Inspired by a pocket version of the Voltex controller that is also pretty darned expensive, [OmniSaiRen] set out to make their own on the cheap by building an awesome little macro keyboard that’s smaller and easier to use than the specialized controller. Inside there’s an Arduino Pro Micro taking input from eight Cherry MX switches and two optical encoders. The game treats the encoders as vertical and horizontal mouse movements, so [OmniSaiRen]’s code scans the encoders for their positions.
[OmniSaiRen] wrote their own matrix code and says it’s ugly, but it works well enough to play the game. What more can you ask for? A cool sticker to go on the top? Done. It’s too cold outside to paint, anyway. If it’s a one-handed game pad you need, check out this sweet little thing.
There are a surprising wealth of parts inside of old laptops that can be easily scavenged, but often these proprietary tidbits of electronics will need a substantial amount of work to make them useful again. Obviously things such as hard drives and memory can easily be used again, but it’s also possible to get things like screens or batteries to work with other devices with some effort. Now, there’s also a way to reuse the trackpad as well.
This build uses a PS/2 touchpad with a Synaptics chip in it, which integrates pretty smoothly with an Arduino after a few pins on the touchpad are soldered to. Most of the work is done on the touchpad’s built in chip, so once the Arduino receives the input from the touchpad it’s free to do virtually anything with it. In this case, [Kushagra] used it to operate a stepper motor in a few different implementations.
If you have this type of touchpad lying around, all of the code and schematics to make it useful again are available on the project page. An old laptop in the parts bin is sure to have a lot of uses even after you take the screen off, but don’t forget that your old beige PS/2 mouse from 1995 is sure to have some uses like this as well.
There are usually two ways to go about any task: the easy way and the hard way. Sometimes we might not know there are two options, but once we see someone else’s solution we might feel differently. When running a greenhouse or small farm, for example, we might decide to set up dozens of sensors to measure temperature, humidity, soil moisture, dew point, sunlight, or any number of other variables. That’s the hard way. The easy way is to use the Arduino-powered Norman climate simulator from [934Virginia].
Rather than relying on an array of sensors, any of which could fail or provide erroneous data for any number of reasons, Norman relies on a simple input of data about the current location – target coordinates, specified date ranges, and minimum/maximum values for temperature and humidity – in order to learn and predict the weather conditions in that location. It makes extensive use of the Dusk2Dawn library, and models other atmospheric conditions using mathematical modeling methods in order to make relatively accurate estimates of the climate it is installed in. There are some simulations on the project’s Plotly page which show its successes as well.
Presumably anyone using this device could run a greenhouse relatively well on only $10 worth of electronics rather than relying on a suite of sensors and input data, which is helpful for anyone strapped for cash (especially in developing areas of the world). The project is named after Norman Borlaug, a famous soil scientist and someone worth reading about. The first (and possibly only) sensor we might want to add to this project is a soil moisture sensor, since yearly estimates won’t tell us whether it has just rained or not.
There’s no limit to the amount of nostalgia that can be minted through various classic platforms such as the NES classic. The old titles are still extremely popular, and putting them in a modern package makes them even more accessible. On the other hand, if you still have the original hardware things can start getting fussy. With modern technology it’s possible to make some changes, though, as [PJ Allen] did by adding wireless capabilities to his Commodore 64.
Back when the system was still considered “modern”, [PJ] tried to build a wireless controller using DTMF over FM radio. He couldn’t get it to work exactly right and ended up shelving the project until the present day. Now, we have a lot more tools at our disposal than analog radio, so he pulled out an Arduino and a few Bluetooth modules. There’s a bit of finesse to getting the old hardware to behave with the modern equipment, though, but once [PJ] worked through the kinks he was able to play his classic games like Defender without the limitations of wired controllers.
While synthesizers in the music world are incredibly common, they’re not all keyboard-based instruments as you might be imagining. Especially if you’re trying to get a specific feel or sound from a synthesizer in order to mimic a real instrument, there might be a better style synth that you can use. One of these types is the breath controller, a synthesizer specifically built to mimic the sound of wind instruments using the actual breath from a physical person. Available breath controllers can be pricey, though, so [Andrey] built his own.
To build the synthesizer, [Andrey] used a melodica hose and mouthpiece connected to a pressure sensor. He then built a condenser circuit on a custom Arduino shield and plugged it all into an Arduino Mega (although he notes that this is a bit of overkill). From there, the Arduino needed to be programmed to act as a MIDI device and to interact with the pressure sensor, and he was well on his way to a wind instrument synthesizer.
Whether with projects featured here or out in the real world, we have a tendency to focus most upon the end product. The car, solar panel, or even robot. But there’s a lot more going on behind the scenes that needs to be taken care of as well, whether it’s fuel infrastructure to keep the car running, a semiconductor manufacturer to create silicon wafers, or a control system for the robot. This project is one of the latter: a human interface device for a robot arm that is completely DIY.
While robots are often automated, some still need human input. The human input can be required all the time, or can be used to teach the robot initially how to perform a task which will then be automated. This “keyboard” of sorts built by [Ahmed] comes with a joystick, potentiometer, and four switch inputs that are all fully programmable via an Arduino Due. With that, you can perform virtually any action with whatever type of robot you need, and since it’s based on an Arduino it would also be easy to expand.
The video below and project page have all the instructions and bill of materials if you want to roll out your own. It’s a pretty straightforward project but one that might be worth checking out since we don’t often feature controllers for other things, although we do see them sometimes for controlling telescopes rather than robots.
There’s no limit to the amount of work some people will put into avoiding work. For instance, why bother to get up from your YouTube-induced vegetative state to adjust the volume when you can design and build a remote to do it for you?
Loath to interrupt his PC streaming binge sessions, [miroslavus] decided to take matters into his own hands. When a commercially available wireless keyboard proved simultaneously overkill for the job and comically non-ergonomic, he decided to build a custom streaming remote. His recent microswitch encoder is prominently featured and provides scrolling control for volume and menu functions, and dedicated buttons are provided for play controls. The device reconfigures at the click of a switch to support Netflix, which like YouTube is controlled by sending keystrokes to the PC through a matching receiver. It’s a really thoughtful design, and we’re sure the effort [miroslavus] put into this will be well worth the dozens of calories it’ll save in the coming years.
If you have even the most passing interest in space and what it takes to get there, you’ve probably already played Kerbal Space Program (KSP). If you haven’t, then you should set aside about ten hours today to go check that out real quick. Don’t worry, Hackaday will still be here when you get back. Right now you need to focus on getting those rockets built and establishing a network of communication satellites so you can get out of low orbit.
For those of you who’ve played the game (or are joining us again after playing KSP for the prescribed 10, 12, 16 hours), you’ll know that the humble computer keyboard is not very well suited to jaunts through space. You really want a joystick and throttle at the absolute minimum for accurate maneuvers, but even you’ll be spending plenty of time back on the keyboard to operate the craft’s various systems. If you want the ultimate KSP control setup, you’ll need to follow in the footsteps of [Hugo Peeters] and build your own. Luckily for us, he’s written up an exceptionally well detailed guide on building KSP controllers that should prove useful even if you don’t want to clone his.
At the most basic level, building a KSP controller consists of hooking a bunch of switches and buttons to a microcontroller such as the Arduino or Teensy, and converting those to USB HID key presses that the game understands. This works fine up to a point, but is limited because it’s only a one-way method of communication. For his controller, [Hugo] forked KSPSerialIO, a plugin for KSP that allows bidirectional communication between the game and your controller, enabling things like digital readouts of speed and fuel levels on the controller’s panel.
Once the logistics of how you’ll talk to the game are settled, the rest is really up to the individual. The first step in building your own KSP controller is deciding what you want it to do. Are you looking to fly planes? Control a rover? Maybe you just want a master control panel for your space station. There’s a whole lot of things you can build in KSP, and the layout, inputs, and displays on your controller should ideally reflect your play style.
[Hugo] went with a fairly general purpose panel, but did spend quite a bit of extra time to get some slick LED bar graphs hooked up to display resource levels of different systems on his craft. That’s an extra step that isn’t strictly required for a build like this, but once you see it, you’re going to have a hard time not wanting to include it on your own panel. He also went through the expense of having the panel and case professionally laser cut and etched, which definitely gives it a polished feel.
Face it — you want a reflow oven. Even the steadiest hands and best eyes only yield “meh” results with a manual iron on SMD boards, and forget about being able to scale up to production. But what controller should you use when you build your oven, and what features should it support? Don’t worry — you can have all the features with this open source reflow oven controller.
Dubbed the Reflowduino for obvious reasons, [Timothy Woo]’s Hackaday Prize entry has everything you need in a reflow oven controller, and a few things you never knew you needed. Based on an ATMega32, the Reflowduino takes care of the usual tasks of a reflow controller, namely running the PID loop needed to accurately control the oven’s temperature and control the heating profile. We thought the inclusion of a Bluetooth module was a bit strange at first, but [Timothy] explains that it’s a whole lot easier to implement the controller’s UI in software than in hardware, and it saves a bunch of IO on the microcontroller. The support for a LiPo battery is somewhat baffling, as the cases where this would be useful seem limited since the toaster oven or hot plate would still need a mains supply. But the sounder that plays Star Wars tunes when a cycle is over? That’s just for fun.
Hats off to [Timothy] for a first-rate build and excellent documentation, which delves into PID theory as well as giving detailed instructions for every step of the build. Want to try lower-end reflow? Pull out a halogen work light, or perhaps fire up that propane torch.
A self-balancing robot is a great way to get introduced to control theory and robotics in general. The ability for a robot to sense its position and its current set of circumstances and then to make a proportional response to accomplish its goal is key to all robotics. While hobby robots might use cheap servos or brushed motors, for any more advanced balancing robot you might want to reach for a brushless DC motor and a new fully open-source controller.
The main problem with brushless DC motors is that they don’t perform very well at low velocities. To combat this downside, there are a large number of specialized controllers on the market that can help mitigate their behavior. Until now, all of these controllers have been locked down and proprietary. SmoothControl is looking to create a fully open source design for these motors, and they look like they have a pretty good start. The controller is designed to run on the ubiquitous ATmega32U4 with an open source 3-phase driver board. They are currently using these boards with two specific motors but plan to also support more motors as the project grows.