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    Cool Dad makes the child use Raspberry Piva and Arduino to simulate "Rocket Console"

     

    Recently, because my big son is going to school, I need a table to do homework. So I born a super cool table that not only had a few legs. At the same time, I found that this table can also bring more fun to the children after completing the job. Since I have a deep impression that I am in the "Space Tour" in the Kennedy Airlines center, I decided to start making it around the NASA subject. According to the research on the Apollo Plan and the NASA Control Center, I made a general design of this console. The reason why "roughly" is because the actual rocket console is more functional to monitor but not control, and there is no small child like the rockets like it. In order to play two children to play "space", there can be more gameplay and sound, design this table to a "space theme" game console rather than a realistic simulator. The following video can see most of this spaceship, but you want to know some specific production details, please continue to look down. This table is below my son's duplex bed (also I made), and only after the job is completed. When the game time begins, you can open the lid first to reveal the rocket console: Like I mentioned in the video, I first sprayed a layer of magnetic powder below the cover, then shop on the top, so that the universe of the magnet can move on the map to represent the location of the spaceship in space. Position . If there is an opportunity, I will add some magnets representing the weather to express the weather to avoid landing. The console program I put on Github, requiring Arduino to work together with the Raspberry Party. Arduino uses four IO expansion chips (MCP23017) to read the status of the switch and buttons. When the switch (button switches, ship type switches, or the dial switch) changes the state (on the off or off), Arduino tells the Raspberry by serial communication (USB data cable). Then the Raspberry Pistatic play a sound or start a series of events, if necessary, send the command of the ARDUINO to the command. Arduino controls all LEDs with LED dot matrix drive (HT16K33). This can control 640 separate LEDs, which sounds very huge, but to know that each number of the digital tube has 8 LEDs, the LED lamp strip has 24 LEDs (each pixel is red, yellow, green three LED and can display three colors). The value of the potentiometer is read through the analog input of Arduino. The EECOM panel includes four potentiometers, each corresponding to a 12-bit LED lamp strip, respectively. The rotary knob adjusts the number of segments in the lamp strip. The color of all segment changes indicates the degree of the size of the knob. If the numerical value of the knob is adjusted to the middle four indicated in the secure segment, all of the power segments will be green. If the value of the knob is slightly or slightly low, it will display yellow. If the value is too high or too low, it will be displayed. The CAPCOM panel has the interface and power control control of the headset. Of course, there is a "call" button that is labeled "PPT" "PPT". When the button is pressed, the LED above it will power and then play the NASA call to start the sound (Intro Quindar Tone). After release, LED is destroyed, then play the NASA call end sound (OUTRO Quindar Tone). "C & WS" is alarm system. As far as I know, this is not there in the Apollo spacecraft, but because of its playability, I added it. When the system needs to send a reminder or warning, the alarm sounds, the main alert button light is lit, and then the corresponding status indicator of the control board is lit. Press the main alarm button to stop the noise and turn off the lamp on the button, and then the status panel will display the cause of the alert. "LAMP" can test the lamp, which can all light all the status lights to check if there is burnt criterion. I use other switches on the C & WS panel as a secret trigger that simulates lightning. Apollo No. 12 cosmic spacecraft was shocked by lightning and smashed the power supply of the signal control system shortly after boiling, resulting in failure of the remote control data of the control center. EECOM JOHN AARON pointed out this problem and indicates that the crew is switched to "SCE TO AUX" to switch the signal control system to the standby power. In this way, this problem of the Apollo No. 12 spacecraft is solved. I made a booster control board a sound card that generated rocket noise. In order to more interesting points, I added a count function to each button so that the system overload is triggered. For example, the status panel has three possible SPS alerts, then pressing the SPS buttons of the booster control panel to light enough. When any button of the booster is pressed, the green thrust (the thrust) state light will illuminate. My favorite switch is this switch with a security cover. The safety cover will be opened first before the switch is turned, which greatly reduces the risk of touch. Studies have found that all of the Apollo spacecraft's fireworks system is all such coverage switches. This fireworks system uses explosives to perform some operations, such as bombing the parachute of the hatch, detonating the explosion bolts of different modules of spacecraft. And these systems are one-time and cannot reset, so it is very important to prevent misconduct. The inco panel has four varistors and two LED lamp strips, but the lamp strip is not continuous and does not find it. Interestingly, there are many players, such as sliding varistors, can slide up and down. I have designed the entire control panel to slide out from the table, so that it is not very difficult to add a few light strips. Most sound effects can be found from FREESOT.ORG. Some sound effects, such as parachutes, can be synthesized with a sound editor. For some sounds in the real incident, I am lucky to find in the Flight log of Apollo. I clipped it out and combine NASA's truly sound effects as the main sound effect of the current console. As the child's growth is not just randomly knocking some buttons, it is more reasonable to play games. This panel will help them complete the task step by step. In the first time you use this console, the children learn which buttons can let the toy rockets and space shuttle ride around the house. Since we visited the Kennedy Space Center, children will often like to play "space" games, start to launch countdown, run the spaceship over the top of the head. Now, with this homework table and console, the children's creative play can have a larger space. And this is a desk that can do homework. Related Reading: Technical house roar! Can help you find a robot Don't care, eat the world's smallest remote control plane Why not run open source software on Linux? $ 35 Pocket Raspberry Pi Power Supply Lego BMO Computer No programming foundation: VERVE 2 sensor kit helps you easily get into the DIY door A pair of "chopsticks" line of smart detection of terrestrial oil

     

     

     

     

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