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Spirit Halloween recently released a pretty nice proton pack replica for a really good price. There are a few issues that I have with it though. The lighting they included is not very good and there are some real issues with the way the wand is mounted. These issues needed to be fixed!
I had a bunch of extra components lying around from the full proton pack so I got to wiring. I wanted the standard powercell and cyclotron animations while I walk around. I kept the flashing light in the powercell when firing the wand but removed them on the cyclotron. The result can be seen here:
The full Arduino code, 3d models, and diagrams for this mod have been added to my github repo and you can find it here:
What started as just the Neutrino Wand has turned into building a full pack for my son this Halloween. The goals were pretty simple. Replicate the movie pack as best as I could, keep it low weight, and give him some stuff to play with. Here is what I came up with…
The result is about 80% scale, around 8 pounds on the back, and completely mirrored as my son is left handed. The pack is 3D printed using a PVC backpack frame and some other odds and ends to finish it off. The lights and sounds are based off an Arduino Nano that is controlling a bunch of Neopixel LED’s and an Adafruit Audio FX Board. The entire code, models, and PC boards used can be found on github here:
Now that the PKE Meter is finished I’m starting in on the full proton pack. I found a really good base to start with on Thingiverse. DancinFool82 did an amazing job on the 3d models for it but I need to make some modifications to meet my needs and make these models printable on my Davinci Mini. I’m just starting in on the base of the Neutrino Wand but I’m really pleased with how it’s coming out.
My son has decided that he wants to be a Ghostbuster for Halloween and I have my work cut out for me. I found a number of plans on Thingiverse for proton packs, traps, and PKE Meters and decided I’d take a crack at one of them. I originally thought the PKE Meter would be the easiest so I decided to start with that. About a month later I’ve completed it and it looks like this
After a long time coming I’m happy to announce the immediate release of FlightMap 2.10. While there is not a lot new to see this is a massive upgrade to the application. I had to spend a lot of time reworking the code to work with the new Google Maps. I also moved to a completely new and modern build system for the app. It should make it much easier for me to program now.
There is one new feature in this build. I have added a scale bar to the map. This is an often requested feature and you can now find it in the top right corner of the map view.
The next step is to do the same upgrade for FlightGauge
Over the past few months I have seen an increase in application crashes due to memory issues. Almost all of these crashes were deep in the Google Maps library which FlightMap uses for the map view. This was caused by an update to the Google Play Services on the user’s tablet in July. I have made a number of changes to FlightMap to mitigate this problem and I believe I have worked around it.
Google has been making a lot of changes to Android over the last year and FlightMap and FlightGauge will continue to get updates to keep in line with these changes. My day job and life have slowed updates down a bit but I do have plans for updates to both applications in the near future.
On a different note, I have had to remove the country of Japan from countries FlightMap and FlightGauge are sold in. As of October 1st individuals are required to pay taxes directly to the Japanese government and I do not have the resources to deal with this. If you are a user from Japan you will still be able to use the application I just won’t be selling it in that country any more and I am truly sorry for this.
FlightConnect, the application used by FlightMap and FlightGauge to talk to FSX and P3D, has been updated. This update includes support for FS9 flight plans. Third party flight plan software tends to output in the older format so FlightConnect can now utilize them. This version also better handles the situation where SimConnect is not properly installed for FSX. Users will get an error dialog on application startup letting them know that FlightConnect cannot talk to FSX.