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Help with solenoid choice for recoil |
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JayBee:
--- Quote from: sniiki on August 11, 2020, 05:14:21 am ---Was planning to build some custom scifi gun, routing the body from aluminum and leaving everything exposed so there should be room to add all sorts of contraptions. I thought to add an ATTiny or something to switch the triggered coil with controllers without an open source code but sure, if you can add it in I'd be even better! Another thing I was gonna add there was monitoring for the solenoid as I have managed to set my virtual pinball cabinet on fire previously due to a bug either in game rom or in DOF script. In my VP cab I just added voltage monitoring from mosfet outputs and a timer to cut the supply to whole mosfet board in case any sw/hw glitch occurs. A side note: I was initially blamed for screwing up the wiring etc and told that no-one had faced such issue during several years of usage but in the end authors did check the code and were able to repeat it so, yeah, ---steaming pile of meadow muffin--- happens and even those cheap tiny solenoids catch on fire quite quickly if left on. I also thought about using another kind of recoil mechanism but was wondering how easy it is to sync the effect with the game? Of course if it's a rapid firing gun your brain wont probably notice the difference. --- End quote --- Yeah it should be easy enough to implement by using 2 solenoid instead of solenoid + rumble. Indeed solenoids can easily burn out if hold down for even few seconds. Quite scary stuff. I'm using some security measure in my firmware to avoid this kind of issues. Another recoil mechanism that works well but also has its own weakness is a recoil driven by a motor. On my system you can pretty much command the feedbacks and change their behavior the way you want. In combo with softwares like Mamehooker and Demulshooter to link the game with the gun through serial, it works very nicely. |
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