Community Event / Creation DIY Custom Switch Panel for ED

Hi Folks,


My Name is AL, I'm 30 and I come from Austria (Vienna).
I'm very excited about the game to come out (no Beta access :-( ) and I decided to built my own switch panel for the game.
I Have done something similar like this before for the MS FSX but that was only a keyboard modification, this time I want to go "real deal" and build a real switch panel with a keyboard hack.


Since I have no beta access to the game, I rely on feedback and ideas of others to plan this thing. One of my buddies helped me a lot so far but I would love to hear some more suggestions and Ideas from other people as well.


So here is the plan for my project:


I will use the platine of an old keyboard to hook up mechanical switches to it. This allows me to connect them easily via USB to my PC. The downside of this method is that it can only handle momentary switches (since the switches are simulating ordinary keyboard keystrokes, there are methods to use toggle switches but it requires some more work). The upside is saving some money for an USB I/O board + getting rid of an old keyboard.


I will mount the switches and pushbuttons to a Plexiglas plate (milky) and put LED-bands behind it. The plate will be painted and the annunciator will be printed as vinyl stickers. So labels and switches will be backlit =)


I will also integrate my tablet and use it via Roccat Power Grid.




If you have any ideas, suggestions or questions, I would love to hear from you.


greets


AL


(Size 80cm x 20cm):


uc


These Functions are planned to be assigned right now:

-Navigation (should bring up the Nav menu or right side flight computer)
-Modules (should bring up the left side flight computer)
-Hyperdrive (should engage HD and Supercruise)
-Emergency Disengage (should disengage HD)
-Target Selection (2 buttons to switch between targets)
-Target Subsytems (2 buttons to switch between targets subsystems)
-Sensor Range (2 buttons to adjust sensor range)
-Emergency Cargo Jettison
-Cargo Door (Cargo Scoop)
-Air Lock (I assume you will be able to open the doors of the craft at somepoint, exiting after landing on a planet e.g.)
-Rotational Correction
-Landing Gear
-Heat Sinks
-Silent Running
-Shield Cells
-Weapons
-Ship Lights

Avionics and Cockpit Lights are basically just two switches to turn on the power supply for the overhead panel, no ingame functions.






And a picture of my former setup (was designed for FSX)


uc
 
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Seems like you know what to do :)

Just know that so far we dont have complete control over all the ship functions, and unless we get it, some of what you might want to control must be done through third party software and macros. For instance, "Emergency Disengage" is achieved by quickly pressing the "Hyperdrive" button twice and not a separate keybind. Of course, this can be solved by macroing a separate button to a double press of the same button, but as long as you have all the info before you start building :)

Also, as you probably know, everything in ED right now is toggable.
So the same button lowers and rises landing gears, deploys and withdraws hardpoints etc.


Otherwise, good project and please keep us updated! And welcome to this insanity!
 
Thank you for the positiv feedback =) I'm actually planning this project for quite a while now and since I hate to spend money on mistakes, I really try to put some thought into it.

@Enride

I'm aware of the disengage situation, It's something I was thinking about for quite a while. XD Right now, I just hope they'll change that and, as suggested in the other thread, will give us more freedom to bind functions.

I would might even consider to use a 3rd party program for macros and such, but I will have to see about that.

If nothing changes about the situation, I think I could also live with having to double tap that one button, odd but...well. XD

Would be interesting if there is a software that can kill keystrokes. That way I could use normal non-momentary-toggle switches without having the switches to constantly sending a signal when turned on.
I haven't come across a program that would do that so I have to use momentary toggle switches which I don't like too much. It's just not the same feeling but on the other hand, I really don't wanna start to solder an extra circuit with mechanical relays and stuff, just to accomplish that. I want to keep it simple in that regards.

I heard about Teensy and Andruino boards but that would just add to the costs and I don't want that if I can have an basically free work-around with a keyboard hack.


The good thing about label stickers though, is that I can exchange them afterwards and be flexible to some extend. But I guess I will wait until release of the game, before I order anything and start building it. Who knows what they are going to change about the keybindings until the game is out?


@ThereIs0nly0ne

You're right, these are switches with red plastic covers, like the ones we see in movies and so on. Gives it a cool look and feeling =)
 
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Thank you for the positiv feedback =) I'm actually planning this project for quite a while now and since I hate to spend money on mistakes, I really try to put some thought into it.

@Enride

I'm aware of the disengage situation, It's something I was thinking about for quite a while. XD Right now, I just hope they'll change that and, as suggested in the other thread, will give us more freedom to bind functions.

I would might even consider to use a 3rd party program for macros and such, but I will have to see about that.

If nothing changes about the situation, I think I could also live with having to double tap that one button, odd but...well. XD

Would be interesting if there is a software that can kill keystrokes. That way I could use normal non-momentary-toggle switches without having the switches to constantly sending a signal when turned on.
I haven't come across a program that would do that so I have to use momentary toggle switches which I don't like too much. It's just not the same feeling but on the other hand, I really don't wanna start to solder an extra circuit with mechanical relays and stuff, just to accomplish that. I want to keep it simple in that regards.

I heard about Teensy and Andruino boards but that would just add to the costs and I don't want that if I can have an basically free work-around with a keyboard hack.


The good thing about label stickers though, is that I can exchange them afterwards and be flexible to some extend. But I guess I will wait until release of the game, before I order anything and start building it. Who knows what they are going to change about the keybindings until the game is out?


@ThereIs0nly0ne

You're right, these are switches with red plastic covers, like the ones we see in movies and so on. Gives it a cool look and feeling =)

Nice one man.I looked into this idea myself,another one for me to keep my eyes on now.

Whilst looking before,I almost certainly found that there appears to be no other way (other than relay's) to use the toggle switches you want...If you do find a way please let us know.

I bought an Arduino for this....some time ago,and all I have managed to do so far is take it from the packet,look at it,then put it back.But I have been busy,honest!
 
After some consideration, I decided to cancel the project. I will instead turn in the pathway of virtual reality which I consider more "future-safe". I think my plan was good and would have worked out fine, but the costs would have been beyond 100€ and I would rather use that money for a good VR Headset, until then I will have to live with a simple Headtracker.
 
After some consideration, I decided to cancel the project. I will instead turn in the pathway of virtual reality which I consider more "future-safe". I think my plan was good and would have worked out fine, but the costs would have been beyond 100€ and I would rather use that money for a good VR Headset, until then I will have to live with a simple Headtracker.

Sounds sensible if cost is an issue - these projects can often run away cost-wise. You could also look into VoiceAttack as an alternative means of providing additional controls.
 
Sounds sensible if cost is an issue - these projects can often run away cost-wise. You could also look into VoiceAttack as an alternative means of providing additional controls.

It's not just the cost, I also question the usefulness of such a device once VR really kicks in into gaming, and I'm sure it will.

I was just reading through reviews of people saying that it feels like you are actually inside the cockpit and I want that too.

For the time until this becomes reality, I will just go back to my old setup with the modified keyboards, It's not exciting but will do the trick in combo with a headtrack system.
 
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