JohnU on The Device That Won WW2: A History Of The Cavity Magnetron.JohnU on Hackaday Links: August 27, 2023.Bob on Making An Injection Mold For Yourself.Antron Argaiv on The Device That Won WW2: A History Of The Cavity Magnetron.Dan on It’s A Sander! No, It’s A Toothbrush! Relax, Relax, It’s Both.Marcus on Microsoft Discontinues Kinect, Again.This Week In Security: WinRAR, DNS Disco, And No Silver Bullets 1 Comment Posted in Peripherals Hacks Tagged control yoke, flight sim, gaming Post navigation But if you’re looking for something DIY that’s a little more substantial, it’s not too much of a step up to another DIY yoke we’ve featured before which is centered around an Arduino and a few 3D-printed parts. Assuming you have a mouse in your parts drawer and have access to some sort of cardboard, it’s estimated to take not much longer than five minutes to put together. While relatively quick and easy to build, it works as a fully-functional yoke in flight simulator programs like FlightGear almost effortlessly, mostly thanks to the fact that it is based on a nearly unmodified mouse. One optional modification to the device allows it to have more realistic control throw, and another replaces the cardboard tube with a wooden dowel to give the device a little more strength. This mechanism rests in a cardboard box it uses as a frame, with a yoke-styled control interface built out of packing foam at the front. ![]() A custom housing for it is constructed from cardboard, which lets it sit above a cardboard tube which functions as the control interface. The yoke can be built around any optical mouse that happens to be lying around. We all have to start somewhere, though, so if you’re looking for your first semi-realistic flight simulator control mechanism take a look at this yoke which can be cobbled together for almost no money or time. But for those gaming on a budget this can seem a little overwhelming and daunting. ![]() When it comes to flight simulators, we’ve seen people go all-out with their immersive setups, with all kinds of hyper-realistic control systems and monitors as far as the eye can see.
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