What Happens When Lightning Strikes A Plane?

Lightning is a powerful force, one seemingly capable of great destruction in the right circumstances. It announces itself with a searing flash, followed by a deep rumble heard for miles around.

Intuitively, it might seem like a lightning strike would be disastrous for something like a plane flying at altitude. And yet, while damage is possible, more often than not—a plane will get through a lightning storm unscathed. Let’s explore the physics at play.

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Real-Time Beamforming With Software-Defined Radio

It is perhaps humanity’s most defining trait that we are always striving to build things better, stronger, faster, or bigger than that which came before. Taller skyscrapers, longer bridges, and computers with more processors, all advance thanks to this relentless persistence.

In the world of radio, we might assume that a better signal simply means adding more power, but performance can also improve by adding more antennas. Not only do more antennas increase gain but they can also be electronically steered, and [MAKA] demonstrates how to do this with a software-defined radio (SDR) phased array.

The project comes to us in two parts. In the first part, two ADALM-Pluto SDR modules are used, with one set to transmit and the other to receive. The transmitting SDR has two channels, one of which has the phase angle of the transmitted radio wave fixed while the other is swept from -180° to 180°. These two waves will interfere with each other at various points along this sweep, with one providing much higher gain to the receiver. This information is all provided to the user via a GUI.

The second part works a bit like the first, but in reverse. By using the two antennas as receivers instead of transmitters, the phased array can calculate the precise angle of arrival of a particular radio wave, allowing the user to pinpoint the direction it is being transmitted from. These principles form the basis of things like phased array radar, and if you’d like more visual representations of how these systems work take a look at this post from a few years ago.

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Spatial Audio In A Hat

Students from the ECE4760 program at Cornell have been working on a spatial audio system built into a hat. The project from [Anishka Raina], [Arnav Shah], and [Yoon Kang], enables the wearer to get a sense of the direction and proximity of objects in the immediate vicinity with the aid of audio feedback.

The heart of the build is a Raspberry Pi Pico. It’s paired with a TF-Luna LiDAR sensor which is used to identify the range to objects around the wearer. The sensor is mounted on a hat, so the wearer can pan the sensor from side to side to scan the immediate area for obstacles. Head tracking wasn’t implemented in the project, so instead, the wearer uses a potentiometer to indicate to the microcontroller the direction they are facing as they scan. The Pi Pico then takes the LIDAR scan data, determines the range and location of any objects nearby, and creates a stereo audio signal which indicates to the wearer how close those objects are and their relative direction using a spatial audio technique called interaural time difference (ITD).

It’s a neat build that provides some physical sensory augmentation via the human auditory system. We’ve featured similar projects before, too.

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Some renderings of shapes made from lines including triangles and a circle.

2025 One Hertz Challenge: Analog Clock For Microsoft Windows

Our hacker [glgorman] sent in their submission for the One Hertz Challenge: an analog software clock for Microsoft Windows.

I guess we’d have to say that this particular project is a work-in-progress. There is no final clock, yet. But a number of yak’s have been shaved. For instance, we have code for computing geometric objects without using branch instructions, including points and lines and circles and such.

The notes dive deep into various rabbit holes. At one point we find ourselves computing the angle to the sun in the sky, that we may be able to cast the shadow of the clock hands on our clock face. The notes include miscellaneous source code snippets and various screenshots of geometric renderings which have been achieved so far.

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Brilliant Labs Has New Smart Glasses, With A New Display

Brilliant Labs have been making near-eye display platforms for some time now, and they are one of the few manufacturers making a point of focusing on an open and hacker-friendly approach to their devices. Halo is their newest smart glasses platform, currently in pre-order (299 USD) and boasting some nifty features, including a completely new approach to the display.

Development hardware for the Halo display. The actual production display is color, and integrated into the eyeglasses frame.

Halo is an evolution of the concept of a developer-friendly smart glasses platform intended to make experimentation (or modification) as accessible as possible. Compared to previous hardware, it has some additional sensors and an entirely new approach to the display element.

Whereas previous devices used a microdisplay and beam splitter embedded into a thick lens, Halo has a tiny display module that one looks up and into in the eyeglasses frame. The idea appears to be to provide the user with audio (bone-conduction speakers in the arms of the glasses) as well as a color “glanceable” display for visual data.

Some of you may remember Brilliant Labs’ Monocle, a transparent, self-contained, and wireless clip-on display designed with experimentation in mind. The next device was Frame, which put things into a “smart glasses” form factor, with added features and abilities.

Halo, being in pre-release, doesn’t have full SDK or hardware details shared yet. But given Brilliant Labs’ history of fantastic documentation for their hardware and software, we’re pretty confident Halo will get the same treatment. Want to know more but don’t wish to wait? Checking out the tutorials and documentation for the earlier devices should give you a pretty good idea of what to expect.

How To Design 3D-Printed Parts With Tolerance In Mind

One of the continuing struggles with FDM printing is making sure that parts that should fit together actually do. While adding significant tolerance between parts is an option, often you want to have a friction fit or at least a gap that you cannot drive a truck through. In a video by [Slant 3D] a number of tips and tricks to improve parts design with tolerance in mind are provided.

Starting with the fairly obvious, such as avoiding sharp corners, rounding off edges and using chamfered edges  and filets for e.g. lids to make getting started easy, the video then moves into more advanced topics. Material shrinkage is a concern, which is where using thin walls instead of solid blocks of material helps, as does using an appropriate infill type. Another interesting idea is to use a compliant mechanism in the lid to get a friction fit without getting all print parameters just right.

On the opposing side to the lid – or equivalent part – you’d follow many of the same tips, with the addition of e.g. slots that allow for the part to flex somewhat. All of this helps to deal with any variability between prints, with the suggested grip fins at the end of the video being probably the most extreme.

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The Tape Speed Keyboard

For those who experienced any part of the 1960s, even if it’s just experiencing the music from that era here in the future, the sound of the Mellotron is immediately recognizable. The Moody Blues were famous for using the tape-based instrument, and the Beatles and David Bowie produced hits with it as well. It’s haunting sounds are still highly prized today, but the complexity, cost, and maintenance requirement for the tape loops and other moving parts can put many musicians off from owning one. But [Japhy Riddle] has built an instrument without these downsides called the Tape Speed Keyboard.

Unlike the Mellotron which used a tape loop for each of its keys, the Tape Speed Keyboard uses only a single cassette tape. As the name implies, it changes the pitch of the sound by modulating the speed of the single tape housed in its own tape deck. The keyboard itself started off life as a Casio MT-35 but since this is a completely analog instrument, it was rewired so each key is connected to a potentiometer whose output voltage is tuned to a specific tape speed. [Japhy] reports that this is similar to tuning an analog piano and the process can be equally temperamental.

With everything electronic working, [Japhy] turned to making this a more acceptable musical instrument. Predictably, turning the motor on and off for each key press came with a bit of delay, causing the sound to come out goofy and muddy. To solve this problem he changed the design to make the tape play continuously rather than start and stop for a key press, and then modified other keys to be on-off switches for sound output. Since cassette tapes have two sides, he can also play either of two sounds in this way.

With the final polish on, the Tape Speed Keyboard is able to produce completely unique compositions that separate it from even the venerable Mellotron. Be sure to check out the video linked below to hear its sound. There have been plenty of other musical projects based around tape decks as well, including this one inspired by the original Mellotron and this tape deck-based guitar effects pedal.

Thanks to [splashbun] for the tip!

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