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hegykc

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Everything posted by hegykc

  1. The thing is, this is 2013, and if you're gonna call something a simulator, it should simulate real world things, physics for the most part. And in terms of driving dynamic ad physics, this is as much a simulator as 'War of thunder (in game mode) is compared to DCS. Truck physics feel completely scripted to me, especially the vanilla game. And aren't all the different brands represented by the same physical model? Try Rfactor, Iracing or Live for speed And I'm not talking racing here, just for the physics model. Those are simulators of real world vehicle physics. Truck simulator is a very good game. It has a bunch of mirrors so I might be ok with callin it a truck view simulator, but a truck driving simulator it isn't.
  2. Oh and what did you mean by 'replica Blue Angels gimbals', is it a standard F-18 gimball like this:
  3. Thanks, I am familiar with warthog parts so I know what you mean here. My design only replicates the connector and the connector surface, just the bottom shapes so it fits on a warthog base. The structural parts are all thick and not hollow like the rest of the stick. Weather they'll be 93 shoreD resin or metal remains to be tested. I will showcase the design itself to get further opinions and suggestions but you can rest assured I will not let it become sloppy. I plan to use realistic forces on my setup, and that's 18kg/36lbs for jets, and 45kg/90lbs for WWII era aircrafts, for a 5-7 G turn. With my own base construction of course.
  4. The collective box there is for the Ka-50, the stick is on the way. I will prepare the Huey collective also, and the trim mechanism for helicopter controls. Not at all, Flanker/Fulcrum grips are on the list. I'm just prioritizing the ones that are closer to release. No need for another warthog, trim controls for helicopters are one of the priorities. Concept is ready, just need to build a prototype to show it off. That's interesting. Any details on what exactly is causing the issue?
  5. Sure, it wouldn't be much of a plan without the B8. The one in the upper left corner. The shape isn't right yet though.
  6. Some of the molds that are in the works
  7. Sure, Russian gauges too. I like designing stuff that's not common, so I would do stuff even if there isn't an interest, which I'm sure is not the case for Russian instruments. And 'under the monitor solutions' for guys who don't have space for a full simpit
  8. No worries there guys I think. Simplicity and ease of use is one of the main reasons behind doing this. As whartsell said, you would no longer need 3-4 different controllers for 3-4 different inputs. Once the foundations are sorted out, it should be as simple as plug cable A into slot A, copy-paste the instrument/panel/joystick code into arduino compiler, and you're good to go. I'm sure many people will jump on board, making instrument/panel codes and improvements.
  9. Haha this sounds like a remark a depraved dictator would give his lab scientists. Before sending them to the mines of course. "Hey you in z white coat? Z nuclear warhead you made... When it explodes its a small explosion not big."
  10. Thanks everyone for the words of encouragement! As you can see, it is going to be a team effort. Not much use for gauges without brains :)
  11. You're already helping. Making the arduino talk to DCS is all this community needs. It opens up pit building to a whole new level. Now, a single sim instrument is about 250$. With the arduino and pwm multiplexers talking to DCS, I can design one for less then 25$ in laser cut plexi. And there's more, a lot more. Force loaded sticks and throttles (a sort of a force feedback that I already have designed. It uses small rc servos, but it needs a controller), G-seats also with small servos moving the seat surfaces to simulate G-forces, motion platforms etc... All of it would be controllable by arduinos listening to DCS outputs of speed, AoA, pitch roll etc...
  12. By designing my hardware around arduino family I meant, the mechanical stuff. Gears, pointers, plexi, metal and 3d printed stuff. I get how to make the sim send out data, I get how to program the servo controller's logic. But how to make the two talk to each other is beyond my area of expertise If I can say so. I will let the programmers do the programming :D I'll apply my talents to mechanical engineering, plastic, metal, fabrication and design. I did look a lot at different controllers. Opencockpitcards, leobodnar cards, pololu's and whatnot... And from my beginners point of view, arduino is like a 'one size fits all' solution. All in one. Why have different type of controllers for servo's, then for steppers, then another for swithces/buttons and yet another for LEDs. Then you need brakeout boards, I/O expansion boards etc... I might be missing something, but as I see it it's a complete mess. Arduino is open source right, so as yous said if you solder it yourself it's 8 bucks. another 8$ for a couple of pwm and digital/analog multiplexers, using matrixes and you might get away with a 16$ full cockpit controller.
  13. Alright even better! Thanks! I'm new to the whole arduino thing but I'm learning as much as I can so I can build my hardware around it.
  14. 16ch pwm http://playground.arduino.cc/learning/TLC5940 And there is a breakout board with resistors and voltage regulators for LEDs: https://www.sparkfun.com/products/10616 CD4021b for digital multiplexing and CD4051 for analog multiplexing (if needed). It is going to get very interesting!
  15. Awesome! I've seen examples of 80+ switches connected to a single arduino without a problem. Also 64 digital + 48 analog inputs also without a problem. Though not for integration with a sim. So maybe separate them to have one arduino for digital/analog input, one for digital output and one for servo control? Anyway I think arduino is THE way to go. All the products marketed for sim enthusiasts can never ever be priced as low as a 17$ ebay arduino. I will read up on your software threads, looks promising!
  16. We are close! The electronics for the gauges are almost here. One arduino board + 16 channel pwm unit. That means a 17$ arduino + 1$ per every 16 servo motor driven pointers. Or about 20$ to drive all your cockpit gauges. (with 12-bit resolution) A member is working on a software bridge between arduino and DCS, which he will present once it's ready. Not only that but you can hook up LEDs this way too. There's also multipliers for buttons/switches so one can connect several hundred of them to a single arduino. Same goes for analog inputs like controls axis. Don't know if a single arduino can be programmed to control it all (or if it has the processing power for): LEDs/servos + buttons/switches + analog axis but, worst case scenario, you'd need a couple of them. And at 17$ a piece, it doesn't really make a difference. The coding side of it all will need some manpower so, any arduino experts out there, please do come forward :)
  17. What are you, superman? You can't turn this stuff out this quickly, give us time to take it in slowly :)
  18. We talking about the G-override paddle, or the pinky switch?
  19. Printing method is SLA so no problem there. And the plan is to print master molds and then cast the grips out of resin/aluminum
  20. I am figuring that one out real quick :) But those are seald, water proof, dust proof, temperature proof and whatnot. Can withstand 20 lbs. applied to the actuating hats etc... That's 90% of features we really won't/can't use in a simulator. So it would be a shame for 90% of that price to go to waste. Only thing we can use is the shape and the feel/actuating force. All of wich is specified in a catalog. Trim hats 24 oz., pushbuttons 2.5 or 5 lbs and toggles/pushbuttons 2.5/4.5 lbs etc... All of which I can replicate. Shapes according to drawings, and operating force with custom made springs.
  21. Interesting idea! Think about other panels too, it would come in handy with the replacement throttle/grips I'm working on...
  22. Will do! I'm using similar ones from digikey. They're 150 gram force, like these, but now I found 500 gram force ones on element14 so thanks!! Anyway always looking for quality switches and buttons that are not 'mil spec 50$ a piece'... Of course it is, it just started :)
  23. These take quite an effort to make. And I would like to use sale profits to buy/make even more tools, to make even more sim products. Only if I get too busy with work, and won't be able to make them myself, I will release the cad files for public use. For sure. After I make some more options, and/or a working prototype.
  24. Is there something special about the pinky switch? Aluminum or resin, doesn't matter to me either way. Master molds are the same for both.
  25. That would be the best solution, but I'm afraid it will never happen. Because anything less than, what, 5.000-10.000 units and they can't make it profitable. Gotta pay all those secretaries:D Me, I'm a one man operation (for now), and it's a labor of love, and I would say curiosity, so even if I sell a single unit.. happy as a clam:D Ok, so the general consensus is metal, aluminum. Not a problem at all, even better since it's cheaper than plastic anyway. So I'll start working on master molds and making changes to the model to make it cast-able. Yes, I do plan on making other grips, all the grips. As I said, it's a challenge, and I do like me a good challenge.. On a side note, anyone have (or know someone that has) a broken, useless TM warthog? I would like to disassemble the throttles and see how to implement throttle replacement grips.
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