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Angel of Rust

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Reply with quote  #226 
Quote:
Originally Posted by e4mafia
Standing ovation over here, my friend! Just WOW. Of all the people who have taken a hobby and just gone too far with it, you are my absolute favorite.


If it's worth doing, it's worth overdoing!


Quote:
Originally Posted by e4mafia

I'm really looking forward to start working with your controllers. This stuff is just amazing. I particularly love the ship status indicators. And the way you've assigned 'monitoring' of various ships status to Comms. Thats a solid idea.

I'm going to go poking through your code now to try and save myself from asking (and you having to answer) a bunch of questions about it.  😉 Now that all my buttons are in I guess I need to go order a trackball to finish up the BOM for my weapons panel, and start drilling, woohoo!


Looking forward to it. Good luck!

e4mafia

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Posts: 200
Reply with quote  #227 
board.jpg

All the buttons have built in LEDs. And they are controllable separate from the button state. So I think some cool things can happen here. Red fire button illuminates once the tube is loaded, shields illuminates when shields are up, etc.

Correction to initial statement.  Looks like e4 needs more buttons. 😉 I've got a fever. And the only prescription....is more cowbell! (And a decision about whether to go trackball or touchpad for targeting. A Red illuminated trackball might be a nice touch. But its $25 for a single component for the board. Maybe I'm being too "Scroogy" to fret about that?)
board.jpg 

 

Angel of Rust

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Reply with quote  #228 
UPDATE:

Finished the center helm panel. Will post the instructions on the weekend.

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DocHellfish

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Reply with quote  #229 
This is fantastic. The only think that could make it better is for a ST:TMP style warp throttle.
Angel of Rust

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Posts: 270
Reply with quote  #230 
UPDATE

Finished side panels for Helm. Helm console upgrade is now complete.

20190625_224433 - Copy.jpg 
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Angel of Rust

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Posts: 270
Reply with quote  #231 
UPDATE

Finished upgrades to Engineering. The status display hardware is now complete.

20190626_221210 - Copy.jpg 
20190626_220444 - Copy.jpg 

Shields up!!!
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They knew exactly where to hit us. . .
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ogremasch

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Reply with quote  #232 
Awesome work. Makes the console really come alive.
MarkBell

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Reply with quote  #233 
Holy MOLY that is awesome!!!  I really, really like the helm input panel, and are the damage lights tied to specific nodes? overall damage?
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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Angel of Rust

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Posts: 270
Reply with quote  #234 
Thanks everyone for the comments! Trust me -- after the time it took to get to this point in the project, no one is happier than me with how it is turning out.

Quote:
Originally Posted by MarkBell
Holy MOLY that is awesome!!!  I really, really like the helm input panel, and are the damage lights tied to specific nodes? overall damage?


Helm is a personal favorite of mine.

The damage lights are not tied to nodes. However, they do have a few different animation schemes. There are 20 of them in total, all individually addressable. My controllers read the DMX output from Artemis viewscreen directly. The script it runs just tells the controllers when one of the 70 events has been triggered. Depending on whether or not the shields are up, whether or not one shield is low or not, how badly the ship is currently damaged, and if there is a hit, the front, back, or both banks of 10 LEDs are individually randomly tuned on an off on a timer scheme. The average density of illuminated LEDs depends on the damage level so that a hit on a damaged ship produces a more intense effect. When not being hit, if one of the damage thresholds has been crossed, all 20 LEDs are illuminated randomly, with the average density set by which of the four damage levels are active. So far the effect seems to be just right to get the point across.

I haven't posted any pictures yet, but there are also banks of LEDs for weapons activity, sensor activity, and engine activity.

NoseyNick

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Reply with quote  #235 
If you DID want the damage to be tied to nodes, I could probably help with it. I've not seen any way to get it on DMX, but I've written perl code which can run on a raspberry pi. It connects to an artemis server's IP address, as if it was a client, and controls a big grid of RGB LEDs. It shows damage, and also damcon teams scrambling to repair. I've not done arduino code for it but PROBABLY could if you have a fairly capable TCP/IP library.

You basically need to connect to ServerIP TCP port 2010, read enough of https://artemis-nerds.github.io/protocol-docs/ to decode DEADBEEF packets, then throw away all except EngGridUpdatePacket (type 0x077e9f3c), then decode the list of X/Y/Z/Damage, and if you want, Team/X/X/Y/Y/Z/Z/Progress/Members for the repair crews. There's probably a few other improvements you could make, like you could choose a different ship with SetShipPacket (0x4c821d3c:0x0d), and it might be worth RequestEngGridUpdate (0x4c821d3c:0x1a) to get a complete grid, but you sound like you have enough coding skills to take it from there   [smile]

See pic - this is 4ftx4ft and looks awesome   [smile]
LED_Artemis.jpg 

Angel of Rust

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Posts: 270
Reply with quote  #236 
Quote:
Originally Posted by NoseyNick
If you DID want the damage to be tied to nodes, I could probably help with it. I've not seen any way to get it on DMX, but I've written perl code which can run on a raspberry pi. It connects to an artemis server's IP address, as if it was a client, and controls a big grid of RGB LEDs. It shows damage, and also damcon teams scrambling to repair. I've not done arduino code for it but PROBABLY could if you have a fairly capable TCP/IP library.

You basically need to connect to ServerIP TCP port 2010, read enough of https://artemis-nerds.github.io/protocol-docs/ to decode DEADBEEF packets, then throw away all except EngGridUpdatePacket (type 0x077e9f3c), then decode the list of X/Y/Z/Damage, and if you want, Team/X/X/Y/Y/Z/Z/Progress/Members for the repair crews. There's probably a few other improvements you could make, like you could choose a different ship with SetShipPacket (0x4c821d3c:0x0d), and it might be worth RequestEngGridUpdate (0x4c821d3c:0x1a) to get a complete grid, but you sound like you have enough coding skills to take it from there   [smile]

See pic - this is 4ftx4ft and looks awesome   [smile]


Thanks for the tip! That is pretty awesome!

I think I'm gonna stay the course for now, but your example offers some intriguing possibilities for the future.

Angel of Rust

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Posts: 270
Reply with quote  #237 
UPDATE:

Tried out the new weapons console today. It seems to work pretty well. The code will need a few tweaks, but there are already some noticeable improvements.

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Empty tubes:
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Loading 1:
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just fired 1:
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long view down the front console:
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Angel of Rust

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Posts: 270
Reply with quote  #238 
Here's a little retrospective on how PCBs made life simpler for me on this project:

ENGINEERING
block II:
IMAG0855 - Copy.jpg 
Block III:
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ACP3:
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HELM:
Block II:
IMAG0757 - Copy.jpg 
Block III:
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ACP3:
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WEAPONS:
Block II:
IMAG0605 - Copy.jpg 
Block III:
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ACP3:
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e4mafia

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Posts: 200
Reply with quote  #239 
On the PCBs, what are U1, U2, and U3? Also, I really need to learn how to surface mount solder!
Angel of Rust

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Posts: 270
Reply with quote  #240 

Quote:
Originally Posted by e4mafia
On the PCBs, what are U1, U2, and U3? Also, I really need to learn how to surface mount solder!


Those are my shift registers. I just copy and paste the schematic to each board design. Originally, I was going to have just one shift register per panel and run wires between the other boards. This idea ended up being more expensive than the way I have it now because 1) it adds the shift register boards, which are not needed if the chips are sprinkled around the control parts, 2) it adds more connectors and a lot more wires, 3) each set of shift register chips and resistors costs me $1.80, but easily eliminates 3 times that amount in PCB cost and 2 times that amount in wiring. On top of all that, it makes hooking up the panels very clean and simple. Plus, if I need to swap out parts in the future, it is easy.

Also, surface mount is the best! I wish I wasn't so skittish about it early on -- would've saved me a ton of time. Here's an article about the different techniques:
https://www.sparkfun.com/tutorials/59

I use a hot plate and skillet ($20 from target):
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The example above is one of the DMX-reader variant controller boards. Just needs a little touch up with desoldering braid at the end and it's good to go.


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