Four Years Later, Off-Grid Office Shed Still Rocks

About four years ago, [Russell Graves] created what was, to him, the ultimate work-from-home environment: an off-grid office shed. The shed might look a bit small, but it’s a considerably larger workspace than most people in an office are granted. Four years later, in the middle of a global pandemic, working from home has become much more common and [Russel] shares some thoughts on working from homeĀ and specifically reflects on how his off-grid, solar powered shed office (or “shoffice” as he likes to call it) has worked out. In short, after four years, it rocks hard and is everything he wanted and more.

Its well-insulated plywood walls let him mount monitor arms and just about anything else anywhere he wants, and the solar power system allows him to work all day (and into the night if he wants, which he doesn’t) except for a few spells in the winter where sunlight is just too scarce and a generator picks up the slack. Most importantly, it provides a solid work-life separation — something [Russell] is convinced is critical to basic wellness as a human being.

That’s not to say an off-grid solar shed is the perfect solution for everyone. Not everyone can work from home, but for those who can and who identify with at least some of the motivations [Russell] expressed when we covered how he originally created his office shed, he encourages giving it some serious thought.

The only thing he doesn’t categorically recommend is the off-grid, solar powered part. To be clear, [Russell] is perfectly happy with his setup and even delights in being off-grid, but admits that unless one has a particular interest in solar power, it makes more sense to simply plug a shed office into the grid like any other structure. Solar power might seem like a magic bullet, but four years of experience has taught him that it really does require a lot of work and maintenance. Determined to go solar? Maybe give the solar intensity sensor a look, and find out just how well your location is suited to solar before taking the plunge.

Free Refrigeration In Hot Climates

Passive homes are a fairly recent trend in home building, but promise a future with minimal energy inputs in our day-to-day. One of the challenges in this year’s Hackaday Prize is to envision ways to add utility to earthen homes often used in refugee camps where there is a housing crisis. Adding passive utilities to these adobe buildings would be a fantastic upgrade, so [Cat] decided to tackle the challenge by creating a refrigerator that needs no electricity.

The the plan for the device works by using evaporative cooling to reduce the temperature in a small box which can be used for food storage. Of course, using evaporative cooling means that you need ready access to water and it likely won’t work in a humid or cool environment, but systems like these have been in use for centuries in plenty of places around the world. [Cat]’s plan is a little more involved than traditional methods of evaporative cooling though, and makes use of a specially painted chimney which provides the airflow when heated by sunlight.

The project is still in its infancy but it would be interesting to see a proof-of-concept built in a real-life passive house in an arid environment. Unfortunately, those of us in humid (or tropical) environments will have to look elsewhere for energy-efficient cooling solutions.

Microsoft Flight Simulator’s Data Insanity Spawns Enormous Buildings And Anomalies From OpenStreetMap

The OpenStreetMap project is an excellent example of how powerful crowdsourced data can be, but that’s not to say the system is perfect. Invalid data, added intentionally or otherwise, can sometimes slip through the cracks and lead to some interesting problems. A fact that developers Asobo Studio are becoming keenly aware of as players explore their recently released Microsoft Flight Simulator 2020.

Like a Wiki, users can update OpenStreetMap and about a year ago, user nathanwright120 marked a 2 story building near Melbourne, Australia as having an incredible 212 floors (we think it’s this commit). The rest of his edits seem legitimate enough, so it’s a safe bet that it was simply a typo made in haste. The sort of thing that could happen to anyone. Not long after, thanks to the beauty of open source, another user picked up on the error and got it fixed up.

But not before some script written by Asobo Studio went through sucked up the OpenStreetMap data for Australia and implemented it into their virtual recreation of the planet. The result is that the hotly anticipated flight simulator now features a majestic structure in the Melbourne skyline that rises far above…everything.

The whole thing is great fun, and honestly, players probably wouldn’t even mind if it got left in as a Easter egg. It’s certainly providing them with some free publicity; in the video below you can see a player by the name of Conor O’Kane land his aircraft on the dizzying edifice, a feat which has earned him nearly 100,000 views in just a few days.

But it does have us thinking about filtering crowdsourced data. If you ask random people to, say, identify flying saucers in NASA footage, how do you filter that? You probably don’t want to take one person’s input as authoritative. What about 10 people? Or a hundred?

Continue reading “Microsoft Flight Simulator’s Data Insanity Spawns Enormous Buildings And Anomalies From OpenStreetMap”

Hackaday Podcast 081: Mask-apult, Beef Tallow, Grinding Melted Plastic, And Stretching Flowing Metal

Hackaday editors Mike Szczys and Tom Nardi chew the beef tallow as they take a tour through some of the best and most interesting articles from the past week, from kicking off another round of the popular Circuit Sculpture contest to building artisan coffee makers. We’ll look at the engineering behind the post-apocalyptic face mask launcher of our nightmares, and stand in awe at the intersection of orbiting spacecraft and lawn emojis. Several tiny remote controlled vehicles will be discussed, and we’ll take an unexpected look at how extruding plastic and aluminum might not be so different after all. Make sure to stick around until the end to learn why a little-known locomotive technology of the 1840s really sucked.

Take a look at the links below if you want to follow along, and as always, tell us what you think about this episode in the comments!

Take a look at the links below if you want to follow along, and as always, tell us what you think about this episode in the comments!

Direct download (60 MB or so.)

Continue reading “Hackaday Podcast 081: Mask-apult, Beef Tallow, Grinding Melted Plastic, And Stretching Flowing Metal”

Hand-Stitched Keycaps For Truly Luxurious Typing

We’ve seen some very unique custom keycaps recently, but nothing quite like the embroidered ones that [Billie Ruben] has been experimenting with. Using a clever 3D printed design, she’s crafted what could well be one of the most easily customizable keycaps ever made…assuming you’ve got a needle and thread handy.

The idea is to take a standard keycap blank and pop an array of 25 holes in the face. Your thread or yarn is run through these holes, allowing you to create whatever shape you wish within the 5 x 5 matrix. While it’s somewhat tight quarters on the underside of the cap, nothing prevents you from using multiple colors or even materials to do your stitching. As an added bonus, the soft threads should provide a very comfortable and particularly tactile surface to tap on.

Now the most obvious application is to simply stitch up versions of all the alphanumeric keys, but there’s clearly room for some interpretation here. [Billie] has already shown off some simple iconography like a red heart and we’re sure creative folks will have no trouble coming up with all sorts of interesting needlepoint creations to top their prized mechanical keyboards.

The intricate details necessary to make this idea work may be beyond the common desktop FDM 3D printer, so [Billie] ran these prototypes off on a resin printer (she attributes the visible layer lines to a hasty print). She’d love to hear feedback from other keyboard aficionados who’ve made the leap to liquid goo printing, so be sure to drop her a line if you print out a set of your own. It sounds like a new version is in the works which will provide a false bottom to cover the stitching from below, but functionally these should get you started.

This Week In Security: Bluetooth Hacking, NEC Phones, And Malicious Tor Nodes

One of the fun things about vulnerability research is that there are so many places for bugs to hide. Modern devices have multiple processors, bits of radio hardware, and millions of lines of code. When [Veronica Kovah] of Dark Mentor LLC decided to start vulnerability research on the Bluetooth Low Energy protocol, she opted to target the link layer itself, rather than the code stack running as part of the main OS. What’s interesting is that the link layer has to process data before any authentication is performed, so if a vulnerability is found here, it’s guaranteed to be pre-authentication. Also of interest, many different devices are likely to share the same BLE chipset, meaning these vulnerabilities will show up on many different devices. [Veronica] shares some great info on how to get started, as well as the details on the vulnerabilities she found, in the PDF whitepaper. (Just a quick note, this link isn’t to the raw PDF, but pulls up a GitHub PDF viewer.) There is also a video presentation of the findings, if that’s more your speed.

The first vuln we’ll look at is CVE-2019-15948, which affects a handful of Texas Instruments BT/BLE chips. The problem is in how BLE advertisement packets are handled. An advertisement packet should always contain a data length of at least six bytes, which is reserved for the sending device address. Part of the packet parsing process is to subtract six from the packet length and do a memcpy using that value as the length. A malicious packet can have a length of less than six, and the result is that the copy length integer underflows, becoming a large value, and overwriting the current stack. To actually turn this into an exploit, a pair of data packets are sent repeatedly, to put malicious code in the place where program execution will jump to.

The second vulnerability of note, CVE-2020-15531 targets a Silicon Labs BLE chip, and uses malformed extended advertisement packets to trigger a buffer overflow. Specifically, the sent message is longer than the specification says it should be. Rather than drop this malformed message, the chip’s firmware processes it, which triggers a buffer overflow. Going a step further, this chip has non-volatile firmware, and it’s possible to modify that firmware permanently. [Veronica] points out that even embedded chips like these should have some sort of secure boot implementation, to prevent these sort of persistent attacks.
Continue reading “This Week In Security: Bluetooth Hacking, NEC Phones, And Malicious Tor Nodes”

GTA V Mod Shows (And Cheats) Those Stunt Jump Hoops

While the recent announcement of Grand Theft Auto V for the upcoming next-generation game consoles was a disappointment for those fervently waiting for a successor in the infamous video game series, it shows that after almost seven years of its initial release, the epic title is still going strong — and rightfully so. But a game as varied and complex as GTA V isn’t without some quirks, especially if you’re going for 100% completeness.

The stunt jumps seem a particular pesky nut to crack here, so [Anthony Som] made it his mission to shed some light on what qualifies as a successful jump by reverse engineering the system and writing both a mod for displaying the landing zone and a cheat to instant success.

If you’re not familiar with the game, its vast open world map features a variety of side quests, one of them being stunt jumps, where certain locations allow you to launch the vehicle you’re driving into the air in hopes to land on an adjacent road or area — whether to evade the people chasing you, or just for fun. There’s no telling how to actually succeed though, the game just tells you if you did or not afterwards, causing some degree of frustration. As an avid speedrunner (as in finishing a game in the shortest possible time), [Anthony] was looking for a way to increase the success rate for those stunt jumps, and decided to dig into the code to find out how to get there. Of course, being a proprietary game, he had to resort to reverse engineering and utilizing GTA’s vivid modding scene to do so.

His initial outcome was a mod that displays the launch and landing area as rectangles inside the game itself, which was a great help. But well, after already getting that far, [Anthony] figured he might as well continue and add a cheat mode to teleport the car right inside that expected landing area and be done with second-guessing his attempts once and for all.

If you’re curious about modding GTA yourself, his write-up has a few good pointers for that, and of course features some real examples of it. Whether this is a good idea for the self-driving AI that uses GTA as learning environment is probably a different story though.