[Tadao Hamada] works for Fujitsu Tokki, a subsidiary of the more famous Fujitsu. In 1956, Fujitsu decided to compete with IBM and built a relay-based computer, the FACOM128. The computer takes up 70 square meters and weighs about 3 tons. By 1959, they’d learned enough to make a FACOM128B model that was improved. [Hamada’s] job is to keep one of these beasts operational at Fujitsu’s Numazu plant. According to the Japanese Computer Museum, it may be the oldest working computer.
Choices matter. You’ve only got one shot to fulfill the objective. A single coordinated effort is required to defuse the bomb, release the hostages, or outlast the opposition. Fail, and there’s no telling when you’ll get your next shot. This is the world that Counter-Strike presented to PC players in 1999, and the paradigm shift it presented was greater than it’s deceptively simple namesake would suggest.
The reckless push forward mantra of Unreal Tournament coupled with the unrelenting speed of Quake dominated the PC FPS mind-share back then. Deathmatch with a side of CTF (capture the flag) was all anyone really played. With blazing fast respawns and rocket launchers featured as standard kit, there was little thought put towards conservative play tactics. The same sumo clash of combatants over the ever-so inconveniently placed power weapon played out time and again; while frag counts came in mega/ultra/monster-sized stacks. It was all easy come, easy go.
Counter-Strike didn’t follow the quick frag, wipe, repeat model. Counter-Strike wasn’t concerned with creating fantastical weaponry from the future. Counter-Strike was grounded in reality. Military counter terrorist forces seek to undermine an opposing terrorist team. Each side has their own objectives and weapon sets, and the in-game economy can swing the battle wildly at the start of each new round. What began as a fun project for a couple of college kids went on to become one of the most influential multiplayer games ever, and after twenty years it’s still leaving the competition in the de_dust(2).
Even if you’ve never camped with an AWP, the story of Counter-Strike is a story of an open platform that invited creative modifications and community-driven development. Not only is Counter-Strike an amazing game, it’s an amazing story.
AM broadcasting had a big problem, but usually only at night. During the day the AM signals had limited range, but at night they could travel across the country. With simple wire antennas, any two stations on the same frequency would interfere with each other. Because of this, the FCC required most radio stations to shut down or reduce power at night leaving just a handful of “clear channel” stations for nighttime programming. However, creating directional antennas allowed more stations to share channels and that’s the subject of a recent post by [John Schneider].
When it comes to antennas, ham radio operators often think bigger is better. After all, hams typically want to work stations far away, not some specific location. That’s not true in the commercial world, though. The big breakthrough that led to for example cell phones was the realization that making smaller antennas with lower power at higher frequencies would allow for reuse of channels. In those areas the focus is on making cells smaller and smaller to accommodate more people. You can think of AM broadcasting as using the same idea, except with relatively large cells.
If for some reason I were to acknowledge the inevitability of encroaching middle age and abandon the hardware hacker community for the more sedate world of historical recreation, I know exactly which band of enthusiasts I’d join and what period I would specialise in. Not for me the lure of a stately home in Regency England or the Royal court of Tudor London despite the really cool outfits, instead I would head directly for the 14th century and the reign of King Edward the Third, to play the part of a blacksmith’s wife making nails. It seems apposite to pick the year 1337, doesn’t it.
Why am I so sure? To answer that I must take you to the British Library, and open the pages of the Holkham Bible. This is an illustrated book of Biblical stories from the years around 1330, and it is notable for the extent and quality of its illuminations. All of mediaeval life is there, sharply observed in beautiful colour, for among the Biblical scenes there are contemporary images of the people who would have inhabited the world of whichever monks created it. One of its more famous pages is the one that caught my eye, because it depicts a woman wearing a blacksmith’s apron over her dress while she operates a forge. She’s a blacksmith’s wife, and she’s forging a mediaeval carpenter’s nail. The historians tell us that this was an activity seen as women’s work because the nails used in the Crucifixion were reputed to have been forged by a woman, and for that reason she is depicted as something of an ugly crone. Thanks, unknown mediaeval monk, you really don’t want to know how this lady blacksmith would draw you!
Continue reading “Making A Mediaeval Nail”
When I got the call asking if I’d be willing to fly down to Kennedy Space Center and cover an event, I agreed immediately. Then about a week later, I remembered to call back and ask what I was supposed to be doing. Not that it mattered, I’d gladly write a few thousand words about the National Crocheting Championships if they started holding them at KSC. I hadn’t been there in years, since before the Space Shuttle program had ended, and I was eager to see the exhibit created for the fourth member of the Shuttle fleet, Atlantis.
So you can imagine my reaction when I learned that the event Hackaday wanted me to cover, the Cornell Cup Finals, would culminate in a private viewing of the Atlantis exhibit after normal park hours. After which, the winners of the competition would be announced during a dinner held under the orbiter itself. It promised to be a memorable evening for the students, a well deserved reward for the incredible work they put in during the competition.
Thinking back on it now, the organizers of the Cornell Cup and the staff at Kennedy Space Center should truly be commended. It was an incredible night, and everyone I spoke to felt humbled by the unique experience. There was a real, palpable, energy about it that you simply can’t manufacture. Of course, nobody sitting under Atlantis that night was more excited than the students. Though I may have come in as a close second.
I’ll admit it was somewhat bittersweet to see such an incredible piece of engineering turned into a museum piece; it looked as if Atlantis could blast off for another mission at any moment. But there’s no denying that the exhibit does a fantastic job of celebrating the history and accomplishments of the Space Shuttle program. NASA officially considers the surviving Shuttle orbiters to be on a “Mission of Inspiration”, so rather than being mothballed in a hangar somewhere in the desert, they are out on display where the public can get up close and personal with one of humanities greatest achievements. Judging by the response I saw, the mission is going quite well indeed.
If you have the means to do so, you should absolutely make the trip to Cape Canaveral to see Atlantis and all the other fascinating pieces of space history housed at KSC. There’s absolutely no substitute for seeing the real thing, but if you can’t quite make the trip to Florida, hopefully this account courtesy of your humble scribe will serve to give you a taste of what the exhibit has to offer.
This week marks the twenty-five year anniversary of the demise of Commodore International. This weekend, pour one out for our lost homies.
Commodore began life as a corporate entity in 1954 headed by Jack Tramiel. Tramiel, a Holocaust survivor, moved to New York after the war where he became a taxi driver. This job led him to create a typewriter repair shop in Bronx. Wanting a ‘military-style’ name for his business, and the names ‘Admiral’ and ‘General’ already taken, and ‘Lieutenant’ simply being a bad name, Tramiel chose the rank of Commodore.
Later, a deal was inked with a Czechoslovakian typewriter manufacture to assemble typewriters for the North American market, and Commodore Business Machines was born. Of course, no one cares about this pre-history of Commodore, for the same reason that very few people care about a company that makes filing cabinets. On the electronics side of the business, Commodore made digital calculators. In 1975, Commodore bought MOS, Inc., manufacturers of those calculator chips. This purchase of MOS brought Chuck Peddle to Commodore as the Head of Engineering. The calculators turned into computers, and the Commodore we know and love was born.
The German Enigma device has always been a fascinating gadget for hackers. We’ve seen various replicas and emulators created over the years, and it was recently even the subject of our weekly Hack Chat. But if you think about it it’s not really a surprise; the Enigma has the perfect blend of historical significance and engineering wizardry, with a healthy dash of mystery thrown in. Why do the bad guys always have the coolest toys?
If you’ve ever wanted your own little Enigma replica to explore, [Mark Culross] has put together a project which makes it easier than ever. In fact, it’s so straightforward that some of you reading this post will probably be able to put one together as soon as you’ve read this post from stuff you already have lying around in the parts bin. All you need is an Arduino Uno, an Adafruit 2.8″ TFT Touch Shield, and a penchant for World War II technology.
Thanks to the relatively high-resolution touch screen, [Mark] was able to develop a user interface for his Enigma that really gives you a feel for how the original machine worked. Obviously it’s considerably simplified from the real-world version, but using a stylus to tap the rotors you want to spin or the wires you want plugged in makes for a more immersive experience than many of the previous attempts we’ve seen. With a tap you’re even able to load historical machine configurations, such as how the Enigma aboard the submarine U-262 was configured when the Allies intercepted its encoded messages in 1942.
[Mark] says this project was always about developing the software, and he leaves the actual hardware implementation as an exercise for the user. Just to play around with the software it’s enough to hook up an Arduino and the touch screen, but we’d love to see somebody really take the idea and run with it. Add some batteries, a charging circuit, and put it all in a little wooden box for that authentic Enigma look. Can’t forget that iconic wrinkle finish paint, either.
Over the years, we’ve seen replica Enigma machines in all shapes and sizes. From ones you could mount on your wrist, to full size replicas using modern components. We’ve even seen one variation that you can print out on a couple of sheets of paper. The parade of recreations shows no sign of stopping, and we wouldn’t have it any other way.