Cockpit, Radar, Targetting arrow in
ALWAYS FREE TO PLAY!
World’s first: Arduino Arduino-driven SRM motor 1/3/2026
I invent world changing things from time to time… Smart Phone, LLM, Von Nuemann Probes, all me: www.techaform.com
This is an outside rim of a SRM motor that can be actively monitored and even driven forward by the monitor via Ardino, then regulated by the software.

Dual-Channel Arduino-Based SRM Control System
Overview:
A dual-channel control architecture for Switched Reluctance Motors (SRMs) that leverages a low-cost Arduino to achieve sensorless real-time rotor feedback, minimizing hardware complexity while maximizing efficiency and torque.
1. High-Power Drive Channel
- Energizes the SRM’s main stator coils to produce torque.
- Uses standard MOSFET or IGBT switches.
- Handles full motor voltage and current.
2. Low-Power Sensing Channel
- Uses auxiliary coil(s) or lightly tapped main coils.
- Induces a small voltage proportional to rotor position and speed.
- Conditioned for microcontroller input via:
- Voltage dividers
- Op-amp buffers
- RC filtering
Draws negligible current; does not affect torque.
3. Arduino / Microcontroller Control
- Reads voltage from the sensing channel via ADC inputs.
- Calculates:
- Rotor angle
- Rotational speed (RPM)
- Optional torque/load estimates
- Adjusts high-power PWM timing in real time for optimal torque and efficiency.
4. Key Advantages
- Parts Reduction: Eliminates Hall sensors, encoders, and extra isolation circuits.
- Cost Efficiency: Arduino-level controller replaces costly DSP/FPGAs.
- Scalability: Works from hobby motors to high-torque EV-sized SRMs.
- High Reliability: Sensorless design with minimal hardware → fewer points of failure.
- Energy Efficiency: Real-time feedback aligns coil energization with rotor state, reducing torque ripple and copper losses.
5. Why This Matters
- Electric Vehicles: Fewer parts, lower weight, easier maintenance.
- Aerospace / Space Systems: Robust, low-complexity, reliable.
- Rapid Prototyping: Arduino-friendly implementation allows fast iteration while maintaining precision.
Happy New Year from Megahard
Starfighter General lookin’ good!
I finished a graphical overhaul on 12:55pm Dec 31, or so I thought…
No this 12 day upgrade ended exactly Jan 1, 2026.
Expect 2026:
-A busy world of NPC you can chat with, trade, rob, build relationships.
-Recruit fleet members.
-Warp Drive around Alpha Core to the tens of thousands or more of stars.
-Infinite player MMO seen as players get busy & more.
Patch live
I promised many a patch on Dec 20,2025.
I try to deliver on my promises.
So enjoy.
What changed in this patch? Selling Elements to MCA that drop mostly. But massive massive underlying systems are in now that will make wild things happen in 2026!!! These wild things are listed below:
Patch notes:
Underlying systems added to Starfighter General…
are things no video game has ever achieved…
These systems are deep, looming, and forboding…
but I did not enable the front end…
Stuff about to pop off in future patches!!!
This is why this is the Calm Before the Storm.
Features to expect in 2026 and beyond:
#1 Memento XPC- NPC that have personality, culture, emotion, and
a history of interacting with your player. These XPC are like
simulated real human beings. You can trade, talk, recruit so
they’re an extra wingman, small talk, scan, hack, trade information,
declare battle, requst dock and board, rob them, annoy and pester them,
demand tribute, request to join them so you’re their wingman and they
take you around the galaxy doing their things, demand surrender, gift,
etc etc.
#2 talk directly to the XPC aliens in game and they will talk back with you
-Like LARP with real people.
#3 Infinite player MMO. Neo Net code is in. You may see some players, but not
#4 Open Gopher Tunnels to Balumbus Strip Mall Station & Continue Mission story
#5 Warp Enabled- When you warp, the REAL STARS warp by you, so you can exit warp
and travel to an interesting place if you see it.
#6 Busy world of XPC. Stations look alive and busy.
#7 Buy/Sell + getting a bigger fleet.
a lot of interacting is possible.
#8 Missles, AOE missle defense, Energy Transfer, shield throwing, Lasers, projectile tubes, destroyers, Capital Ships
#9 Magics enable
#10 24 Galactic cores
What’s in:
Droping Multiple items
Blurt Interruption
Sun/Moon/Earth in.
Periodic Elements
NOT QUITE IN:
Buy/Sell going in
Materia Elemental Magic Motes in
Settings:
1) Inverted Flight stick option
BUGS IN to be fixed later:
-DO NOT USE ALL THE ROLLS ON ONE CHARACTER, if you do, that slot is invalidated til next patches
-If you make a mistake in character creation, no back button, just alt f4 and restart
These bugs could be fixed, but I want features in for you to be fun.
No one’s gonna play a bug free application that’s not fun!
Bugs Fixed:
Mastery Chart renders nicer
and many more
More Ways To Connect:

Elon Musk stole Von Neumann Probes
This has nothing to do with my game Starfighter General.
I’m a top tier scientist in real life who has invented several multitrillion industries and have been robbed.
I have extensive evidence of approaching SpaceX with product that involves no cameras to self replicate.
This is the #1 invention in human history.
It is believed Elon’s Employees are Gate Keeping so he cannot find out who I am.
This is getting old.
Steve Jobs /Larry Page stole my smart Phone designs: www.techaform.com
Jensen of Nvidia and DOD stole my drone nav designs.
I think Elon’s a good guy and I’m just censored by his employees. He’ll find out soon.


The Eventide Matriarch : Dreadnaught
That’s the final form in concept art. It will be more Harryhousen in actuality, changing rates of frames, parts flickering in and out, moving at incredible speeds… Warping arms to grab ships anywhere on the battlefield and tossing em like a wrathful gleeful child.
Before you get to that: “Space is not a prison. She is.”ProfileA colossal dreadnought shaped like a fractal crescent, as if part of it was carved out by a cosmic predator. The hull seems unfinished — not because it’s damaged, but because parts of it don’t exist at all times. Portions flicker in and out of phase, appearing only when light catches them at the wrong angle.Around it spins a halo of hundreds of semi-stable warp bubbles — perfectly spherical distortions, refracting starlight like lenses dipped in oil.Signature Power: Eventide Disjunction FieldThe ship maintains a persistent cloud of warp bubbles around itself. Within this cloud:Any ship partially caught in a bubble is bisected(half teleported away, half remaining). The detached portion disintegrates or implodes almost instantly.Full capture teleports a ship– but to a completely different region of the battlefield, often hundreds of kilometers away, isolated and vulnerable.Bubbles drift unpredictably, like dandelion seeds made of bent spacetime.The Matriarch can pulse the field, forcing the entire bubble cloud to expand outward rapidly.Anyone too close is shredded.BehaviorIt doesn’t aim the warp bubbles.It shepherds them, drifting slowly and letting the field do the work.As you get closer, sensors begin returning contradictory distances, inducing that nausea of impossible geometry.Your fleet command UI glitches because the coordinates literally change
Abyssal Monarch
The Abyssal Monarch
Ship Style:Haunted Dreadnaught class
Ship Name: The Abyssal Monarch
Elemental type: Water
Play for free: starfightergeneral.com
DevLog #15,005 hour
Today: 7am I planed to shower at the gym, hit Walmart for some food and then do the laundromat as I food prep and consider design at the laundromat…
My mom called as soon as I was at the gym and had to help her for a few hours, she was sick. She’s okay now.
Game dev happened 4:30 pm instead of around 10am… It was slow… I was kinda in shell shock from my mom and other family members sick… Also had to unplug all my food prep in case it was serious what my mom had… Thankfully it wasn’t.
My game dev involved: I found out it’s not possible to do SUBSCENES in Unity with the Scriptable Build Pipeliine required for DOTS/ECS… So I’ll go bloatware on scenes for now. The main game will be mostly procgen.
Color cycling item drops didn’t work… But I want to try it so commons cycle between red/green/blue tints, uncommons, more colors, rares less red/green/blue, epic bright orange only, legendary bright purple only, UniLegendary cyan only, Unique Silver Only.
I did some prepping for stand alone builds and it was pretty good.
Not every day is exciting.
My plan is to make Bwalumbas – Inspired by urban spraw Colombus which is one big strip mall with a guy like Kid Rock in charge, maybe Clone Rock.
I want to enable the G.O.P.H.E.R. for the next patch too. They’re bold goals, but I might be able to achieve them.
10 Years, 15,000+ hours so far…
The best days are when you develop your game so late into the night you get tired and need sleep…
Today, I finalized Memento NPC design, Interactive “BUSY WORLD OF RICHARD SCARRY” style busy space stations… And even some fun interactions of vandals/street racers with cops and tagging them as bounties for you to get.
This is just design tagged… The idea is I want something functional as a patch by DEC 20 ,2025 … I’ve added SO SO SO much since last patch, but this one I want it to FEEL decent.
Almost got the Standalone AI Module working
Voice in->Starfighter General->AI->Starfighter->AI->Starfighter->Voice Out
What happens is Starfighter General will let you talk with NPCS!!!
NPCS will talk back to you almost human like!!! They have their goals, ambitions, attributes, personality, lexicon, culture, backstory, etc… THIS HAS NEVER BEEN DONE BEFORE, where the video game is like living in a movie, like LARPING non stop….
Lets see how this goes. I am making breakthroughs each day, but I have to wire it all up.














