![]() ![]() The main difference with SerialIO is that there are a lot of messages available, each dedicated to a specific piece of data. The idea was to have a richer set of possibilities compared to SerialIO. This mod was an alternative to SerialIO created in 2017 by Stibbons. Other choices include Kerbal SerialIO and kRPC. The easiest way (if you don't want to implement your own protocol) is to use an existing mod to communicate between KSP and an Arduino.Ĭurrently, we recommend that you use Kerbal Simpit as it has the most functions and is actively maintained. If you want to actually display some information on your controller that comes from KSP (for instance current speed and altitude, fuel levels, etc.), you'll need to use another library. You will probably need to map the KSP commands to the keyboard/joystick in the KSP settings for it to work. More information from the creator of the Joystick.h library here. In this case, the best solution is probably to use a 32u4-based microcontroller (such as the Arduino Leonardo or Arduino Due) and use the official keyboard library and Joystick.h library. The big red button to launch the rocket emulates a 'space' press. You can for instance have a 'Map' button that simply emulates a key press of the 'm' key. These are controllers that can only send inputs to KSP, similar to a computer peripheral like a joystick, a mouse, or a keyboard.įor these controllers, the easiest solution is to act as a joystick or a keyboard for the computer. There are two main categories of controllers. The first decision you must make is what type of controller you want to build, since that will decide what libraries you will be able to use. The idea is to make a living guide to help others create a controller, so feel free to suggest any improvements to this guide! This is a joint work from rogor (one of the main developers behind Kerbal Simpit Revamped) and Codapop (the developer of one of the largest and most complete KSP controllers). The third part is how to actually built it, including the enclosure, the electronics, etc. The goal is to be able to draw a rough schematic of the controller you want by the end of this part. The second part is about the content of the controller: what kind of switches to use for specific inputs, what it can display, and various tips and tricks for designing. It ends with a guide for an optional step, where you can use some basic electronics supplies to build a first proof of concept of a controller. The first part of this guide is about high level choices to guide the initial design of your controller (some examples of what you can do with a controller, what library and what board to use).
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