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xscape

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Posts: 10
Reply with quote  #16 
I like it, Here is my first attempt at building a combined Weapons & Helms Station. 

IMG_9490 (1).jpg 

Angel of Rust

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Posts: 331
Reply with quote  #17 
Quote:
Originally Posted by Cap Naes
Well I took a rather long hiatus from Artemis, but always wanting to get back to it. Recently dusted off my almost finished weapons panel to finally troubleshoot all the little DMX and key control snags. I still haven’t attached the “fighter launch” toggle, or mapped out mouse click macros for the “unload” buttons, but I am finally declaring the panel functional in a one man test fight. It is so awesomely intuitive to click the buttons to load and fire the tubes. Looking forward to throwing a game together with this one. I’ll try to film some action soon, but here is a lit up shot of the panel at least. As always I have a few regrets and made a few mistakes, but overall I’m loving the look. Light bleed is an annoyance, as is poor illumination in some parts, but as this was my first attempt at anything near this complicated I’ll take it for now.




Looking good! Looking forward to seeing the video!

Angel of Rust

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Posts: 331
Reply with quote  #18 
Quote:
Originally Posted by xscape
I like it, Here is my first attempt at building a combined Weapons & Helms Station. 

IMG_9490 (1).jpg 


Sweet setup! Love what you've done with the throttles!

Cap Naes

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Posts: 43
Reply with quote  #19 
Quote:
Originally Posted by ogremasch
regarding the unload, I think that Cycle Torpedo functionality accomplishes that again in 2.7.5. Id have to check to be sure.

I started a map fot my buttons and am considering leaving some room for expansion. I like the look of your setup a lot. One thing that i am worried about is the addition of functions reqyiring me to redign my entire panel. I am likely going to take a similar approach to what it looks like you did and group the buttons in a way that allows me to either add a new group or onlybhave to edit a small section of a larger overall station. Specidically talking about the addition of the Tag torpedo type in this case.


Yes upgradability is a serious limitation. I started this design more then a year ago, and now with the cycle torp function changed I need to relabel my torpedo load/unload and fire buttons. Turns out for some reason I also printed “ECM” instead of “EMP” (no idea why), so I’m going to half to reprint that part of the panel already as soon as I got it working. Fortunately I can do so from the top by unscrewing the buttons and I don’t need to disrupt any of the wiring (well except the side lit LEDs). But the tag, probe, etc additions came out just before I started drilling the original, so almost didn’t make it on. I guess that’s a challenge with any custom setup. On my next station panels I think I’ll try to make them even more modular. That will help with upgrades/fixes, and hopefully make the LED light bleed less of an issue. Once I’ve built one for every station I should have found a design that works and will probably go back and redo them again. :) You can see the edge of my old helm console which is still fun and functional, but a much more basic early “can I make this work” project. No consistent theme on my bridge yet.
Cap Naes

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Posts: 43
Reply with quote  #20 
Quote:
Originally Posted by xscape
I like it, Here is my first attempt at building a combined Weapons & Helms Station. 

IMG_9490 (1).jpg 


That looks amazing! I’ve needed to go with something a bit more portable and removable for now. However we have a custom house build coming up in the next year or two including space for a basement theatre. I’m going to design that one on my own. As my brother in law says “ Not every theatre can be a bridge, but every bridge can be a theatre.” Looking forward to designing something that can transition from just a cool looking theatre room into a fully functional bridge!
xscape

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Posts: 10
Reply with quote  #21 
Thanks all, a good percentage of the Electronics were from Angel of Rust. I modified and changed what  I needed for my setup. I am using this for one of my Escape Rooms. Took much longer than I expected but it has been worth the effort. The room finally opened early this month and so far the general public has loved it! (It's great to see people who wouldn't normally engage in something of this nature take to it like a duck to water) I also seriously need to setup a camera to catch the joy / surprise and intensity these people exhibit when they are playing. 
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