@@TomTinTin279 Haha, keen eye! Yeah it's a Moyu Weilong WRM V9. I was super into cubing a few years ago and recently wanted to get back into it...turns out I've forgotten basically all the OLL and PLL algs so I'm back at an average of ~50 seconds. Gradually trying to improve my F2L and re-learning my OLLs and PLLs...decided for the headlights OLL I'm just gonna do Sune/Anti-Sune though because I remember *hating* that algorithm lol
I was about to head to the website and check this out but that throttle lever is a hard pass, there is the knob but not the same, once the throttle lever is fixed consider mine bought
I think there is a mod "Control room" or something that gives you a control room as view. Combine that with smart things, or mech Jeb and you can basically program a complete automatic mission wich would be realistic
Thanks again, Matt! I'm happy to see these modules getting some love. Regarding your Throttle module slipping, unfortunately this has sometimes been the case as there's no way for me to tighten the lever. Newer models have a bit of fabric that helps support the lever, but it also isn't perfect and I'm actively looking at options. This probably isn't the best look on my part, but you could glue some foam next to the lever underneath the board to add friction and get it to stay where you leave it. Anyway, I'm looking forward to seeing you enjoy the controller in the future! I'll let you know when I figure out how to build and ship you the rest of the rocket.
You might be able to add a low to high gear ratio that spins a small piece of paper at a high speed when moving the trottle. You might also be able to backfeed into an electric motor. Or just fill the entire panel with thick sirup. As for the staying in place problem: A fluid head type mechanism might work. Chat gpt is fun: To prevent a throttle lever from moving on its own, several mechanisms can be employed: 1. **Friction Lock**: This mechanism involves a friction pad that can be tightened against the throttle lever, increasing the resistance to movement. This is common in many throttle control systems, especially in boats and aircraft. 2. **Detents**: These are small notches or grooves in which a spring-loaded pin or ball bearing can sit, creating a tactile "click" at specific throttle positions. The detents provide resistance that helps keep the lever in place. 3. **Spring-Loaded Mechanisms**: Springs can be used to apply constant pressure against the movement of the throttle lever, requiring deliberate force to change its position. 4. **Throttle Lock**: A throttle lock mechanism, often found on motorcycles, can be engaged to hold the throttle in a fixed position. This is typically a mechanical clamp or a friction-based device that holds the throttle grip or lever. 5. **Ratchet Mechanism**: This involves a ratcheting system where the throttle lever can move freely in one direction (increasing throttle) but requires a deliberate action to decrease throttle, thus preventing unintended movement. 6. **Tension Adjusters**: These allow for the adjustment of the internal tension within the throttle mechanism, increasing or decreasing the force required to move the lever. 7. **Electronic Systems**: In modern vehicles, electronic throttle control systems can be programmed to maintain a set throttle position, preventing unintended movement through electronic feedback and control. Each of these mechanisms can be used alone or in combination to ensure that a throttle lever remains in the desired position and does not move unintentionally due to vibrations, gravity, or other forces.
One among many solutions is to have the lever be symetrical (or have a counterweight on the other side) so the CoM is at the center so it doesn't rotate by itself. Also adding some slight friction would make it feel really nice i can imagine! I've seen people using a felt pad to create this effect, or just using slight detents so the throttle has a number of "stages" between which you click when adjusting the throttle. If you get the number of detents right, it won't even hamper the functionality of a analog control while providing a satisfying click and holding force. Just my ideas to throw in, they might be too overengineered for this maybe :D
@@JRexRegis actually, you can do very well on just IVA alone! a couple years back I did a Mun run in just IVA, as long as you keep track of the speeds required for each phase of the plan, you can do a landing and return without any extra info!
Lmfao I know the throttle stick being too heavy is a design oversight but there's something so amazingly kerbal about having a thrust stick thats gagging for 100% thrust is hilariously on brand.
better way to demonstrate this is to have a camera over the controller, and inserting that into the gameplay video in the corner or something. That way we can see the gameplay, and in the corner how you do it on the console.
I've spent so much on stuff like this for flight sims over the last 40 years, it really does add a whole new level to using a simulator. These days I just don't seem to have the patients to pull it all out and set it all up, spend a few hours flying and then have to pack it all up when done.
That's where you put your gaming machine in its own space, on its own platform, with interchangable parts for whatever game it is you're playing, while, you have a budget machine to do your regular web work, or small games. It doesn't have to be a huge space, of course. I find that I end up digging into a game for months at a time, then tastes change, go to something else. I have a steering wheel I bought 5 years ago, and I've used it once. Being a Retro enthusiast, I'm working on setting up an area (Or three) for my old machines. Being also a software developer, I'm thinking of how I can setup a dedicated section for writing tools for things going back to DOS days and such.
Idea for the yellow module: 1) Kerbal Alarm Clock panel that shows you the countdowns for maneuvers set for other spacecraft (for when you fly multiple missions at once). 2) Target remote control panel that lets you send basic commands to a targeted spacecraft while docking (turn on/off RCS, switch between attitude hold modes, switch lights). This would be similar to the capabilities of Gemini 8 when remote controlling the Agena Target Vehicle Maybe you could also get hold of one of those original Apollo Mission Control switches (there's details on Curious Marcs channel) to switch on Chatterer of semi-realistic Kerbal CapCom functionality.
The second one would probably not work with how (Stock) KSP is running. Maybe there are mods out there, that make it possible, but I don't know about those mods right now.
You could try a blind mission where you can’t see what’s happening outside the rocket, the only information you have is on the controller and the IVA nav ball / gauges
4:05 kitt'n! Of the controller, I'm more than a little envious. :D I'd be making them if my health allowed, but I won't go on about it as I'm sure I said all that last time. Lately I've been getting some practice with low-level programming. It's been a lot of fun! The orbit numbers shown on the launchpad are familiar. I've seen those on the screen so many times. :) Orbital insertion with the telemetry screen had me grinning all over my face! :D It's just so cool! Familiar numbers again; I watch the maneuver panel almost as much as the navball, but similar to what you said, Matt, seeing them on dedicated hardware is so much more immersive! :D click click click click! :D Nice it supports KSP2 too, despite everything. Maybe the mod will be finished even if the game is cancelled. It depends on how the mod's developers feel. I get that feeling! :D I wish I could convey it too. Thanks for showing us, Matt!
I'm really excited about what kind of modules the community will create! I would love to see some hardware that you would find in actual planes, like real metal switches or buttons and lights, and panels that are maybe kinda grey like you would see in an airliner. A real physical navball, more telemetry screens, more lights, more buttons, just more everything.
2:12 - Hi, do you think you could place that delicate electronic screen slightly closer to the edge of your table? My anxiety really isn't bad enough at the moment.
I feel like a direct overhead camera would be nice for a 2D view. I always love playing KSP1 with my joystick, this kind of thing is a bit of a dream really
I love it when people make products and don’t drop ship. Also laser cutting it then sending it straight away and letting the customer assemble is so smart
There's still a lot of prep that has to be done with each container, even though it arrives flat. I mostly just didn't really trust them to not get damaged in shipping. They're very solid once on the desk, but also quite heavy.
throttle - two strips of rubber mounted on the back side of the white outer panel that rub against the bar of the throttle and hold it in place through simple friction
awesome vid, still in love with your abort switch and having to arm the stages but I love the addition of the fuel etc. display unit. this reassures me that whatever ksp 2's future you'll still be cranking out the vids on 1 or 2, Thanks again for the great content
Good to hear the controller now works with KSP2. I was delaying a purchase until this became a fact. But now I'm delaying even further until we hear what's next with KSP2, the colonies, etc.
You could put a “controller cam” to show the controller that would be really cool… Put a camera above the controller and just display it on the top/bottom left or right
You should do a playthrough of campaign and only use first person camera inside the command module, using only the data you get from the onboard screen to maneuver and such
I love complicated and chonky control panels, it is the main reason I own a Steel Battalion controller and an Xbox (2001) I would love to have something like this for KSP
So, the control set for this is absolutely fantastic, and, I could see it being used for other games. Farming Simulator, Truck Simulator, etc, stuff where buttons are all over the place and don't easily map to a key. But what I want to know is the name of that clock you have in the background!!!
You should wear perhaps a webcam on a head band sort thing, like old mining helmet or a collar like device. You could capture you and use the console at the same time.
A thin bit of adhesive felt (like for furniture feet) on the inside of the slot for the throttle could help hold it in place. Just needs some friction to overcome the weight of the lever.
That's very similar to what I'm trying. The only problem is it's very touchy. Sometimes the material can prevent the throttle from maxing out or bottoming out.
An Idea just popped into my Mind: if you get enough detailed information about your rockets position, course etc. you could make a blind flight. no picture/audio. just analizing the data and flying the rocket to the mun for example that would be the ultimate KSP Challenge :D
You could add a screen for the nav ball, but you might need a more powerful microcontroller for colour. Better idea: add a little trackpad module so the user doesn't have to keep going back to the mouse. Anyway, it's a cool product, I would love to see how you communicate between the microcontroller and the PC. Do you use serial or mimic HID?
Both actually! On newer units (like as of this video) users can choose between direct serial communication with the game or generic keyboard and joystick emulation. As an emulator it only functions as an output device, so things like the screen won't work, but at least it leaves the controls available for other games.
@Codapop_KSP That's pretty cool, I didn't think of switching between the two. It's nice that it is not only locked into Ksp. I would love to see how it worked on Star Citizen.
I want a real nav ball, but it'd have to have the prograde, normal, etc. indicators and I don't know how to do them. I'm sure it's possible, I've seen weird stuff like that done before, surprisingly long ago, but I don't know how.
Considering the hours and component costs that must go into each one of these sets, I think 900 dollars is a really reasonable price. It's a frickin analog control panel with custom layout! I mean look at how expensive a lot of mass-produced flight sim equipment is.
Thank you! A lot of people don't really know how much effort goes into creating something like this. I try to keep prices as low as possible, but at the end of the day it still has to be worth it for me to build. I think most people would be shocked to hear how low the profit margin is.
@@Codapop_KSPcut the bs bro, at my workplace we got that kind of boards which are more complex, 175e. Your margin is probably +600e so stop lying man!
@@MrLahey-fc8cl 175 euros barely covers the acrylic for this setup. I don't have hundreds of thousands of dollars to invest in an injection molding setup or something. See LTT's videos about making the screw driver to see how much manufacturing engineering can cost, then realize he's hoping to sell millions of units to recoup the costs. The available market for Kerbal controllers isn't large enough to scale up like that. And then you also have to consider that each board takes 10-20 hours to build, which I'm not going to do for free.
4:06 I’ve had to rewind this section about a dozen times because I CANNOT for the life of me pay attention to what you’re saying when you show me that cat
This is SO cool, I would love something like this but idk if I can justify whatever it costs right now hehe Would love specialized controllers for certain games, this, maybe a flight stick for flying planes, and a wheel for driving games. Also part of me wants to do an entirely IVA mission at some point as a challenge, but I wouldn't do it all the time as I like to actually see my rockets as they fly lol
It would be really fun, but a limited market, to have a game called “Mission Control Center” where you have to reprise the roles of each person in Houston to work together to fly the rocket. It would have to bend reality so you’re not just watching screens or sending commands from the terminal. But flipping switches and selecting options, etc. One person plots the course, one person has the thrust/boosters, another controls the pitch/yaw/roll, one person switches power. A but like the VR star trek game.
I so plan on getting a second keyboard with custom keycaps for RCS control. You know, the IJKLHN shifting. And I already fly with controller. Mostly for analog input on the control surfaces. But the custom controllers are so cool. Only thing I don't see is a proper landing gear lever with a small wheel on it. (Because in planes you indeed put the wheels down by pulling the lever with the wheel down)
Matt: This is so cool to have extra hardware to control things! All the insane hardcore Flight Simmers with too much disposable income: Welcome to the money pit.
Possibly a good way to record the panel is record your screen but have a video feed above the bored recording the board like how some people used to do those mouse and keyboard videos or how tech people record it could be fun and bring a new feel to your videos lol
gotta be extreamely handy actually deploying multiple stages... i lost sooo many perfectly good spacecraft by hitting the wrong button, or designing in automatic failure from the start and having no options because i couldnt isolate the issue. and forced to rebuild entirely based on my own limitations instead of what i was trying to accomplish.
@Matt Lowne one of the favorite things I like to try and do is fly entire missions in the cockpit view and map views only. I play on both PS5 and PC... only wish the maneuver info would show on screen when in cockpit view for consoles. Lol. For now, I use watch timers 😂
"You could fly blind", huh I wonder if its possible to only use the telemetry pad from launch to orbit and no screen peeking. Sounds like quite the challenge.
There might be a screw on the inside side near the throttle that increases its tension so it doesn't droop to either end when you let go of the throttle
I wish I could afford one and at least a decent pc but I just have a laptop which runs ksp quite good except when it comes to loading, the loading screens are quite long but that is kinda my fault for having a lot of mods (only part mods bc I don't think it can handle any visual mods). (My laptop isn't even a gaming laptop)
Good challenge idea: The Ultimate (Im)Possible Challenge (day 62 of asking) The goal of the challenge is to collect as many points as possible. It is done in a fresh science mode save. The challenge is done in 3 steps: *1. Before the challenge begins:* Before the challenge begins, you will need to get the settings for it. You can even choose multiple at a time. They can't be broken but they will reward you by multiplying the score at the end of the challenge. +X% means that X% of the total score will be added to it. All percentages are summed up first before applying Hardcore mode (if you kill a Kerbal you lose all of your points, no quicksaves are allowed): +100% Quicksaveless (already applies if Hardcore mode is active but without the additional reward for it, you CAN die, but still, no quicksaves): +30% One ton at a time (every rocket needs to weigh at most 1000 tons): +50% Absurd introvertism (you only have one Kerbal, if he dies, another one replaces them): +70% Forgot the thingy (no docking allowed): +30% *2. During the challenge* The points are scored for landing on the celestial body and returning back to Earth. Each celestial body weighs a specific amount of points: Eve: 280 Moho: 245 Tylo: 235 Laythe: 210 Vall: 200 Bop: 190 Pol: 175 Eeloo: 165 Dres: 155 Ike: 145 Duna: 140 Gilly: 130 Minmus: 120 The Mun: 110 Kerbin (you need to get to space, land, get to space again and land again, all within one launch): 100 The points will only be earned if a kerbal lands on the celestial body and goes back to Kerbin (a robotic spaceship doesn't count!). If the Kerbal dies on the way back after landing on the body, you will lose half of all the potential points it could've scored if the rocket would've gotten back to Kerbin, for example if you land on Vall and then crash on your way back, you will not gain the 200 points from that launch and only lose 100 points (except if you revert that). You will also lose 35 points each time you upgrade in the tech tree. *3. After the challenge:* You may stop the challenge any time as long as no Kerbal is in space. The points are multiplied by the conditions you chose in the beginning. If your points are negative, you have lost the challenge. If you are good enough you will get a medal (just a trackmania Easter egg) 🏅 2986 points (my PB) 🥇 2700 points 🥈 2400 points 🥉 2100 points
I like the controller, very cool! I have a video request. Since the demise of KSP2, could you overview your favorite/must have mods for KSP1? I started playing KSP1 last year just before KSP2 came out, so have mainly been playing KSP2. Now, I am wanting to go back to KSP1.
Take your personal data back with Incogni! Use code MATTLOWNE at the link below and get 60% off an annual plan: incogni.com/mattlowne
Didnt know you were a speedcuber? nice moyu 3x3 i think
@@TomTinTin279 that cube is a.....cyclone boys 3×3!
Ahh cool, thought it was a moyu from its case
@mattlowne that watch that you have which one is it? I know it's a Samsung
@@TomTinTin279 Haha, keen eye! Yeah it's a Moyu Weilong WRM V9. I was super into cubing a few years ago and recently wanted to get back into it...turns out I've forgotten basically all the OLL and PLL algs so I'm back at an average of ~50 seconds. Gradually trying to improve my F2L and re-learning my OLLs and PLLs...decided for the headlights OLL I'm just gonna do Sune/Anti-Sune though because I remember *hating* that algorithm lol
Something about the throttle falling to either 100% or 0% thrust is just so perfectly kerbal
Was about to say, it would've been better if the throttle could hold position but on second thought 0-100 is the kerbal way xD
For the price of the controller I shouldnt have to deal with kerbal jank, but its still really cool
I wonder if there’s an adjustment screw somewhere to tighten the lever.
@@melodic9920 He did say it was a "beta" part seemingly, so probably something that would be worked out before its actually available. But agree.
I was about to head to the website and check this out but that throttle lever is a hard pass, there is the knob but not the same, once the throttle lever is fixed consider mine bought
Imagine doing this without a monitor (or just using the map screen), relying on the telemetry only to get a very mission-controlesque experience.
I think there is a mod "Control room" or something that gives you a control room as view.
Combine that with smart things, or mech Jeb and you can basically program a complete automatic mission wich would be realistic
or doing SSTO in IVA only
iva would be fun
Thanks again, Matt! I'm happy to see these modules getting some love.
Regarding your Throttle module slipping, unfortunately this has sometimes been the case as there's no way for me to tighten the lever. Newer models have a bit of fabric that helps support the lever, but it also isn't perfect and I'm actively looking at options. This probably isn't the best look on my part, but you could glue some foam next to the lever underneath the board to add friction and get it to stay where you leave it.
Anyway, I'm looking forward to seeing you enjoy the controller in the future! I'll let you know when I figure out how to build and ship you the rest of the rocket.
you could use a springy metal lever that pushes onto the bottom of the lever kinda like some RC controllers do it
You might be able to add a low to high gear ratio that spins a small piece of paper at a high speed when moving the trottle. You might also be able to backfeed into an electric motor.
Or just fill the entire panel with thick sirup.
As for the staying in place problem:
A fluid head type mechanism might work.
Chat gpt is fun:
To prevent a throttle lever from moving on its own, several mechanisms can be employed:
1. **Friction Lock**: This mechanism involves a friction pad that can be tightened against the throttle lever, increasing the resistance to movement. This is common in many throttle control systems, especially in boats and aircraft.
2. **Detents**: These are small notches or grooves in which a spring-loaded pin or ball bearing can sit, creating a tactile "click" at specific throttle positions. The detents provide resistance that helps keep the lever in place.
3. **Spring-Loaded Mechanisms**: Springs can be used to apply constant pressure against the movement of the throttle lever, requiring deliberate force to change its position.
4. **Throttle Lock**: A throttle lock mechanism, often found on motorcycles, can be engaged to hold the throttle in a fixed position. This is typically a mechanical clamp or a friction-based device that holds the throttle grip or lever.
5. **Ratchet Mechanism**: This involves a ratcheting system where the throttle lever can move freely in one direction (increasing throttle) but requires a deliberate action to decrease throttle, thus preventing unintended movement.
6. **Tension Adjusters**: These allow for the adjustment of the internal tension within the throttle mechanism, increasing or decreasing the force required to move the lever.
7. **Electronic Systems**: In modern vehicles, electronic throttle control systems can be programmed to maintain a set throttle position, preventing unintended movement through electronic feedback and control.
Each of these mechanisms can be used alone or in combination to ensure that a throttle lever remains in the desired position and does not move unintentionally due to vibrations, gravity, or other forces.
@@JPR137true programmers would've programmed it in rust /s
One among many solutions is to have the lever be symetrical (or have a counterweight on the other side) so the CoM is at the center so it doesn't rotate by itself.
Also adding some slight friction would make it feel really nice i can imagine! I've seen people using a felt pad to create this effect, or just using slight detents so the throttle has a number of "stages" between which you click when adjusting the throttle. If you get the number of detents right, it won't even hamper the functionality of a analog control while providing a satisfying click and holding force.
Just my ideas to throw in, they might be too overengineered for this maybe :D
Have you considered maybe some kind of Rubber stopper system?
Play a whole mission in real time with the inside veiw to get the true kerbal experience.
Wow that must've been challenging
+hullcam
You'd almost definitely need a mod like MAS and its Astrogator integration (to get proper orbits from within IVA) but this definitely seems possible.
@@JRexRegis actually, you can do very well on just IVA alone! a couple years back I did a Mun run in just IVA, as long as you keep track of the speeds required for each phase of the plan, you can do a landing and return without any extra info!
@@JRexRegis playing with it right now. without cams and MFDs, it is absolutely impossible to even dick in space
Lmfao I know the throttle stick being too heavy is a design oversight but there's something so amazingly kerbal about having a thrust stick thats gagging for 100% thrust is hilariously on brand.
5:41 kitty 🥹
and 4:06
Even nasa knows to release pictures of cats with their spacecraft
cats are the best!
Lil skrunkly
I scratched its chin just as it started to walk around the old housing! Accidental perfect timing!
better way to demonstrate this is to have a camera over the controller, and inserting that into the gameplay video in the corner or something. That way we can see the gameplay, and in the corner how you do it on the console.
Yea, or put the controller video below the gameplay and end up with a not-wide-at-all 4/3ish aspect ratio
I've spent so much on stuff like this for flight sims over the last 40 years, it really does add a whole new level to using a simulator. These days I just don't seem to have the patients to pull it all out and set it all up, spend a few hours flying and then have to pack it all up when done.
That's where you put your gaming machine in its own space, on its own platform, with interchangable parts for whatever game it is you're playing, while, you have a budget machine to do your regular web work, or small games. It doesn't have to be a huge space, of course. I find that I end up digging into a game for months at a time, then tastes change, go to something else. I have a steering wheel I bought 5 years ago, and I've used it once.
Being a Retro enthusiast, I'm working on setting up an area (Or three) for my old machines. Being also a software developer, I'm thinking of how I can setup a dedicated section for writing tools for things going back to DOS days and such.
If KSP2 dev is really over, maybe we should create an open source version, our own space program.
Community Space Program
@@UnhorsedGoose Kommunity*
I thought that gamers would of already learnt that this wouldn’t work with a large scale game after Thrive
@dawsonsarcade7670 best source of copium remains gamers.
Well, Open Space Program is actually a thing
I want more controller content! That looks like a really professional and fun addition to the game.
Idea for the yellow module:
1) Kerbal Alarm Clock panel that shows you the countdowns for maneuvers set for other spacecraft (for when you fly multiple missions at once).
2) Target remote control panel that lets you send basic commands to a targeted spacecraft while docking (turn on/off RCS, switch between attitude hold modes, switch lights). This would be similar to the capabilities of Gemini 8 when remote controlling the Agena Target Vehicle
Maybe you could also get hold of one of those original Apollo Mission Control switches (there's details on Curious Marcs channel) to switch on Chatterer of semi-realistic Kerbal CapCom functionality.
The second one would probably not work with how (Stock) KSP is running. Maybe there are mods out there, that make it possible, but I don't know about those mods right now.
You could try a blind mission where you can’t see what’s happening outside the rocket, the only information you have is on the controller and the IVA nav ball / gauges
Matthew Lowne, you cannot just be showing us your adorable cat for short bursts at a time. I demand a cat tour/showcase!
In Palpatine's voice : "Glue it!"
Cat: I was certain that box was for me to sit in. Outrageous.
4:05 kitt'n!
Of the controller, I'm more than a little envious. :D I'd be making them if my health allowed, but I won't go on about it as I'm sure I said all that last time. Lately I've been getting some practice with low-level programming. It's been a lot of fun!
The orbit numbers shown on the launchpad are familiar. I've seen those on the screen so many times. :)
Orbital insertion with the telemetry screen had me grinning all over my face! :D It's just so cool! Familiar numbers again; I watch the maneuver panel almost as much as the navball, but similar to what you said, Matt, seeing them on dedicated hardware is so much more immersive! :D
click click click click! :D
Nice it supports KSP2 too, despite everything. Maybe the mod will be finished even if the game is cancelled. It depends on how the mod's developers feel.
I get that feeling! :D I wish I could convey it too. Thanks for showing us, Matt!
We need him to make a full mission with this. IVA only, no map screen.
I'm really excited about what kind of modules the community will create!
I would love to see some hardware that you would find in actual planes, like real metal switches or buttons and lights, and panels that are maybe kinda grey like you would see in an airliner.
A real physical navball, more telemetry screens, more lights, more buttons, just more everything.
Matt with this = little kid in a theme park for the first time and I love it
I definitely like the idea of seeing videos in this "new" layout, with the ultra wide recording, and the controller! The controller is dope asf
2:12 - Hi, do you think you could place that delicate electronic screen slightly closer to the edge of your table? My anxiety really isn't bad enough at the moment.
I was waiting for it to go tumbling, I'll be honest.
This is how we know for sure that Matt isn't Linus doing an English accent.
@@hadorstapa yes, it was an important distinction I needed to make because I was building it in a kitchen
I'm so glad I didn't notice! 🤣
I feel like a direct overhead camera would be nice for a 2D view. I always love playing KSP1 with my joystick, this kind of thing is a bit of a dream really
OK, that cat has to be the cutest EVER!
Now all you need is a mod to have map view on one monitor and IVA view on another.
This would honestly be incredible.
@@JRexRegis i think that there is a way to do this. I recall an older channel called HOC gaming doing way back in the day. Pre-1.0 KSP
I love it when people make products and don’t drop ship. Also laser cutting it then sending it straight away and letting the customer assemble is so smart
There's still a lot of prep that has to be done with each container, even though it arrives flat. I mostly just didn't really trust them to not get damaged in shipping. They're very solid once on the desk, but also quite heavy.
This honestly is really cool, and something I never thought about as a controller. Thanks so much for showing us this awesomeness!
Idea: Use a hand camera and like edit it onto screen so we can see both the controller and the screen.
This is giving me some serious Steel Batallion vibes, if anyone remembers when that came out with it's massive controller.
Loved that game, but I was terrible at it. Stole my friend's version for several years. Never made it past like mission 4? lol
> with it's
> with it is
throttle - two strips of rubber mounted on the back side of the white outer panel that rub against the bar of the throttle and hold it in place through simple friction
Minecraft with this would be insane.
awesome vid, still in love with your abort switch and having to arm the stages but I love the addition of the fuel etc. display unit. this reassures me that whatever ksp 2's future you'll still be cranking out the vids on 1 or 2, Thanks again for the great content
Happy to watch you caulk your unit together.
Good to hear the controller now works with KSP2. I was delaying a purchase until this became a fact. But now I'm delaying even further until we hear what's next with KSP2, the colonies, etc.
Im so jealous 😅 this looks sick 😊
You could put a “controller cam” to show the controller that would be really cool… Put a camera above the controller and just display it on the top/bottom left or right
absolutely love this! I think the way you overlaid the game on the upper right is just fine btw.
Cleetus McFarland fans had their ears perk up at 0:35 🤣Congrats on the new build!
Can we get a RUclips Short of you just flicking the NAV and MAP buttons please? They seem so satisfying 😄
7:49 Does anyone know what clock that is?
I was meaning to ask about this on the "until the bitter end" stream - great to see this having an update!
You should do a playthrough of campaign and only use first person camera inside the command module, using only the data you get from the onboard screen to maneuver and such
The personalized controller is awesome, I wish I had one. It replaces the BORING keyboard and mouse with a flashy style!
Now you know how us Sim Racers feel when we get into a decent rig. Nice Matt, i'm jealous!
I love complicated and chonky control panels, it is the main reason I own a Steel Battalion controller and an Xbox (2001) I would love to have something like this for KSP
So, the control set for this is absolutely fantastic, and, I could see it being used for other games. Farming Simulator, Truck Simulator, etc, stuff where buttons are all over the place and don't easily map to a key.
But what I want to know is the name of that clock you have in the background!!!
Looks to be from Lametric?
You should wear perhaps a webcam on a head band sort thing, like old mining helmet or a collar like device. You could capture you and use the console at the same time.
The throttle going up but only being 20% in the game gave me ptsd about my flight simulator modules doing that when they have no precision mode lol
A thin bit of adhesive felt (like for furniture feet) on the inside of the slot for the throttle could help hold it in place. Just needs some friction to overcome the weight of the lever.
That's very similar to what I'm trying. The only problem is it's very touchy. Sometimes the material can prevent the throttle from maxing out or bottoming out.
With OBS you can definitely record in a smaller frame the controls and have the game as the main frame. That’d be cool
Congratulations on the amazing controller!!
Video idea: Turn off your monitor and do a mission on telemetry data alone 😎
An Idea just popped into my Mind:
if you get enough detailed information about your rockets position, course etc. you could make a blind flight. no picture/audio. just analizing the data and flying the rocket to the mun for example
that would be the ultimate KSP Challenge :D
Throttle lever needs a friction lock adjustment
I'm going to work on options asap!
This is very important: We need full and detailed information about the kitty.
Try wrapping rubber bands around your throttle where it meets the plastic base. The friction should help hold it in place.
You could add a screen for the nav ball, but you might need a more powerful microcontroller for colour. Better idea: add a little trackpad module so the user doesn't have to keep going back to the mouse. Anyway, it's a cool product, I would love to see how you communicate between the microcontroller and the PC. Do you use serial or mimic HID?
Both actually! On newer units (like as of this video) users can choose between direct serial communication with the game or generic keyboard and joystick emulation. As an emulator it only functions as an output device, so things like the screen won't work, but at least it leaves the controls available for other games.
@Codapop_KSP That's pretty cool, I didn't think of switching between the two. It's nice that it is not only locked into Ksp. I would love to see how it worked on Star Citizen.
I want a real nav ball, but it'd have to have the prograde, normal, etc. indicators and I don't know how to do them. I'm sure it's possible, I've seen weird stuff like that done before, surprisingly long ago, but I don't know how.
Would love to see you do a full IVA mission with this controller
Considering the hours and component costs that must go into each one of these sets, I think 900 dollars is a really reasonable price. It's a frickin analog control panel with custom layout! I mean look at how expensive a lot of mass-produced flight sim equipment is.
Thank you! A lot of people don't really know how much effort goes into creating something like this. I try to keep prices as low as possible, but at the end of the day it still has to be worth it for me to build. I think most people would be shocked to hear how low the profit margin is.
@@Codapop_KSP OMG answer from the man himself!!!
@@Codapop_KSPcut the bs bro, at my workplace we got that kind of boards which are more complex, 175e. Your margin is probably +600e so stop lying man!
@@MrLahey-fc8cl 175 euros barely covers the acrylic for this setup. I don't have hundreds of thousands of dollars to invest in an injection molding setup or something. See LTT's videos about making the screw driver to see how much manufacturing engineering can cost, then realize he's hoping to sell millions of units to recoup the costs. The available market for Kerbal controllers isn't large enough to scale up like that. And then you also have to consider that each board takes 10-20 hours to build, which I'm not going to do for free.
@@Codapop_KSP so its about 175 plus ur working hours, so you make 50e per hour
Thx because, I see little content for sim controllers for KSP
Greetings
Would absolutely love more controller videos!
I'd love to see a whole mission/series which relies on using this controller.
4:06 I’ve had to rewind this section about a dozen times because I CANNOT for the life of me pay attention to what you’re saying when you show me that cat
This is SO cool, I would love something like this but idk if I can justify whatever it costs right now hehe Would love specialized controllers for certain games, this, maybe a flight stick for flying planes, and a wheel for driving games.
Also part of me wants to do an entirely IVA mission at some point as a challenge, but I wouldn't do it all the time as I like to actually see my rockets as they fly lol
OMG - that's so SAD!
I want one!
You know what you need to do? Build a capsule, and then mount the screens and controllers in it.
Now you need to do a mission with the screen blacked out. ONLY use the telemetry on your panel.
That was a great video, now you need controller and face cameras, and a space helm so you can put your face up beside the Kerbals in the flight screen
It would be really fun, but a limited market, to have a game called “Mission Control Center” where you have to reprise the roles of each person in Houston to work together to fly the rocket.
It would have to bend reality so you’re not just watching screens or sending commands from the terminal. But flipping switches and selecting options, etc.
One person plots the course, one person has the thrust/boosters, another controls the pitch/yaw/roll, one person switches power.
A but like the VR star trek game.
Ooh! That would be awesome, but organizing it would be a headache of _cosmic_ proprtions! :D
I so plan on getting a second keyboard with custom keycaps for RCS control. You know, the IJKLHN shifting.
And I already fly with controller. Mostly for analog input on the control surfaces.
But the custom controllers are so cool. Only thing I don't see is a proper landing gear lever with a small wheel on it. (Because in planes you indeed put the wheels down by pulling the lever with the wheel down)
you could use that as just an adjustment throttle and the legacy one as your main throttle. keep the new throttle at precision
I’ve been excitedly waiting for this moment ever since you mentioned it
you should use an overhead camera for the gameplay
Matt: This is so cool to have extra hardware to control things!
All the insane hardcore Flight Simmers with too much disposable income: Welcome to the money pit.
I would love to see a potential lets play with the controller
All right, works on both KSP games. I’m sold! 💰
you should really try getting a rocket into orbit with the screen turned off only relying on the telemetry readings
Possibly a good way to record the panel is record your screen but have a video feed above the bored recording the board like how some people used to do those mouse and keyboard videos or how tech people record it could be fun and bring a new feel to your videos lol
gotta be extreamely handy actually deploying multiple stages... i lost sooo many perfectly good spacecraft by hitting the wrong button, or designing in automatic failure from the start and having no options because i couldnt isolate the issue. and forced to rebuild entirely based on my own limitations instead of what i was trying to accomplish.
You could put a small controller cam in the corner like people do with sin racing rigs
Awesome stuff! Next challenge: mun mission with instruments ONLY
@Matt Lowne one of the favorite things I like to try and do is fly entire missions in the cockpit view and map views only. I play on both PS5 and PC... only wish the maneuver info would show on screen when in cockpit view for consoles. Lol. For now, I use watch timers 😂
Dude i love your videos, been following your channel from 1 1/2 years, Can you build the soviet N1 moon rocket in ksp
Did that with EDA a few years ago :)
ruclips.net/video/ctOoojv1fI0/видео.htmlsi=esHbb327pQ8WO7HB
I reckon a full apollo mission with controller footage would be enough
Hope to add 10 or 12 control modules in my 2 man kerbal space simulator I'm currently building and video documenting
next you need a fully responsive, real-time, motorised nav ball!
you should see if theres a way to tighten the throttle lever so you don't have to hold it in place
I'd love to see you do a full blown multi part mission to somewhere like Duna or the Jool system with this rig!
Do a full monitor view with a smaller screen showing the controller (kinda like a mouse cam) to show it in acrion.
"You could fly blind", huh I wonder if its possible to only use the telemetry pad from launch to orbit and no screen peeking. Sounds like quite the challenge.
Man, you need to see if you can get to the moon blind with only the fpv from the cockpit and the controller displays!
There might be a screw on the inside side near the throttle that increases its tension so it doesn't droop to either end when you let go of the throttle
Now all you need is a spacesuit and some tang!
imagine they release a navball module and you can fly with UI completely disabled
That is the cutest kitty i have ever seen ;_;
I wish I could afford one and at least a decent pc but I just have a laptop which runs ksp quite good except when it comes to loading, the loading screens are quite long but that is kinda my fault for having a lot of mods (only part mods bc I don't think it can handle any visual mods).
(My laptop isn't even a gaming laptop)
Please more controller content i love seeing you use it
Good challenge idea: The Ultimate (Im)Possible Challenge (day 62 of asking)
The goal of the challenge is to collect as many points as possible. It is done in a fresh science mode save.
The challenge is done in 3 steps:
*1. Before the challenge begins:*
Before the challenge begins, you will need to get the settings for it. You can even choose multiple at a time. They can't be broken but they will reward you by multiplying the score at the end of the challenge. +X% means that X% of the total score will be added to it. All percentages are summed up first before applying
Hardcore mode (if you kill a Kerbal you lose all of your points, no quicksaves are allowed): +100%
Quicksaveless (already applies if Hardcore mode is active but without the additional reward for it, you CAN die, but still, no quicksaves): +30%
One ton at a time (every rocket needs to weigh at most 1000 tons): +50%
Absurd introvertism (you only have one Kerbal, if he dies, another one replaces them): +70%
Forgot the thingy (no docking allowed): +30%
*2. During the challenge*
The points are scored for landing on the celestial body and returning back to Earth. Each celestial body weighs a specific amount of points:
Eve: 280
Moho: 245
Tylo: 235
Laythe: 210
Vall: 200
Bop: 190
Pol: 175
Eeloo: 165
Dres: 155
Ike: 145
Duna: 140
Gilly: 130
Minmus: 120
The Mun: 110
Kerbin (you need to get to space, land, get to space again and land again, all within one launch): 100
The points will only be earned if a kerbal lands on the celestial body and goes back to Kerbin (a robotic spaceship doesn't count!). If the Kerbal dies on the way back after landing on the body, you will lose half of all the potential points it could've scored if the rocket would've gotten back to Kerbin, for example if you land on Vall and then crash on your way back, you will not gain the 200 points from that launch and only lose 100 points (except if you revert that).
You will also lose 35 points each time you upgrade in the tech tree.
*3. After the challenge:*
You may stop the challenge any time as long as no Kerbal is in space. The points are multiplied by the conditions you chose in the beginning. If your points are negative, you have lost the challenge.
If you are good enough you will get a medal (just a trackmania Easter egg)
🏅 2986 points (my PB)
🥇 2700 points
🥈 2400 points
🥉 2100 points
Perfect for ksp cuz we don't talk about ksp 2 anymore
I like the controller, very cool! I have a video request. Since the demise of KSP2, could you overview your favorite/must have mods for KSP1? I started playing KSP1 last year just before KSP2 came out, so have mainly been playing KSP2. Now, I am wanting to go back to KSP1.
I want to buy one of these so badly, one day perhaps