The Future Of Space Is Tiny

While recent commercial competition has dropped the cost of reaching orbit to a point that many would have deemed impossible just a decade ago, it’s still incredibly expensive. We’ve moved on from the days where space was solely the domain of world superpowers into an era where multi-billion dollar companies can join on on the fun, but the technological leaps required to reduce it much further are still largely relegated to the drawing board. For the time being, thing’s are as good as they’re going to get.

Starlink satellites ready for launch

If we can’t count on the per pound cost of an orbital launch to keep dropping over the next few years, the next best option would logically be to design spacecraft that are smaller and lighter. Thankfully, that part is fairly easy. The smartphone revolution means we can already pack an incredible amount sensors and processing power into something that can fit in the palm of your hand. But there’s a catch: the Tsiolkovsky rocket equation.

Often referred to as simply the “rocket equation”, it allows you to calculate (among other things) the ratio of a vehicle’s useful cargo to its total mass. For an orbital rocket, this figure is very small. Even with a modern launcher like the Falcon 9, the payload makes up less than 5% of the liftoff weight. In other words, the laws of physics demand that orbital rockets are huge.

Unfortunately, the cost of operating such a rocket doesn’t scale with how much mass it’s carrying. No matter how light the payload is, SpaceX is going to want around $60,000,000 USD to launch the Falcon 9. But what if you packed it full of dozens, or even hundreds, of smaller satellites? If they all belong to the same operator, then it’s an extremely cost-effective way to fly. On the other hand, if all those “passengers” belong to different groups that split the cost of the launch, each individual operator could be looking at a hundredfold price reduction.

SpaceX has already packed 60 of their small and light Starlink satellites into a single launch, but even those craft are massive compared to what other groups are working on. We’re seeing the dawn of a new era of spacecraft that are even smaller than CubeSats. These tiny spacecraft offer exciting new possibilities, but also introduce unique engineering challenges.

Continue reading “The Future Of Space Is Tiny”

The Cheese Grater In Fusion 360

By now you will all have heard so much about the grille on Apple’s new “Cheese grater” Mac Pro that you might think there was nothing more to say. Before we move on though there’s one final piece of work to bring to your attention, and it comes from [Andy Pugh]. He’s replicated the design in Fusion 360, and used it to produce rather an attractive Raspberry Pi case.

It seems that for Fusion 360 users the problem lies in that package’s method of placing spheres which differs from that of some other CAD software. Using the page linked in our previous coverage of the grille he’s taken its geometry information and produced a video detailing every step in recreating it for Fusion 360. This is where following someone who really knows your CAD package pays dividends, because we suspect it would take us days to figure out some of the tricks he shows us.

The result is the Raspberry Pi case, which is for the Pi 3 and others like it. Sadly we couldn’t break our embargo and tell him about the Pi 4 and its different connector layout, but we’re guessing a halfway competent CAD operator could put together a Pi 4 case. Andy’s files can be found on Thingiverse, so you can all make one for yourselves.

Andy’s appeared here before a few times, not least for his Ner-A-Car motorcycle, and for designing a Robot Wars robot.

Continue reading “The Cheese Grater In Fusion 360”

Copy Protection In The 80s, Showcased By Classic Game Dungeon Master

Making a copy of a purchased game used to be as simple as copying a disk. As the game industry grew, so did fear of revenue loss which drove investment in countermeasures. These mainly consisted of preventing the easy duplication of magnetic diskettes, or having users jump through tiresome hoops like entering specific words from the printed manual. These measures rarely posed much of a challenge to the dedicated efforts of crackers, but the copy protection in the classic 80s game Dungeon Master for the Atari ST and Amiga was next-level. It implemented measures that went well beyond its contemporaries, and while it was eventually defeated, it took about a year to happen. In an era where games were cracked within days or even hours of release, that was remarkable.

Dungeon Master was a smash hit at the time, and while the details of its own brand of what we would now call DRM may not be new, this video presentation by [Modern Vintage Gamer] (YouTube link) does a wonderful job of stepping through everything it did, and begins with an informative tour of copy protection efforts of the era for context.

The video is embedded below, but if you’d like to skip directly to the details about Dungeon Master, that all starts just past eight minutes in. What we now call DRM clearly had roots that preceded the digital world of today; an absurd timeline in which even cat litterboxes can have DRM.

Continue reading “Copy Protection In The 80s, Showcased By Classic Game Dungeon Master”