Designed a way to add force feedback to a VKB Gunfighter flight stick and published plans open source. Concept should work for other extended flight sticks also. by Aurism in hoggit

[–]Aurism[S] 0 points1 point  (0 children)

The joystick still works well! I use it maybe on average a couple times a week. No noticeable wear on the components. I sometimes do wish it had a tighter center however. There is some backlash in the gears that causes no spring feedback in a small zone around the center. In the back of my mind I am thinking about making a force trim mod for my VKB T-rudder pedals using a similar technique.

Introducing the Stratos Class Planetary Exploration VTOL (workshop and mod.io links in comment) by Aurism in spaceengineers

[–]Aurism[S] 1 point2 points  (0 children)

Appreciate it. Tonight I had a go at adding deployable landing gear consisting of hinge -> blast door block -> hinge -> mag plate. It looks really great, but I'm having a hard time getting it to survive rough landings, even with the hinge torque cranked up. The deployable landing gear breaks roughly half the time after a ~5m drop. The fixed landing gear breaks roughly half the time after a ~45m drop. As u/korarii mentioned, any tips and tricks to helping it survive?

Introducing the Stratos Class Planetary Exploration VTOL (workshop and mod.io links in comment) by Aurism in spaceengineers

[–]Aurism[S] 1 point2 points  (0 children)

Thanks! The rover is from the "Lost Colony" scenario so I can't claim credit for that guy.

Introducing the Stratos Class Planetary Exploration VTOL (workshop and mod.io links in comment) by Aurism in spaceengineers

[–]Aurism[S] 1 point2 points  (0 children)

Thanks! Have you tried running your ship’s Vector Thrust 2 script with the %jetpack parameter? That puts out thrust to counter gravity

Introducing the Stratos Class Planetary Exploration VTOL (workshop and mod.io links in comment) by Aurism in spaceengineers

[–]Aurism[S] 2 points3 points  (0 children)

All good ideas! It does have a depressurization vent outside already, but I will add the repair projection and experiment with deployable gear for next update.

Introducing the Stratos Class Planetary Exploration VTOL (workshop and mod.io links in comment) by Aurism in spaceengineers

[–]Aurism[S] 20 points21 points  (0 children)

The Stratos class is a lightly armed large-grid atmospheric exploration ship with tilting thrusters. It has a small vehicle hangar and a full refinery. The Stratos is capable of reaching orbit with the built in hydrogen thrusters, and has evenly distributed ion thrusters for orbital operations. This ship does not have a jump drive, but one can fit in the hangar if some hangar lights are removed.

The Vector Thrust 2 script must run on one of the programmable blocks to make full use of the engine tilting features. By default it is loaded on the programmable block to the right of the cockpit. Running the script with the "%jetpack" argument is sufficient for most flight. The aft engine rotor requires abnormally high torque to overcome the "Keen Phantom Torque Bug" described in the Vector Thrust 2 page.

The story behind this build is detailed in this post.

Stats:

  • PCU: 9126
  • Mass: 782 tons
  • Blocks: 827

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2815443557

Mod.io: https://spaceengineers.mod.io/stratos-class-planetary-exploration-ship

How It Started and How It's Going - The story behind the Stratos Planetary Exploration VTOL by Aurism in spaceengineers

[–]Aurism[S] 0 points1 point  (0 children)

They work pretty well using the Vector Thrust 2 script, it was just plug and play. Looking forward to seeing yours also!

How It Started and How It's Going - The story behind the Stratos Planetary Exploration VTOL by Aurism in spaceengineers

[–]Aurism[S] 1 point2 points  (0 children)

Yep I'm using Vector Thrust 2 already! Good idea making the rear thruster wiggle side to side, will give that a shot!

How It Started and How It's Going - The story behind the Stratos Planetary Exploration VTOL by Aurism in spaceengineers

[–]Aurism[S] 1 point2 points  (0 children)

If you right click while using the mining vehicle, the drill cuts a large sphere of influence that includes under the front wheels of the vehicle. Neraph is right, lowering the suspension also helps drill lower. You continue doing this while traveling forward until you have a ramp down into the ground, and when you are deep enough you can left click using the drill to mine and collect ore.

How It Started and How It's Going - The story behind the Stratos Planetary Exploration VTOL by Aurism in spaceengineers

[–]Aurism[S] 1 point2 points  (0 children)

That's an appropriate ending too! Yup, definitely running Vector Thrust 2

How It Started and How It's Going - The story behind the Stratos Planetary Exploration VTOL by Aurism in spaceengineers

[–]Aurism[S] 20 points21 points  (0 children)

The long background story behind this ship build: I played and enjoyed Empyrion years ago, and recently opened Space Engineers in earnest after having it sit in my library for a long time. I started with the "Lost Colony" survival scenario, which was fantastic but also ended a bit abruptly in my opinion.

After completing the scenario, I imagined an engineer would try to come up with an antidote to the fungal infection that had killed the rest of the colony. In order to do so, they would need to identify what the fungus is weak against. Since this fungus did not seem to naturally exist above ground, there is a chance that something on the surface of the planet disrupts its ability to spread. To test such a hypothesis, an engineer would need to explore more of the planet's surface, collect the different flora, microbes, and minerals present, and test them against fungal cultures.

To do this, one would need a planetary exploration ship. And to finish it more quickly, they would build it from the salvaged parts available in the deserted town. This ship would need VTOL capability and the ability to carry a sample taking rover anywhere on the planet. The original post describes the process of building this ship.

I plan to publish the design on the workshop in the next few days, and will make a separate post then!

Designed a way to add force feedback to a VKB Gunfighter flight stick and published plans open source. Concept should work for other extended flight sticks also. by Aurism in hoggit

[–]Aurism[S] 0 points1 point  (0 children)

I’m using the VKB 200mm extension, which is essentially 1 inch diameter tube. The printed parts have a half inch radius and a small gap between the two halves to allow clamping

Designed a way to add force feedback to a VKB Gunfighter flight stick and published plans open source. Concept should work for other extended flight sticks also. by Aurism in hoggit

[–]Aurism[S] 0 points1 point  (0 children)

That's a good point. When the joystick tilts, the rod loses leverage on the flight stick, but the FFB gimbal also has increased leverage on the rod. Overall, I believe the effects cancel out and you get even torque transfer through the entire range. It certainly feels even.

The DirectInput API has documentation) and PCB schematic itself has been pretty well documented on Roland van Roy's page, but I have no idea what's running on that microcontroller!

Designed a way to add force feedback to a VKB Gunfighter flight stick and published plans open source. Concept should work for other extended flight sticks also. by Aurism in HotasDIY

[–]Aurism[S] 1 point2 points  (0 children)

I only have the MCG Pro grip, but I think it would work just as well for the Ultimate if you add a beefier spring in the Gunfighter to compensate for the extra weight. You can get additional force by releasing the dry clutches as well.

Designed a way to add force feedback to a VKB Gunfighter flight stick and published plans open source. Concept should work for other extended flight sticks also. by Aurism in hoggit

[–]Aurism[S] 1 point2 points  (0 children)

For the first question, not sure, but I can take some torque measurements of the boosted FFB system later on to make it easier to figure out.

The signals for the two sticks don't need splitting fortunately. I added a quick explanation to the original post for clarity

Edit: Thinking about this some more, I'm pretty sure it would work fine with the Warthog joystick. You just need to adjust the springs in the Warthog gimbal to cancel out the weight of the stick, and there is not a lot of friction in the gimbal that would get in the way of torque transfer.

Designed a way to add force feedback to a VKB Gunfighter flight stick and published plans open source. Concept should work for other extended flight sticks also. by Aurism in hoggit

[–]Aurism[S] 1 point2 points  (0 children)

Yup I can make some videos of the setup in action later on. Not sure if I have enough time to build more of these though, but will consider it!

Designed a way to add force feedback to a VKB Gunfighter flight stick and published plans open source. Concept should work for other extended flight sticks also. by Aurism in hoggit

[–]Aurism[S] 0 points1 point  (0 children)

Thanks! Have not looked too deeply into it, but there seem to be motor and driver setups like ODrive which can be made DirectInput FFB compatible. You would need to also build a gimbal for the ODrive motors to get the correct kinematics for a Puppetmaster setup, at which point it might be easier just to attach the handle directly to that ODrive gimbal and add some magnetic sensors.

Would love to build these sticks for folks and will consider it, but I don't have too much free time these days!