FLOSS Weekly Episode 764: You Have To Be Pretty Cynical

This week Jonathan Bennett and Katherine Druckman talk with benny Vasquez, chair of AlmaLinux, all about the weird road we’ve been on with Enterprise Linux distributions, and how that’s landed us here, where we have AlmaLinux, Rocky Linux, and multiple other Red Hat downstream distros. What’s the difference between those projects, and why does it matter?

Projects need more than just developers. How do you keep members doing documentation, bug hunting, outreach, and even graphic design plugged in and feeling like part of the team? How do you walk the narrow line between the different directions a project can drift, setting up your community for long term success? And where’s the most surprising place benny has found AlmaLinux running? And why is benny’s first name never capitalized? Give this week’s show a listen to find out!

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The controller after the rebuild, looking just like the stock controller but with an external antenna attached

An Extensive Walkthrough On Building Your Own KSP Controller

Having a game-tailored controller is a level-up in more ways than one, letting you perform in-game actions quickly and intuitively, instead of trying to map your actions to a clunky combination of keyboard and mouse movements. [abzman] took the Pelco KBD300A, a DVR-intended camera controller panel with a joystick, reverse-engineered it, and then rebuilt it into a Kerbal Space Program controller. What’s more, he documented every detail along the way!

The write-up is so extensive, it’s four separate posts — all of them worth reading without a doubt. In the first post, he describes the original hardware, the process of reverse-engineering it, and a few tips for your own RE journeys. Next, he covers about making his own board, showing all the small decisions he’s had to make, with plenty of KiCad screenshots. If you are on the lookout for designing such a board, there’s plenty to learn!

The original hardware didn’t go down without a fight — the third post talks about taming the seven-segment displays, the onboard joystick, and fighting with the key matrix wired in exactly the way you wouldn’t want. In the end, he shows us how you could tie a controller easily into Kerbal Space Program.

One more piece of hardware liberated, one more win for the hacker world. Whether it’s a Macintosh SE, a classic ThinkPad, or even a generic rotary tool, these upgrades are always a joy to see. If you wanted to learn to do such an upgrade yourself, here’s us showing how you can pull this off with a classic Sony Vaio!

Jana showing the board in action, with a magnetic probe attached to it

Add The Analog Toolkit To Your…Toolkit

Analog acquisition tools are super helpful whenever you want to run an experiment, test out a theory, or improve upon your code, and you won’t realize how much you always needed one up until you’re facing a situation where it’s the only tool for the task. Well, here’s a design you might just want to add to your next PCB order — the STM32G4 Analog Toolkit from [Jana Marie].

The recommended STM32G431 is a wonderful tool for the task in particular. For a start, this board exposes nine 16-bit ADC inputs, with six of them capable of differential mode and three of them having the PGA (Programmable Gain Amplifier) feature. There’s also two 12-bit DAC pins, two timer outputs, three GPIOs, and UART with I2C for the dessert. As a bonus, it can work as a PD trigger, giving you higher-than-5V voltages out of USB-C for any experiments of yours.

The board requires only a few components, most of them easily solderable, with the STM32 in the TQFP32 package. The BOM is optimized, the GPIOs are used up to the max, with two spare GPIOs driving an RGB LED using a witty control scheme. There’s even a place to clip an alligator clip, in case that’s what your probing hardware wants! All in all, this is a carefully crafted design certainly worth having on hand.

Make sure to get a few of these made before you find yourself desperately needing one! That said, there’s always a backup option, the venerable ATtiny85.

Retrotechtacular: The Fell Locomotive

If you were to visit a railway almost anywhere in the world, you would find that unless it was in some way running heritage trains, the locomotives would bear a similarity to each other. Electric traction is the norm, whether it comes from a trackside supply or from a diesel generator. In the middle of the last century, as the industry moved away from steam traction though, this was far from a certainty. Without much in the way of power electronics, it was a challenge to reliably and efficiently control a large traction motor, so there were competing traction schemes using mechanical gearboxes or hydraulic drives. One of these is the subject of an archive film released by the oil company Shell, and it’s a fascinating journey into a technology that might have been.

A model of a gearbox, in black and white.
The Fell differential gearbox.

All diesel locomotive designs struggle with the problem of transmitting the huge torque required to start a fully loaded train at low speeds, and because of the huge force required, it’s impossible to design a locomotive-sized conventional gearbox to do the job in the way it might be managed on a truck. Electric and hydraulic drives exploit the beneficial torque characteristics of electric and hydraulic motors, but the mechanical gearbox isn’t quite done for. The subject of the video is British Rail number 10100, otherwise commonly known as the Fell locomotive, and it was a one-off prototype that took to the rails at the start of the 1950s designed to test a very novel gearbox design.

At the heart of the Fell gearbox is a set of differential gears the same as you’d find in the axle of a car, and in the locomotive they are used to combine the output of more than one engine. The loco had four smaller-than-normal diesel traction motors that could be combined, but even then, it wasn’t done. To achieve variable torque, they employed superchargers driven by a set of even-smaller diesel engines, resulting in an ungainly multi-engined beast but with the desired characteristics for both starting heavy trains and for moving them at high speed. Continue reading “Retrotechtacular: The Fell Locomotive”

Pinball With No Computers

Pinball machines were the video games of their day. Back when they were king, there were no microcontrollers — everything was electromechanical. We know from experience that fixing these was difficult but we imagine that designing complex play behavior with a bunch of motors, relays, clutches, contacts, and more would have been excruciatingly difficult. [Technology Connections] has several videos about an old Aztec machine and he promises more to come. You can watch the first two below.

To give you an idea of what’s involved, imagine a very simple pinball machine that supports a single player and a handful of targets. When the ball hits a target, that could trigger a micro-switch. The switch closure could trigger a relay that closes a contact for a short period of time. That contact energizes a solenoid that advances the score wheels. So now, when a ball hits a target, the score wheel will spin enough to award ten points. To make sure there is enough time for the score to advance, the relay uses something like a mechanical flip flop.

Sound complicated? That’s nothing. Don’t forget, the machine also has to reset the score at the start of the game, count the ball in play, and end the game when the last ball returns. Then consider a real game. There will be multiple players and fancy sequences (e.g., hit the red target three times to award double scores for other targets).

While we knew a fair bit about the design of pinball machines already, we did learn a lot about their history and where the idea came from. The video also explains why it is called pinball since modern machines don’t really have pins — these were like relay-based computers with strange electromagnetic I/O devices.

While pinball machines were the best example of this sort of thing, there were also things like bowling machines and ladder-logic industrial control systems. We’ve even seen an electromechanical phone answering machine.

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A Few Reasonable Rules For The Responsible Use Of New Technology

If there’s one thing which probably unites all of Hackaday’s community, it’s a love of technology. We live to hear about the very latest developments before anyone else, and the chances are for a lot of them we’ll all have a pretty good idea how they work. But if there’s something which probably annoys a lot of us the most, it’s when we see a piece of new technology misused. A lot of us are open-source enthusiasts not because we’re averse to commercial profit, but because we’ve seen the effects of monopolistic practices distorting the market with their new technologies and making matters worse, not better. After all, if a new technology isn’t capable of making the world a better place in some way, what use is it?

It’s depressing then to watch the same cycle repeat itself over and over, to see new technologies used in the service of restrictive practices for short-term gain rather than to make better products. We probably all have examples of new high-tech products that are simply bad, that are new technology simply for the sake of marketing, and which ultimately deliver something worse than what came before, but with more bling. Perhaps the worst part is the powerlessness,  watching gullible members of the public lapping up something shiny and new that you know to be flawed, and not being able to do anything about it.

Here at Hackaday though, perhaps there is something I can do about it. I don’t sit in any boardroom that matters but I do have here a soapbox on which to stand, and from it I can talk to you, people whose work takes you into many fascinating corners of the tech industry and elsewhere. If I think that new technologies are being used irresponsibly to create bad products, at least I can codify how that might be changed. So here are my four Rules For The Responsible Use Of New Technology, each with some examples. They should each be self-evident, and I hope you’ll agree with me. Continue reading “A Few Reasonable Rules For The Responsible Use Of New Technology”

render of a sample board produced with help of this plugin. it's pretty, has nice lighting and all!

From KiCad To Blender For A Stunning Render

We love Blender. It brings you 3D modeling, but not in a CAD way — instead, people commonly use it to create animations, movies, games, and even things like VR models. In short, Blender is about all things art and visual expression. Now, what if you want a breathtaking render of your KiCad board? Look no further than the pcb2blender tool from [Bobbe 30350n].

This isn’t the first time we’ve seen KiCad meet Blender. However, compared to the KiCad to Blender paths that people used previously, pcb2blender makes the import process as straightforward and as quick as humanly possible. Install a plugin for both tools, and simply transfer a .pcb3d file out of the KiCad plugin into the Blender plugin. Want to make the surfaces of your design look like they’re meant to look in real life? Use the free2ki plugin to apply materials to your 3D models. In fact, you should check out [30350n]’s Blender plugin collection and overall portfolio, it’s impressive.

There’s no shortage of Blender hacks – just this year we’ve covered a hacker straight up simulating an entire camera inside Blender for the purpose of making renders, and someone else showing how to use Stable Diffusion to texture 3D scenes at lightning speed. We even recently published a comprehensive tutorial on how to animate your robot in Blender ourselves! Want to give it a shot? Check out this quick and simple Red Bull can model design tutorial.

Thanks to [Aki] for sharing this with us!