In the early 1990s, I was lucky enough to get some time on a 60 MeV linear accelerator as part of an undergraduate lab course. Having had this experience, I can feel for the scientists at CERN who have had to make do with their current 13 TeV accelerator, which only manages energies some 200,000 times larger. So, I read with great interest when they announced the publication of the initial design concept for the Future Circular Collider (FCC), which promises collisions nearly an order of magnitude more energetic. The plan, which has been in the works since 2014, includes three proposals for accelerators which would succeed CERN’s current big iron, the LHC.
Want to know what’s on the horizon in high-energy physics?
Think of bicycles, and your first mental image could be something pretty fancy. Depending on which side of the sport you favor, you could end up thinking of a road bike or an MTB, maybe DH, CX, BMX, TT, tandem or recumbent.
But for people in most parts of the World such as Asia, Africa and South America, the bicycle conjures up a very different image – that of the humble roadster. And this simple, hardy machine has spawned innumerable hacks to extend its usefulness and functionality by enterprising people with limited means. For them, it is not as much a means of transport, as a means for livelihood and survival. Continue reading “Hacking the humble Roadster Bicycle”→
You’re too busy to read more than this intro paragraph. We all are. Your interest might get piqued enough to skim, but you can’t read the full thing. Our lives all resemble the White Rabbit, constantly late for our next thing, never enjoying the current thing. You feel simultaneously super productive and yet never productive enough to be satisfied. You yearn for a Jarvis that can automate the mundane aspects of your projects, and yet the prospect of building a Jarvis causes anxiety about not having enough time for yet another project. You see another YouTuber showing off not only a great build but also impressive video production and editing skills. You are suffering from Time Debt, and the solution requires as much discipline and tenacity as escaping from financial debt.
As the prospects for Germany during the Second World War began to look increasingly grim, the Nazi war machine largely pinned their hopes on a number of high-tech “superweapons” they had in development. Ranging from upgraded versions of their already devastatingly effective U-Boats to tanks large enough to rival small ships, the projects ran the gamut from practical to fanciful. After the fall of Berlin there was a mad scramble by the Allied forces to get into what was left of Germany’s secretive development facilities, with each country hoping to recover as much of this revolutionary technology for themselves as possible.
One of the most coveted prizes was the Aggregat 4 (A4) rocket. Better known to the Allies as the V-2, it was the world’s first liquid fueled guided ballistic missile and the first man-made object to reach space. Most of this technology, and a large number of the engineers who designed it, ended up in the hands of the United States as part of Operation Paperclip. This influx of practical rocketry experience helped kick start the US space program, and its influence could be seen all the way up to the Apollo program. The Soviet Union also captured V-2 hardware and production facilities, which subsequently influenced the design of their early rocket designs as well. In many ways, the V-2 rocket was the spark that started the Space Race between the two countries.
With the United States and Soviet Union taking the majority of V-2 hardware and personnel, little was left for the British. Accordingly their program, known as Operation Backfire, ended up being much smaller in scope. Rather than trying to bring V-2 hardware back to Britain, they decided to learn as much as they could about it in Germany from the men who used it in combat. This study of the rocket and the soldiers who operated it remains the most detailed account of how the weapon functioned, and provides a fascinating look at the incredible effort Germany was willing to expend for just one of their “superweapons”.
In addition to a five volume written report on the V-2 rocket, the British Army Kinematograph Service produced “The German A.4 Rocket”, a 40 minute film which shows how a V-2 was assembled, transported, and ultimately launched. Though they are operating under the direction of the British government, the German soldiers appear in the film wearing their own uniforms, which gives the documentary a surreal feeling. It could easily be mistaken for actual wartime footage, but these rockets weren’t aimed at London. They were being fired to serve as a historical record of the birth of modern rocketry.
Early adopters of LED lighting will remember 50,000 hour or even 100,000 hour lifetime ratings printed on the box. But during a recent trip to the hardware store the longest advertised lifetime I found was 25,000 hours. Others claimed only 7,500 or 15,000 hours. And yes, these are brand-name bulbs from Cree and GE.
So, what happened to those 100,000 hour residential LED bulbs? Were the initial estimates just over-optimistic? Was it all marketing hype? Or, did we not know enough about LED aging to predict the true useful life of a bulb?
I put these questions to the test. Join me after the break for some background on the light bulb cartel from the days of incandescent bulbs (not a joke, a cartel controlled the life of your bulbs), and for the destruction of some modern LED bulbs to see why the lifetimes are clocking in a lot lower than the original wave of LED replacements.
It’s fair to say that the majority of Hackaday readers have not built any hardware that’s slipped the surly bonds of Earth and ventured out into space proper. Sure we might see the occasional high altitude balloon go up under the control of some particularly enterprising hackers, but that’s still a far cry from a window seat on the International Space Station. Granted the rapid commercialization of space has certainly added to that exclusive group of space engineers over the last decade or so, but something tells us it’s still going to be quite some time before we’re running space-themed hacks with the regularity of Arduino projects.
That being the case, you might assume the protocols and methods used to develop a scientific payload for the ISS must seem like Latin to us lowly hackers. Surely any hardware that could potentially endanger an orbiting outpost worth 100+ billion dollars, to say nothing of the human lives aboard it, would utilize technologies we can hardly dream of. It’s probably an alphabet soup of unfamiliar acronyms up there. After all, this is rocket science, right?
There’s certainly an element of truth in there someplace, as hardware that gets installed on the Space Station is obviously held to exceptionally high standards. But Brad Luyster is here to tell you that not everything up there is so far removed from our Earthly engineering. In fact, while watching his 2018 Hackaday Superconference talk “Communication, Architecture, and Building Complex Systems for SPAAACE”, you might be surprised just how familiar it all sounds. Detailing some of the engineering that went into developing the Multi-use Variable-G Platform (MVP), the only centrifuge that’s able to expose samples to gravitational forces between 0 and 1 g, his talk goes over the design considerations that go into a piece of hardware for which failure isn’t an option; and how these lessons can help us with our somewhat less critically important projects down here.
Check out Brad’s newly published talk video below, and then join me after the break for a look at the challenges of designing hardware that will live in space.
Videogames have always existed in a weird place between high art and cutting-edge technology. Their consumer-facing nature has always forced them to be both eye-catching and affordable, while remaining tasteful enough to sit on retail shelves (both physical and digital). Running in real-time is a necessity, so it’s not as if game creators are able to pre-render the incredibly complex visuals found in feature films. These pieces of software constantly ride the line between exploiting the hardware of the future while supporting the past where their true user base resides. Each pixel formed and every polygon assembled comes at the cost of a finite supply of floating point operations today’s pieces of silicon can deliver. Compromises must be made.
Often one of the first areas in games that fall victim to compromise are environmental model textures. Maintaining a viable framerate is paramount to a game’s playability, and elements of the background can end up getting pushed to “the background”. The resulting look of these environments is somewhat more blurry than what they would have otherwise been if artists were given more time, or more computing resources, to optimize their creations. But what if you could update that ten-year-old game to take advantage of today’s processing capabilities and screen resolutions?