Sunday, December 04, 2005
Where did we go??
We decided that the car was too big and took too much space in our small garage and decided to cut it. The front seats will still remain (and be further enhanced) simulator, and the rear seats will be used for other purposes (more details soon). Cutting a car without having all the tools was not an easy task but we managed to do it in a few hours.
We started with the roof. Drew a line a started cutting it with a jigsaw:
Cut Here!
We then moved to the floor, which was more difficult...
and yes it does BURN when it hits your HEAD...
After three hours we had the car split into two...
IMAGE_00041
Monday, May 16, 2005
Original guages are back in place
We then put it back in the car...
Gil admiring his work at 2am..
(Sorry about the low quality of the pictures today, but I did not have my digital camera and had to settle for my cellphone)
-Yuval
Sunday, May 15, 2005
Getting the original guages to work
After we managed to make the gauges work by "implanting" servo's in them, we decided that it's not good enough, since we would like the original car to remain unmodified as much as possible.
The guages needles move according to the frequency that they receive. Since it is impossible to generate those frequencies from Windows (or any other non real-time OS), we needed to move into hardware (yeah!).
We decided to go with Atmel AVR microcontroller chips (mainly because that's what we could easily find in Israel). We got a sample of an ATMEGA16 and wrote some C code to generate the frequencies (WinAVR and AVRlib). Since this is the first time we used this platform it took us a few hours to get it working.
Generating the frequencies is not enough -- you need the PC to ask the microcontroller to generate the right frequency according to the speed/rpm in the game. Unfortunatelly, the AVR cannot speak directly with an RS-232 interface, so we had to connect a MAX232 chip in order to get it working.
The sequence is as following: there is a process on the PC which collects the games telemtry with Nascar 2003 APIs. It then translate the speed/rpm to commands which are written to the microcontroller via a COM port. The microcontroller parses the requests and set the frequencies to the gauges accordingly.
Nice :-)
Friday, May 13, 2005
Videos available via eMule
The ED2K link is here - feel free to share.
If you can,post these Videos where you can and write here a comment with a link to the files.
Enjoy,
-Yuval
Sunday, May 08, 2005
It's Alive Videos !!!
Sunday, April 24, 2005
RPM gauge is working with Nascar Racer 2003 Season
Saturday, April 23, 2005
We got a car!
The car that we got was invovled in an accedient so it has the airbags open.
The guy that brought us the car, just left it at the entrance to the driveway and we had to get it closer to the workshop entrance. Luckly, we had a forklift...
The hard part was getting into the workshop through the narrow entrance.
Finally, it was inside.
Next, we have to take apart the semi broken front window and clean the car.
Thursday, April 21, 2005
RPM gauge is working with Racer
You can click here to see a short clip..