20 years ago, PCB production was expensive and required a multitude of phone calls and emails to a fab with significant minimum order restrictions. Now, it’s cheap and accessible online, which in addition to curtailing the home etching market has created significant new possibilities for home projects. Now that flexible PCBs are also readily available, it’s possible to experiment with some cool concepts – and that’s precisely what [Carl] has been doing.
The aim is to build a walking robot that uses actuators made from flexible PCBs. The flexible PCB is printed with a coil, capable of generating a small magnetic field. This then interacts with a strong permanent magnet, causing the flexible PCB to move when energised.
Initial attempts with four actuators mounted to a 3D printed frame were unsuccessful, but [Carl] has persevered. With a focus on weight saving, the MK II prototype has shown some promise, gently twitching its way across a desk in testing. Future steps will involve building an untethered version. This will replace the 3D printed chassis with a standard fibreglass PCB acting as both control board and the main chassis to minimise weight, similar to PCB quadcopter designs we’ve seen in the past.
We can’t wait to see the next revision, and if you’ve been working on your own walking robots, make sure you let us know.
The Van De Graff generator is a device capable of generating potentially millions of volts of electricity which you can build in an afternoon, probably from parts you’ve got in the junk bin. This is not a fact that’s escaped the notice of hackers for decades, and accordingly we’ve seen several Van De Graaff builds over the years. So has high voltage hacker [Jay Bowles], but he still thought he could bring something new to the table.
Put simply, a Van De Graaff generator creates static electricity from the friction of two metal combs rubbing against a moving belt, which is known as the triboelectric effect. The belt is stretched between the two combs and passes through an insulated tube, which serves to “pump” electrons from one side to the other. The end result is that a massive charge builds up on the positive side of the Van De Graaff generator, which is all too willing to send a spark firing off towards whatever negatively charged object gets close enough.
The video after the break guides viewers through the process of turning this principle into a practical device, illustrating how remarkably simple it really is. A common hobby motor is used to get the belt going, in this case just a wide rubber band, and the rest of the components are easily sourced or fabricated. Even for what’s arguably the most intricate element of the build, the combs themselves, [Jay] uses nothing more exotic than aluminum foil tape and a piece of stranded wire splayed out.
Combined with the acrylic base and the purpose-made metal sphere (rather than using a soda can or other upcycled object), the final result not only generates healthy sparks but looks good doing it. Though if the final fit and finish isn’t important, you could always build one out of stuff you found in the trash.
The failed launch of Soyuz MS-10 on October 11th, 2018 was a notable event for a number of reasons: it was the first serious incident on a manned Soyuz rocket in 35 years, it was the first time that particular high-altitude abort had ever been attempted, and most importantly it ended with the rescue of both crew members. To say it was a historic event is something of an understatement. As a counterpoint to the Challenger disaster it will be looked back on for decades as proof that robust launch abort systems and rigorous training for all contingencies can save lives.
But even though the loss of MS-10 went as well as possibly could be expected, there’s still far reaching consequences for a missed flight to the International Space Station. The coming and going of visiting vehicles to the Station is a carefully orchestrated ballet, designed to fully utilize the up and down mass that each flight offers. Not only did the failure of MS-10 deprive the Station of two crew members and the experiments and supplies they were bringing with them, but also of a return trip which was to have brought various materials and hardware back to Earth.
But there’s been at least one positive side effect of the return cargo schedule being pushed back. The “Spaceborne Computer”, developed by Hewlett Packard Enterprise (HPE) and NASA to test high-performance computing hardware in space, is getting an unexpected extension to its time on the Station. Launched in 2017, the diminutive 32 core supercomputer was only meant to perform self-tests and be brought back down for a full examination. But now that its ticket back home has been delayed for the foreseeable future, NASA is opening up the machine for other researchers to utilize, proving there’s no such thing as a free ride on the International Space Station.
This clock comes to us by way of [Otvinta] and is a nice example of what you can do with 3D-printing and a little imagination. Each segment of the display is connected to a small hobby servo which can flip it 90°. Mounted in a printed plastic frame, the segments are flipped in and out of view as needed to compose the numerals needed to display the time. The 28 servos need two Pololu controller boards, which talk to a Raspberry Pi running Windows IoT, an interesting design choice that we don’t often see. You’d think that 28 servos clattering back and forth might be intolerable, but the video below shows that the display is actually pretty quiet. We’d love to see this printed all in black with white segment faces, or even a fluorescent plastic; how cool would that look under UV light?
The story goes that Atari was developing a premium model of their popular home video game console, the Atari 2600, for the 1981 fiscal year. Internally known as the Stella RC, this model revision promised touch sensitive game selection toggles, LED indicators, and onboard storage for the controllers. The focus of the project, however, was the “RC” in Stella RC which stood for remote control. Atari engineers wanted to free players from the constraints of the wires that fettered them to their televisions.
Problem with the prototypes was that the RF transmitters in the controllers were powerful enough to send a signal over a 1000 ft. radius, and they interfered with a number of the remote garage door openers on the market. Not to mention that if there were another Stella RC console on the same channel in an apartment building, or simply across the street, you could be playing somebody else’s Pitfall run. The mounting tower of challenges to making a product that the FCC would stamp their approval on were too great. So Atari decided to abandon the pioneering Stella RC project. Physical proof of the first wireless game controllers would have been eliminated at that point if it were created by any other company… but prototypes mysteriously left the office in some peculiar ways.
“Atari had abandoned the project at the time…[an Atari engineer] thought it would be a great idea to give his girlfriend’s son a videogame system to play with…I can’t [comment] about the relationship itself or what happened after 1981, but that’s how this system left Atari…and why it still exists today.”
– Joe Cody, Atari2600.com
Atari did eventually get around to releasing some wireless RF 2600 joysticks that the FCC would approve. A couple years after abandoning the Stella RC project they released the Atari 2600 Remote Control Joysticks at a $69.95 MSRP (roughly $180 adjusted for inflation). The gigantic price tag mixed with the video game market “dropping off the cliff” in 1983 saw few ever getting to know the bliss of wire-free video game action. It was obvious that RF game controllers were simply ahead of their time, but there had to be cheaper alternatives on the horizon.
Out of Sight, Out of Control with IR Schemes
Nintendo AVS console deck and IR controller on display.
Video games were a dirty word in America in 1985. While games themselves were still happening on the microcomputer platforms, the home console business was virtually non-existent. Over in Japan, Nintendo was raking in money hand over fist selling video games on their Famicom console. They sought to replicate that success in North America by introducing a revised model of the Famicom, but it had to impress the tech journos that would be attending its reveal at the Consumer Electronics Show (CES).
The prototype system was called the Nintendo Advanced Video System (AVS). It would feature a keyboard, a cassette tape drive, and most importantly two wireless controllers. The controllers used infrared (IR) communication and the receiver was built-into the console deck itself. Each controller featured a square metallic directional pad and four action buttons that gave the impression of brushed aluminum. The advancement in video game controller technology was too good to be true though, because the entire system received a makeover before releasing as the Nintendo Entertainment System (NES) that Christmas. The NES lacked the keyboard, the tape drive, and the IR controllers and its change in materials hardly captured the high-end flash of the AVS. The removal of IR meant the device was cheaper to manufacture. A decision that ultimately helped the NES to become a breakout success that in turn brought back dedicated video game consoles single-handedly.
When Sony announced they planned to release their own classic/mini/plug-n-play system this year, many fans were filled with excitement at the chance to relive countless classic games from the 90s. However, once the actual list of titles were made public that excitement faded as reality set in. So many favorites like Crash Bandicoot and Spyro the Dragon were left off the final PlayStation Classic list, no doubt due to the complexity of licensing agreements. That will all soon change now that [YifanLu] cracked the PlayStation Classic live on a Twitch stream thus laying the ground work for swapping-in a “more curated” list of classic PlayStation games.
Over the course of three days, [YifanLu] documented the process in real-time of cracking the PlayStation Classic’s security armed with little more than a keyboard. The crux of the hack came from fellow hacker [madmonkey]’s revelation that the firmware update files were signed with a key that had been mistakenly left behind on the device by Sony. Or as [YifanLu] stated, “One key is, ‘Hey am I Sony?’…The other key is saying, ‘Hey I am Sony.’ They distributed the key that identifies [themselves] uniquely and this key doesn’t expire for another 50 years or so.”
Once inside [YifanLu] was able to sideload a prototype image of a Crash Bandicoot over USB. He simply overwrote the first title on the list, Battle Arena Toshinden, and could launch the freshly injected game from the PlayStation Classic menu screen. The video below is from Day 3 of the PlayStation Classic hacking series, so skip to timecode (03:44:45) to see the results in action. For a bit more nuance there are another 15 hours or so of video to catch-up on [YifanLu]’s Twitch page. Here’s to everyone getting their favorite onto the PlayStation Classic in the near future.
Nerf blasters have been around for decades now, exciting children and concerning parents alike. Most are powered by springs or compressed air, and are the ideal holiday toy for putting delicate family heirlooms at risk. Not content to settle for the usual foam-flinging sidearm, [Peter Sripol] decided to take things up a notch.
The build starts with a MEGA CYCLONESHOCK blaster, which uses the larger red NERF darts as ammunition. Water tanks are rigged to the outside, fitted with stainless steel electrodes. The original spring & plunger firing assembly is then removed, to make room for a firing chamber made out of copper pipe. A small taser-like device is used as an igniter. When the charging switch is pressed, current is passed through the electrodes in the water, which splits the water into hydrogen and oxygen gas. This is then passed to the firing chamber, where it can be ignited by the taser module, activated by the trigger.
Despite some issues with the blaster occasionally destroying darts due to what appears to be overpressure, it is capable of higher shot velocities than the stock blaster. For all its complexity, performance is somewhat hit and miss, but the cool factor of a handheld hydrogen bubbler is hard to ignore. [Peter] does note however that the combination of explosive gases and dangerous catalyst chemicals make this one build that’s probably best left to adults.