Abstract
During my engagement with the space simulation game Star Citizen, I recognized a need for a more immersive control system beyond the standard mouse and keyboard setup. Research revealed that a joystick and throttle configuration, commonly referred to as a HOTAS (Hands On Throttle-And-Stick), is frequently used for such games. However, the high cost (exceeding $200) and limited customizability of available HOTAS systems prompted me to embark on designing and creating my own version utilizing 3D-printed components.
Throttle System Design
The initial throttle design was adopted from this existing model available on Thingiverse. While this model provided a preliminary foundation, it had a few issues with the hole tolerances and potentiometer mounting I had to fix. The buttons and linear potentiometers were soldered to an Arduino pro micro, which is loaded with a basic throttle/joystick configuration of the Arduino joystick library.
Joystick Design
The joystick handle files were purchased from Miso988 off of cults 3d. The base and gimbal were designed by myself. The gimbal mechanism for the joystick uses a commercially available 3-axis thumbstick. For connectivity I used the Leo Bodnar BU0836X. This board is specifically designed for applications like this and supports way more inputs than the pro micro used in the throttle.
Errors & Future Improvements
The throttle mechanism's reliance on linear potentiometers as guides resulted in significant play due to the components not being intended for such mechanical stress. Future versions could benefit from incorporating a linear rail to enhance durability and operation smoothness. Additionally, the commercial gimbal's springs were insufficient for maintaining the joystick's centered position, indicating a need for stronger springs or a more bespoke gimbal solution, such as an adapted Olukelo gimbal.
Conclusion
Creating a custom 3-axis HOTAS system proved to be both challenging and fulfilling, integrating aspects of mechanical design, electronics, and user experience into a cohesive project. Despite encountering minor issues in the initial version, the problems were not critical enough to necessitate immediate redesign, marking a successful step towards achieving a more immersive gaming setup.