Author Topic: Open source gaming keypad - still in the idea phase  (Read 3498 times)

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Offline mcleanjusten

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Open source gaming keypad - still in the idea phase
« on: Mon, 21 October 2013, 16:45:31 »
     Hello, I have recently started to get into gaming and decided that I would really like to get a gaming keypad (.  I would love to get something like an orbweaver but the price and my desire to make things myself has pushed me towards trying to make one myself and publishing any resources I use or make to design it.  I have a reprap prusa(3d printer), and will be trying to design of much of the pad as possible to be printed on it.  I will also try to use as many of the open source files posted on the section already in the design.

     I have been browsing this section of the site and learned a lot so far.  I will continue to read and see what things I can pickup from the forum but I wanted to ask what you guys think and would like to see come out of the project.  Ergonomics is a large reason I am looking into this project seeing as how my hand likes to cramp on my keyboard.

I would really love to hear feedback on keypads used now and there issues or any other ideas/suggestions/warnings you guys have!

   

Offline CPTBadAss

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Re: Open source gaming keypad - still in the idea phase
« Reply #1 on: Mon, 21 October 2013, 16:49:48 »
Check this out. I think the most important thing to decide is what kind of layout you want. Easier to figure everything else out once that's decided on.

Offline mcleanjusten

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Re: Open source gaming keypad - still in the idea phase
« Reply #2 on: Mon, 21 October 2013, 17:13:44 »
CPTBadAss-

    That is very cool and would be awesome to implement but I was thinking of trying to implement a scoop kinda like the Kinesis KB500USB.  Right now I'm wanting to go with a 4x5 keypad (possibly bigger) with joystick for the thumb or possibly a psp style sliding joystick.  I really would like to make it an orbweaver style design with the palm rest but Im not trying to just rip them off.  I saw your thread on modding it, and would like to know of any design complaints you have if you do?

Offline Findecanor

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Re: Open source gaming keypad - still in the idea phase
« Reply #3 on: Mon, 21 October 2013, 22:06:49 »
Welcome! I'm looking forward to seeing your progress.

One thing I like with the Nostromo is that the hand is titled a bit, as it is on the Kinesis. I suggest that you don't skip on that detail. On both the Nostromo and even on the scooped Kinesis, the pinky columns are a bit offset from the rest, which I think is quite a important ergonomic feature.

Several people have expressed that they wanted to build a one-handed ErgoDox to use as gaming keyboard, but I haven't seen any completed.. It does not have joystick, scrollwheel or D-pad, though.
🍉

Offline mcleanjusten

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Re: Open source gaming keypad - still in the idea phase
« Reply #4 on: Mon, 21 October 2013, 22:24:20 »
Thanks for the feedback! ;D I've been looking at the ergoDox and a onehanded one has come to mind, but I do want to add features.  I will keep the things you said in mind (definitely implementing a tilt)  and post some pictures of the design for more feedback before actually starting a build.

Offline Hellmark

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Re: Open source gaming keypad - still in the idea phase
« Reply #5 on: Tue, 22 October 2013, 11:53:24 »
I have an original Nostromo N52, back from when Belkin still made them, and it is quite comfortable. I just wish it was mechanical. I just had the chance to see the Tartarus the other day, and I have to say, the quality seems to be crap. The original was fairly well constructed, and the Tartarus feels like cheap crap in comparison. I know the n52TE, or what ever, that Razor released after taking over the Nostromo from Belkin had more problems than the original, largely with software and firmware. The thing that disappointed me the most was the thumb key and how flimsy it felt. It seems like the Orbweaver has a similar style key, which makes me worry about it.

The keypad is kind of a niche market, and with Razor leading the charge, I don't think it is one that will really improve any time soon. I see people going nuts for razor all the time, but I've yet to see a single product from them that really seems worth a damn. Quality always seems a bit on the low side, despite the high prices.

Using an ergodox as a basis would be a good start. To get the tilt going just really would need to put the slant on the bottom part of the housing.  I'd shave a couple colums off as well, and reduce the number of keys near the thumb as well, to make room for a dpad. Scroll wheel doesn't seem like it would be that terribly useful (I never use the one on my n52, because it is in a bit more awkward place for me, and I have one on my mouse)

Offline CPTBadAss

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Re: Open source gaming keypad - still in the idea phase
« Reply #6 on: Tue, 22 October 2013, 12:07:21 »
That is very cool and would be awesome to implement but I was thinking of trying to implement a scoop kinda like the Kinesis KB500USB.  Right now I'm wanting to go with a 4x5 keypad (possibly bigger) with joystick for the thumb or possibly a psp style sliding joystick.

That's a cool idea. I've heard the joystick idea floated for the Orbweaver as well.

I really would like to make it an orbweaver style design with the palm rest but Im not trying to just rip them off.  I saw your thread on modding it, and would like to know of any design complaints you have if you do?

The issues I have with the Orbweaver:

1) The palm rest is awkward: If you don't fully extend the base, you end up trying to rest the heel of your palm on the flat section and cup your palm around the rounded rest. My hands are small and I couldn't reach some of the rows. If I extend the base full, and rest the heel of your palm on the rounded rest, it feels great.

2) There is a "plate" or grid that prevents normal keycaps from being used: If you look at my thread, you'll see this weird grid and odd caps. Normal caps sort of fit on most of the rows, like SA caps, but they can't actuate the switch because of the grid.

3) The caps aren't uniformly shaped: The bottom row caps are shaped differently from the top row.

4) The thumb cluster is kind of awkward: Instead of having that weird paddle button, I would've preferred a thumb joystick and more buttons like the top one. Also the ball bearing that it had in the arm was hard to work with.

5) This is a personal preference, I like plate mounted keyboards better than PCB mounted ones and the Orbweaver is PCB mounted.
   

Offline mcleanjusten

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Re: Open source gaming keypad - still in the idea phase
« Reply #7 on: Tue, 22 October 2013, 20:14:20 »
   Thanks guys, I've started modifying the ergoDox  design to to be slimmed down to fit the amount of keys the pad has.  I also have an idea for an adjustable scoop on the keys but  no idea how I would go about implementing it,  Ill see where it goes as I continue my design.  To keep the design as adjustable as possible  the direction I'm going right now is to build three separate pieces: the actual keypad, the joystick, and a wrist support.  I'm gonna see what I come up with for adjusting the joystick and wrist rest but I want the design to be able to be used by people with large or small hands comfortably.
   
   For the actual keypad tilt i'm thinking about putting some sort of screw or something on bottom right side to allow for different amounts of tilt. I would love to hear if anyone else has ideas for implementing the best compatibility for all hand sizes.

Offline mcleanjusten

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Re: Open source gaming keypad - still in the idea phase
« Reply #8 on: Wed, 23 October 2013, 02:03:58 »
Just had an idea I haven't seen implemented in a gaming pad, what if instead of a joystick a trackpoint was used for navigation in game.  I don't know if there would be any resources for easily interfacing one but it would allow for more buttons to be thumb accessible.

Offline Oobly

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Re: Open source gaming keypad - still in the idea phase
« Reply #9 on: Wed, 23 October 2013, 02:51:40 »
Buying more keycaps,
it really hacks my wallet,
but I must have them.

Offline mcleanjusten

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Re: Open source gaming keypad - still in the idea phase
« Reply #10 on: Wed, 23 October 2013, 13:02:38 »
Thanks for link, I will look into how that was made.  I also wanted to say I really like the board you made!  Its one of my favorites I've seen on the site.

Offline CPTBadAss

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Re: Open source gaming keypad - still in the idea phase
« Reply #11 on: Wed, 23 October 2013, 13:07:40 »
 
For the actual keypad tilt i'm thinking about putting some sort of screw or something on bottom right side to allow for different amounts of tilt. I would love to hear if anyone else has ideas for implementing the best compatibility for all hand sizes.

I rather like Suka's solution for tilt, just an adjustable arm. I think it's simple but effective.

Just had an idea I haven't seen implemented in a gaming pad, what if instead of a joystick a trackpoint was used for navigation in game.  I don't know if there would be any resources for easily interfacing one but it would allow for more buttons to be thumb accessible.

I still really like the idea of a joystick or a thumb-stick similar to the Orbweaver. Not sure if I could get used to a trackpoint motion with just my thumb.

Offline mcleanjusten

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Re: Open source gaming keypad - still in the idea phase
« Reply #12 on: Wed, 23 October 2013, 16:21:36 »
I still really like the idea of a joystick or a thumb-stick similar to the Orbweaver. Not sure if I could get used to a trackpoint motion with just my thumb.
   I was thinking if it was used for general directions like forward, backward, left, right, it might be a little easier than normal trackpoint control.
The way i'm trying to design it right now, the joystick area will sit on a rail the slides into the keypad and pivots on the area end to allow for greater adjustment.  Depending on how it actual ends up working, it could be rather easy to have a few different thumb attachments that could be changed out. 

    Im just worried about getting my printer to print some complex designs, I've had a lot of calibration problems and it really doesn't like bridging.  I think I might mock up a few designs in wood to see what is the most realistic design to go after.