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.

Behold The Most Beautifully Ambitious Starship Simulator Yet

[Kevin Kelm] created something wondrous: Halcyon Dawn, an utterly unique and desperately challenging game that is equal parts intricate starship simulator, imposing hardware console, video game, and love letter to John Scalzi’s Old Man’s War book series. Grab a beverage for this one, because it’s chock-full of detail.

First, how is it played? The simulator represents the ship Halcyon Dawn, a stolen and renamed vessel, and the player representing its sole crew member. The ship’s new mission is to establish a home for its payload of genetically-engineered unfortunates, escaping a cruel sort of indentured military servitude. The former masters of course have a very different view of the whole situation, throwing around terms like “treason” and “theft” and in general preferring the version of the desperate protagonist they had the most control over.

Aluminum extrusion, laser-cut panels, and custom PCBs for interfacing physical controls and displays make up the bulk of the build.

As the player is meant to be operating the ship on their own, the cockpit is imposing. All 152 controls and six screens are meaningful and will be needed to pilot the Halcyon Dawn, survive hostile actions, repel boarding attempts, mine and refine vast amounts of raw materials, and in general keep the ship running and intact until an autofactory can be deployed in orbit of a suitable planet to create a new home.

All easier said than done. It’s one thing to pilot and tweak a temperamental ship, but doing so while also performing damage control and thwarting a boarding attempt by manipulating life support is quite another. Want more details? Gameplay is documented here and the physical controls have their own library.

The product of a year of focused work, [Kevin] – now retired – pointed his decades of hardware and software experience at Halcyon Dawn after realizing one night that everything he needed to create it already existed. How this whole project came to be is also a tribute to the amazing tools and equipment that hobbyists and hackers of all kinds now have to turn an idea into something that actually exists in the world. Even so, it was a load of work he is not keen to repeat. Don’t miss the technical deep-dive and photo gallery of the build.

While the game itself — being a fan-made derivative of Scalzi’s work (and useless without the custom-made hardware console) — isn’t being released, [Kevin] has shared the underlying hardware framework it is built on. Enigma is an ESP32-based set of input and output PCBs made for integrating switches, knobs, displays, relays, and more with a Python library to make them easy to work with.

Starship simulators are a wonderful subset of projects, and every one is different from the last. Something about physical builds really works for them, and while we’ve seen a camper trailer converted to starship simulator [Kevin]’s project focuses the whole experience beautifully into the single-person console you see here. Watch a video of Halcyon Dawn running in an arcade-like “attract” mode embedded just below.

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Robot Dog In Browser

You’ve doubtlessly seen the current crop of robot dogs and, if you are like us, thought about getting one to play with. The problem is that the cheap ones are toys, and the serious ones cost serious money. But now you can experiment with a mid-range cost one for free in your browser. The sponsor will be happy to sell you a robot in kit or assembled form, although it is the OpenCat robot (we’ve covered it before), so you could simply build a real one yourself if you wanted to.

The code is all in a Web-based IDE, and the main file is deceptively simple. However, the real work is in read_serial (in the src/moduleManager.h file, for some reason) and reaction in the aptly-named src/reaction.h file. If you just want to play, you can use the buttons in the simulator or enter serial commands (documented elsewhere). For example, ksit will make the dog sit down.

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Take The Reins Of This Unique Controller

Many simulator-style games have their own dedicated controllers, from racing sims with pedals, steering wheels, and shifters to flight sims which have their own joysticks and sometimes entire cockpits. But for how prevalent riding horses is in a wide array of video games from Red Dead Redemption to Zelda to The Witcher we’re not sure we’ve ever seen a controller built specifically for riding virtual horses, at least not until [Squalius] built this horse riding controller.

[Squalius] has been working through a few prototypes of his OpenRidingController and has a fairly complete riding setup now, complete with reins and stirrups for controlling one’s in-game companions. The reins are attached to infrared distance sensors which can send analog signals to the game for controlling steering, and are attached to each other through an elastic band to provide a more realistic feeling when both are pulled to ask the horse to stop. The stirrups can be pulled to tell the horse to move at various speeds, and although a horse doesn’t need to be commanded to jump in real life, this controller provides a method for jumping an in-game horse as well.

Although we’ve mentioned a few games famous for using horses already, [Squalius] also added a handheld joystick to enable his controller to be used in less-conventional games like Minecraft where the player can use a mod to add a horse, and has also used his controller to play DOOM as well. As its name suggests it’s also open source and the code for it is all available on the project’s GitHub page. It’s a type of controller we didn’t realize we were missing until now, and perhaps we would have expected to see one before something like a controller meant for a virtual trombone.

Thanks to [Keith] for the tip!

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Sliderule Simulator Teaches You How To Do Calculations The Old Fashioned Way

Ever wanted to know how engineers made their calculations before digital calculators were on every workbench? [Richard Carpenter] and [Robert Wolf] have just the thing—a sliderule simulator that can teach you how to do a whole bunch of complex calculations the old fashioned way!

The simulator is a digital recreation of the Hemmi/Post 1460 Versalog slide rule. This was a particularly capable tool that was sold from 1951 to 1975 and is widely regarded as one of the best slide rules ever made. It can do all kinds of useful calculations for you just by sliding the scales and the cursor appropriately, from square roots to trigonometry to exponents and even multi-stage multiplication and divisions.

You can try the simulator yourself in a full-screen window here. It’s written in JavaScript and runs entirely in the browser. If you’ve never used a slide rule before, you might be lost as you drag the center slide and cursor around. Fear not, though. The simulator actually shows you how to use it. You can tap in an equation, and the simulator will both spit out a list of instructions to perform the calculation and animate it on the slide rule itself. There are even a list of “lessons” and “tests” that will teach you how to use the device and see if you’ve got the techniques down pat. It’s the sort of educational tool that would have been a great boon to budding engineers in the mid-20th century. With that said, most of them managed to figure it out with the paper manuals on their own, anyway.

We’ve featured other guides on how to use this beautiful, if archaic calculation technology, too. We love to see this sort of thing, so don’t hesitate to notify the tipsline if you’ve found a way to bring the slide rule back to relevance in the modern era!

Thanks to [Stephen Walters] for the tip!

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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