Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
I have been building controllers and button box for a while, and TS was among the few games that would benefit from the realism perspective, from such controllers, but the time spent to make one, is not really worth it. TS has NO analog controls... that is enough to kill completely the interest.
As far as speedometer, you can do something similar to what flight sim cockpit makers do: translate the gauge from the game to actual signals that again, has to be translated by the microcontroller. Flight sims are easier to handle because often the devs expose such data and telemetry, so it is easier to connect real world equipment, but TS is not a simulator, just a glorified game that has some simulated systems.
Saw some people modify the Densha De Go controller; that should give you a good starting point; although it is not that different from the railroad controller; which I agree looks like a toy.
There is no market for such devices; that's why you don't see that many. I had luck using a Farm Simulator console for TS; once I mapped the buttons and lever to keyboard bindings, but it is not realistic at all to be honest... If you want to spend time and efforts in building a control for TS; by any means, try it, but if it is realism you are looking for; it is just a waste of time in my opinion.
a few years ago i used the 2015 version for my saitek. the respons was way better then the raildriver. havn't build me own controller yet, to lazy i guess
I built this with 3 arduino boards and using that program
https://drive.google.com/open?id=0B4w7TXrq-441ajlxQXNtY25QNzVuOEllOU1uU2ZSbGFLXzVn
Nice one..... I tell you that was a project and half and by the time I finished was more expensive than a Raildriver but I must admit I am still stoked with the outcome.
I started small with a couple of buttons and some hand held squeegee handles attached to some rotary pots before attempting the final job.
Sounds like your well on your way to some custom controls. Chris who made the TS2017 Raildriver and Joystick Interface was mentioning that he is working on getting his program to output via serial, thats when the real fun will start as we will be able to hookup guages, TFT screens and anything else we can think of via micro controllers.
I tried to get mine to work for TSW by using Xbox360CE but unfortunately it will only recognise 1 joystick per 360 controller, I connect 3 USB cables and it shows as 6 different controllers so didnt get that one working unfort
Simply how I can put, after a long day of school I come back to all of this.
Anyways thanks a lot for the help, now this is where I need to consider my options.
Now this is waaaay too complicated for me, but I swear in my eyes you are a literal legend for making that.
Respect
The main problem is that I don't want to spend all my money on a raildriver since I got some routes and ap packs on my wishlist otherwise I would have just done what you did.
I mean if you can somehow send me some extra details on how to make and configure your 'controller' then I might try convince my DT teacher to let me work on my own version of your project.
So my original plan would be:
Throttle/Brake/Reverser: https://www.saitek.com/uk/prod-bak/quad.html
AWS: https://www.amazon.com/Policy-Decision-Programmable-Keyboard-Nuclear/dp/B0772SS1DS/
Once you got that covered, go on ebay and find joysticks or industrial controls; they usually operate at 12V but they work fine with 3.3V or 5V, which is what you get from standard USB controllers. Once you get those, add them to the arduino board, so you have a basic joystick and button setup.
For potentiometers, you can use an analog to digital converter or buy step selectors and add resistors between each pin, which will transform them in discrete step controls, which works fine as keyboard controls replacement. You still get the feeling of rotating a knob or move a lever, but as far as the controller care, it gets the single pulse, which translate in one push and release of a button.
There is no magic in making a controller; the working code for button boxes is out there, and most of the arduino forums have examples about how to get signals from buttons, pots, selectors and such.
The hardest part is to make the case and in finding a microcontroller board that support enough IO for you to connect controls. You can go cheap with a simple one, but then you need multiplexers and rely on timers and interrupts, which is a more advanced topic.
Or just save time and pay for someone on Etsy or other flight sim forums to make one for you. Derek Spears makes overly expensive button boxes, and he sell USB controllers ready to go, which you may find useful as starting point. They are not cheap, but that's because many people are scared to build their own control box. Once you make the first one, you will see that it is not rocket science.
I use TS 2019 with the Logitech Side Panel (originally designed for Farming Simulator) but have also connected a throttle quadrant in the past. You can map all axes and keys to the buttons/axes of the controllers, individually for different games or even different engines in TS, by creating multiple profiles..
Yes, that is known; joy2key is able to simulate a keyboard; but if you do not have a controller to simulate, it is not that useful.
OP wants something that does not look like a toy; so before he need to build the rig, then he can think about how to interface it.