available).

A roadbook with commercially-available rally computers

Frustrated with the lackluster interface and high cost associated with most rally computers on the market, [Matias Godoy] designed his own back in 2017, and was quick to realize he had a potential product. After several iterations he brought his idea to market with a small initial run, which sold out in a few hours!

He then took some time to reflect on the successful campaign. He decided that rather than continue to churn out units, he would open-source the design to make it available to everybody and see what the community could come up with. He published all of his design files to GitHub, and wrote up a wonderful blog post documenting the entire design process, from inspiration and early prototypes to his decision to go open source.

[Matias]’s project, the Open Rally Computer (formerly the Baja Pro) packages neatly in a CNC-machined case and features a nice high-visibility LCD display, a built-in GPS receiver, and an ergonomic handlebar-mounted remote. The data is crunched by an ESP32 microcontroller, which also allows for WiFi-enabled OTA updates. The end result is a beautiful and useful device that was clearly designed with great care. Love the idea but not a rally racer? If street bikes are more your thing then fear not because there’s an open source digital dashboard out there for you too.