open All Channels
seplocked EVE Technology Lab
blankseplocked EVE Client Interface for simulator
This thread is older than 90 days and has been locked due to inactivity.

Author Topic

Posted - 2008.09.18 08:40:00 - [1]


I am putting together a simple panel that simulates the module activation display (F1, F2, Alt+F1 etc).

Input is being handled by a progammable i/o controller.

However, no simulator is complete without an output. So does eve have an SDK or other ability to get real time output from the client?

Here are some example issues:

1) Lag <ahem> and/or incorrect module activation. So imagine you have just jumped into a system and are cloaked and you try to actvate a module that cannot be activated whilst cloaked. If i push the switch on the simulator panel, the led indicator will light to indicate that the module is active. However, the module will not be active in game. So the led will need to be controlled by an output from the client and not from the hardware. Make sense?

2) Environmental Effects. I could also use a rumble generator and lighting effects to simulate being hit by enemy ships (or, depending on what alliance you are in - friendly ones Wink.) - again, all this could easily be rigged up from a controller but would need the output from the game.

I have done something similar using microsoft flight simulator (an age ago) FSX has an sdk for this purpose (warning panel lighting for instance).

Does something similar exist for EVE? Or is there a 'workaround' Wink?

Thank you!

CCP Sputnik

C C P Alliance
Posted - 2008.09.18 11:06:00 - [2]

Originally by: KabeZiller
Does something similar exist for EVE? Or is there a 'workaround' Wink?

sorry to ruin your party but no and don't try to find a workaround because that would conflict with the EULA - sorry.

Posted - 2008.09.18 13:10:00 - [3]

Thanks for the reply,

No LED's on my panel then!

Do you think this is something for the future maybe? I have read other topics relating to an SDK to build new clients, and i can understand why this is not an avenue you would want to go down.

However, having some outputs limited to just notifications would cool for us sim buildier Very Happy

1st Praetorian Guard
Vigilia Valeria
Posted - 2008.09.18 14:21:00 - [4]

It's a pity - I would have loved to have sat in a cramped cockpit with flashing LEDs and switches everywhere :P
Would give me a use for all those cheap dot-matrix LED boards I picked up from China...

Children of Avalon
Posted - 2008.09.18 14:42:00 - [5]

maybe you could try running the logserver in server mode. You would get a log file on disk which is maybe delayed a few seconds.

I don't know if this kind of information can be found in the log, but you could check. According to GMs it is definitly allowed to read the logserver log while it is being written and use it in any application you like.

Posted - 2008.09.18 16:21:00 - [6]

Edited by: KabeZiller on 18/09/2008 16:21:41
Originally by: Chibisuke
maybe you could try running the logserver in server mode. You would get a log file on disk which is maybe delayed a few seconds.

That sir, is a mighty fine idea but i don't think it is giving me the info to confirm module activition.

However, the combat logs do (kinda) - wonder if I can get the combat logs to show in a server mode? that would defo work then...

Children of Avalon
Posted - 2008.09.20 11:24:00 - [7]

Edited by: Chibisuke on 20/09/2008 11:24:13
I'm not sure if the client writes the combat logs directly to disc.
Also not all module activations show up in the log.

What I can tell for sure is, that you have the cap usage of the modules in the logserver log.
maybe you could combine logserver logs and combat logs.

I also cannot tell you how the exact format of the logs is, but I'm sure you can figure it out if you want.

Ix Forres
Righteous Chaps
Posted - 2008.09.21 21:50:00 - [8]

No idea if it's EULA-forbidden (Probably) but you could just do some clever stuff based on what the screen is displaying. Look for green blobs, count how many there are and load them into your program, send to whatever micro you're driving your LEDs with (Arduino, perchance?) and you're set.

I've been looking at doing something similar to connect my joystick and throttle into EVE, but the EULA situation is always very fuzzy on alternative input mechanisms hacked onto the keyboard/mouse, though the G15 is fine.

Burning Avatar
Posted - 2008.09.30 12:50:00 - [9]

Honestly A few friends and myself went and designed on paper and some schematics for a Pseudo-C.o.c.k.pit with a projector as the main screen and pushbuttons for various modules with seperate screens for a permna open cargohold, ship cap, armor, shield and hull readouts while at work. Looked pretty impressive and we thought about making it until someone saw the bit in the eula about not doing it.

DTson Gauur
Nulli Tertius
Posted - 2008.09.30 14:40:00 - [10]

If I understood the OP correctly he only wants to simulate keypresses, which is allowed, otherwise every programmable gaming device out there would be instantly "outlawed" in Eve, and not to mention IMPOSSIBLE to control.

Only extra "functionality" the OP wants is a switch to return to it's default position if the button it simulates tries to activate a module that under certain circumstances cannot be activated.

Here's my take on it: Lose the above mentioned functionality and use the tried and true Mk 1 Eyeball to spot if a module is not activable, therefore you're not breaking any rules and in clear waters.


This thread is older than 90 days and has been locked due to inactivity.


The new forums are live

Please adjust your bookmarks to

These forums are archived and read-only