1950s Fighter Jet Air Computer Shows What Analog Could Do

Imagine you’re a young engineer whose boss drops by one morning with a sheaf of complicated fluid dynamics equations. “We need you to design a system to solve these equations for the latest fighter jet,” bossman intones, and although you groan as you recall the hell of your fluid dynamics courses, you realize that it should be easy enough to whip up a program to do the job. But then you remember that it’s like 1950, and that digital computers — at least ones that can fit in an airplane — haven’t been invented yet, and that you’re going to have to do this the hard way.

The scenario is obviously contrived, but this peek inside the Bendix MG-1 Central Air Data Computer reveals the engineer’s nightmare fuel that was needed to accomplish some pretty complex computations in a severely resource-constrained environment. As [Ken Shirriff] explains, this particular device was used aboard USAF fighter aircraft in the mid-50s, when the complexities of supersonic flight were beginning to outpace the instrumentation needed to safely fly in that regime. Thanks to the way air behaves near the speed of sound, a simple pitot tube system for measuring airspeed was no longer enough; analog computers like the MG-1 were designed to deal with these changes and integrate them into a host of other measurements critical to the pilot.

To be fair, [Ken] doesn’t do a teardown here, at least in the traditional sense. We completely understand that — this machine is literally stuffed full of a mind-boggling number of gears, cams, levers, differentials, shafts, and pneumatics. Taking it apart with the intention of getting it back together again would be a nightmare. But we do get some really beautiful shots of the innards, which reveal a lot about how it worked. Of particular interest are the torque-amplifying servo mechanism used in the pressure transducers, and the warped-plate cams used to finely adjust some of the functions the machine computes.

If it all sounds a bit hard to understand, you’re right — it’s a complex device. But [Ken] does his usual great job of breaking it down into digestible pieces. And luckily, partner-in-crime [CuriousMarc] has a companion video if you need some visual help. You might also want to read up on synchros, since this device uses a ton of them too.

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Homebrew Telephone Exchange Keeps The Family In Touch, In The House And Beyond

It doesn’t happen often, but every once in a while we stumble upon someone who has taken obsolete but really cool phone-switching equipment and built a private switched telephone in their garage or basement using it. This private analog phone exchange is not one of those, but it’s still a super cool build that’s probably about as ambitious as getting an old step-by-step or crossbar switch running.

Right up front, we’ll stipulate that there’s absolutely no practical reason to do something like this. And hacker [Jon Petter Skagmo] admits that this is very much a “because I can” project. The idea is to support a bunch of old landline phones distributed around the house, and beyond, in a sort of glorified intercom system. The private exchange is entirely scratch-built, with a PIC32 acting as the heart of the system, performing such tasks as DTMF decoding, generating ring voltage, and even providing a CAN bus interface to his home automation system.

The main board supports five line interface daughterboards, which connect each phone to the switch via an RJ11 jack. The interface does the work of detecting when a phone goes off-hook, and does the actual connection between any two phones. A separate, special interface card provides an auto-patch capability using an RDA1846S RF transceiver module; with it, [Jon Petter] can connect to any phone in the system from a UHF handy-talkie. Check out the video below for more on that — it’s pretty neat!

We just love everything about this overengineered project — it’s clearly a labor of love, and the fit and finish really reflect that. And even though it’s not strictly old school, POTS projects like this always put us in the mood to watch the “Speedy Cutover” video one more time.

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Alpakka: A Creative Commons Game Controller

Input Labs’ mission is to produce open-source Creative Commons hardware and software for creating gaming controllers that can be adapted to anyone. Alpakka is their current take on a generic controller, looking similar to a modern Xbox or PlayStation controller but with quite a few differences. The 3D printed casing has a low-poly count, angular feel to it, but if you don’t like that you can tweak that in blender to just how you want it. Alpakka emulates a standard USB-attached keyboard, mouse, and Xinput gamepad in parallel so should just work out of the box for both Linux and Windows PC platforms. The firmware includes some built-in game profiles, which can be selected on the controller.

No special parts here, just 3D prints, a PCB and some nuts and bolts

The dual D-pads, augmented with an analog stick, is not an unusual arrangement, but what is a bit special is the inventive dual-gyro sensor arrangement –which when used in conjunction with a touch-sensitive pad — emulates a mouse input. Rest your thumb on the right-hand directional pad and the mouse moves, or else it stays fixed, kind of like lifting a mouse off the pad to re-center it.

The wired-only controller is based around a Raspberry Pi Pico, which has plenty of resources for this type of application giving a fast 250 Hz update rate. But to handle no fewer than nineteen button inputs, as well as a scroll wheel, directional switch, and that analog stick, the Pico doesn’t have enough I/O, needing a pair of NXP PCAL6416A I2C IO expanders to deal with it.

The PCB design is done with KiCAD, using a simple 3D printed stand to hold the PCB flat and the through-hole components in place while soldering. Other than a few QFN packages which might be a problem for some people, there is nothing tricky about hand-soldering this design.

We’ve been seeing custom game controllers as long as we’ve been hacking, here’s an interesting take on the mouse-integration theme. If you’re comfortable rolling the hardware side of things, but the firmware is a sticking point, then perhaps look no further than this neat RP2040 firmware project.

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Faceless Clock Makes You Think Twice About How It Works

We love projects that make you do a double-take when you first see them. It’s always fun to think you see one thing, but then slowly realize everything is not quite what you expected. And this faceless analog clock is very much one of those projects.

When we first saw [Shinsaku Hiura]’s “Hollow Clock 4,” we assumed the trick to making it look like the hands were floating in space would rely on the judicious use of clear acrylic. But no, this clock is truly faceless — you could easily stick a finger from front to back. The illusion is achieved by connecting the minute hand to the rim of the clock, and rotating the whole outer circumference through a compact 3D printed gear train. It’s a very clever mechanism, and it’s clear that it took a lot of work to optimize everything so that the whole look of the clock is sleek and modern.

But what about the hour hand? That’s just connected to the end of the minute hand at the center of the clock’s virtual face, so how does that work? As it is with most things that appear to be magical, the answer is magnets. The outer rim of the clock actually has another ring, this one containing a pair of neodymium magnets. They attract another magnet located in the very end of the hour hand, dragging it along as the hour ring rotates. The video below shows off the secrets, and it gives you some idea of how much work went into this clock.

We’re used to seeing unique and fun timepieces and other gadgets from [Shinsaku Hiura] — this up-flipping clock comes to mind, as does this custom RPN calculator — but this project is clearly a step beyond.

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Seven Segments, But Not As We Know Them

We’ve seen a lot of clever re-imagining of the classic 7-segment display, and proving there is still room for something new is [Jack]’s 7-segment “DigiTag” display.

This 3D printable device has a frame into which is slotted three sliders. These sliders can be adjusted individually, mixing and matching the visibility of colored and uncolored areas, to create digits 0-9. We’ve seen some unusual 7-segment-inspired displays before, using from one motor for the whole digit to ones that need one motor per segment, but nothing quite like this approach.

While this particular design relies on the user to manually “dial in” each digit, the resulting key-like assembly (and unique shape for each digit) seems like it could have some interesting applications — a puzzle box design comes to mind.

If you have any ideas of your own on how this could be used, don’t keep them to yourself! Let us know in the comments, below.

Mouse Finds New Home In Pinball Machine

Restoring pinball machines is an excellent hobby, and can even be more than that as we see businesses like bars and museums focusing on them as a main attraction. There’s all kinds of intrigue to be found, from esoteric mechanical systems to classic electronics and unique artwork. For those building new pinball machines, though, one way to bypass a lot of the hassle of finding antiquated parts is to build a digital machine with an analog feel, like this machine which repurposes a computer mouse in an interesting way.

One of the important design considerations with a more modern system like this is to preserve the mechanical components that the player interacts with, in this case the plunger. This pinball machine is really just a large screen driven by a computer, but the plunger is a spring-loaded one from an old analog machine. Attached to the end of the plunger inside the cabinet is a cloth strap which passes underneath an old optical mouse. When the plunger is pulled and released, the mouse registers the position of the plunger and sends that information to the computer controlling the pinball display.

We really appreciate a KISS-style design like this in general. Mice are a proven, reliable technology and the metal components of the plunger are unlikely to ever wear out, which means that at least this part of the new pinball machine is unlikely to need much maintenance over the lifespan of the cabinet itself. For other ways of preserving the original feel of old machines, take a look at this build which incorporates all kinds of tricks within a MAME cabinet.

A Solar-Powered Point-and-Shoot, Circa 1961

Try to put yourself in the place of an engineer tasked with building a camera in 1961. Your specs include making it easy to operate, giving it automatic exposure control, and, oh yeah — you can’t use batteries. How on Earth do you accomplish that? With a very clever mechanism powered by light, as it turns out.

This one comes to us from [Alec Watson] over at Technology Connections on YouTube, which is a channel you really need to check out if you enjoy diving into the minutiae of the mundane. The camera in question is an Olympus Pen EES-2, which was the Japanese company’s attempt at making a mass-market 35-mm camera. To say that the camera is “solar-powered” is a bit of a stretch, as [Alec] admits — the film advance and shutter mechanism are strictly mechanical, relying on springs and things to power them. It’s all pretty standard camera stuff.

But the exposure controls are where this camera gets interesting. The lens is surrounded by a ring-shaped selenium photocell, the voltage output of which depends on the amount of light in the scene you’re photographing. That voltage drives a moving-coil meter, which waggles a needle back and forth. A series of levers and cams reads the position of the needle, which determines how far the lens aperture is allowed to open. A clever two-step cam allows the camera to use two different shutter speeds, and there’s even a mechanism to prevent exposure if there’s just not enough light. And what about that cool split-frame exposure system?

For a camera with no electronics per se, it does an impressive job of automating nearly everything. And [Alec] does a great job of making it interesting, too, as he has in the past with a deep-dive into toasters, copy protection circa 1980, and his take on jukebox heroics.

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