Hacker Public Radio

Hacker Public Radio

Hacker Public Radio is an podcast that releases shows every weekday Monday through Friday. Our shows are produced by the community (you) and can be on any topic that are of interest to hackers and hobbyists.

Episodes

  1. 12 hr ago

    HPR4717: Visit with a blind Ham operator

    This show has been flagged as Clean by the host. Hi, this is Archer72 for another episode of Hacker Public Radio. In this episode, it is my first experience troubleshooting with an experienced blind Ham operator who is located 20 miles away from my hometown. When traveling there, I could not miss his house, which was the only one off the main road with an estimated 50 foot antenna. That’s 15 meters for the rest of the world. This antenna was intended for the HF high frequency band, for which the local Ham radio club had very recently extended to this height. The target radio bands are 20, 40 and 80 meters. I had missed a great opportunity to record the session so wanted record (and write this) while it was fresh on my mind. Several months later… This particualar operator (KG4QWH) (Kilo-Golf-Four-Quebec-Whiskey-Hotel) was a radio operator for the local emergency services for 22 years, after which the new company decided to cut back on staff. A local broadcast radio station was hiring soon after and was using some version of Linux which was not accessible for a blind user like himself. This conversation was started after I was asked about his computer that he was trying to force update on older hardware from Windows (7?) to Windows 11, in true hacker fashion. While talking about the Linux situation and also the Windows side, it brough to light the glaring (near) ommision of accessibility software in both camps. On the Windows side, which is more familiar to my friend, is Jaws. Great software, but year after year the barrier of cost is getting more, and on the Linux side accessibility is not looking any better. While cost is not a factor in using it, and this is only coming from me, the voices could be better. Piper is an option for natural sounding voices, but has yet to be integrated into a FOSS screen reader AFAIK. On the positive side of accessibility, the Kenwood radio (model TS-590S) has the option to add a module to give an audible description of the buttons being pressed, and at the time there was gnother operator who came through and talk him through some receiver settings. The reason I went there is the first place was that the Kenwood microphone was causing noise to come across the speaker when he keyed up the mic. Initially the proprosed solution was to switch two wires inside the Kenwood microphone. I was asked about this ahead of time so was prepared with an electrical box with miscellaneous low voltage wires and stripping tool, also a Pincil soldering iron equiped with a USB C 100 watt power supply. To fix the problem on the Kenwood MC-60 microphone, you need to swap the wires so that mic hi is on Pin 1 and mic low (shield) is on Pin 7. This is often necessary due to factory wiring errors. After finding out that the proposed solution was to open the mic, which required a heat gun the soften the locktight, I tried another route. My friend had a toroid choke handy, and I coiled the feed line to the back of the radio around the toroid. (8 - 10 times?) This had no effect. Next to try was to ground the mic from the outside, which there was a bare metal screw on. This connected to a dedicated ground on the back of the Kenwood TS-590S radio. This seem to suppress the hum when using PTT. The rest of the evening (the best time for HF), Matthew was able to make contacts on 40 meters. Great to meet you as well my friend and I appreciate you coming up. I was able to talk on 40 this evening with no problems. I reached several in Kentucky Indiana and I even reached Kansas. Come to think of it. I was even able to reach someone on the Jersey shore. References Blind Hams Network New CQ Blind Hams Podcast: CQBH 011 TS-590SG Tutorial by N3AIN New CQ Blind Hams Podcast: CQBH 012 TS-590SG tutorial by N3AIN KENWOOD TS-590S instruction manual KENWOOD VGS-1 instruction manual KENWOOD Communications Microphone MC-60A Instruction Manual Image of a 15 meter HF antenna on a two story house in Kentucky. Provide feedback on this episode.

  2. 21 Aug

    HPR4710: Civilization VI

    This show has been flagged as Clean by the host. Civilization VI, released in 2016, was a further evolution of the franchise that added interesting new features. We introduce it in this episode. Civilization VI Released in 2016, Civ VI is probably still the most played version of the game. Although there has been a general gap of 5-6 years between versions, the effects of the Covid-19 pandemic slowed down many things. Since early 2025 we have had Civilization VII come out, but in my opinion it is still being tweaked and refined. In the meantime, Civilization VI is the game I play now when I play Civ. I’ve played all of them from the first, and put in many hours here. Since I now play Civ on Steam mostly, I have statistics! I played Civ V for a total of 769 hours, and so far I have played Civ VI for 689 hours, but since this is what I play for now I will probably exceed my Civ V hours pretty soon. BTW, I probably have well over 1000 hours on Civ II, which I think I have played the most, and certainly more than 3000 hours total over all all versions. I’m going to cover this without worrying too much about whether it is the base game or an expansion. Fact is, Firaxis have started moving to something more akin to a subscription model when they introduced the New Frontier Pass, which works very well when you are on Steam. The idea was that you bought this pass, and very few months got new content, and on Steam it would automatically be downloaded to your account. That is not to say that there weren’t actual expansions, but since the last thing they released was this “pass”, i’m kind of wondering what they will do with Civ VII. In any case, let’s take a look at this. Gameplay Again, you start with a tribe in 4000BC which founds your first city, and you immediately begin building units, exploring, researching, and developing your city. this is a time-tested mechanic that never changes. but there are some interesting changes that make this game fascinating. First, in the earlier versions of Civ you thought of yourself as playing a particular civ, which came with a particular leader. In different versions of Civ the name of the leader might change, like for France you might have Napoleon on some versions, or Joan of Arc in another, but in each case one civ gets one leader, so you tended to think of yourself as playing the nation. Rome might be Caesar in one version, Augustus in another, or Trajan in yet another. (Fun fact: Sid Meier says he always plays as Rome because it just feels right to him). In Civ VI this linkage is broken. One leader, Eleanor of Aquitaine, can be played as the Queen of England, or she can be played as the Queen of France. And each version has different abilities and strengths. If you want a fairly easy Culture victory, play her as Queen of France, and watch as other players’ cities rebel and join your Empire because they admire you so much. Teddy Roosevelt also has two different manifestations, Rough Rider Teddy, and Big Stick Teddy, when you have all the expansions. China has two possible leaders, with different strengths: Qin Shi Huang, and Kublai Khan. And Kublai Khan can be either Chinese or Mongolian, with different strengths. So in Civ VI you don’t think of what Civ you want to play, you think of which leader you want to play. Every leader comes with a Civilization Ability, a Unique Unit, and a Unique Infrastructure. These matter a lot. For example, take John Curtin, the leader of the Australian civilization. His Civilization Ability is called Land Down Under, and it gives him +3 Housing in coastalcities. Building a Pasture triggers a Culture Bomb, claiming surrounding tiles. Campus, Commercial Hub, Holy Site, and Theater Squaredistricts gain +1 to their yields in tiles with Charming Appeal, and +3 in tiles with Breathtaking Appeal. Then his Unique Unit is the Digger, a melee military unit that replaces the Infantry unit. And his Unique Infrastructure is tile improvement called the Outback Station. This gives you increased food, production, and housing, some of which varies according to what is on surrounding tiles. The point is that each leader gives you very specific advantages that you should play to. In Civ VI it is even more important to tailor your strategy to the particular leader. Leaders like Frederic Barbarossa or Simon Bolivar are very good for Domination, while Peter the Great and Saladin are very good for Religious victories. If you take a random leader be ready to adapt your play style and strategy to fit, or alternatively decide what kind of victory you want to achieve and pick a leader who is good at it. Or if you want a real challenge, pick a leader who is not suited to the victory condition you are aiming at. But keep in mind that the game may take you in places you didn’t expect. One game I picked Wilfrid Laurier of Canada, who is ideal for Diplomatic and Cultural victories, and I thought I would be going for a Cultural victory. But Wilfrid’s strengths come from his advantages on Tundra land tiles, and I somehow managed to spawn in the middle of the map with no Tundra tiles at all in my empire. I had work hard to manage a Science victory in that case. Districts This is a major change in Civ. In earlier versions you built buildings inside of cities, and you tended to build the same buildings in most or all cities. You were only limited by your ability to generate Production to get them done. Civ VI is different. You have to place Districts on specific tiles, and and you can then develop the district with added buildings. If you want to develop your industry, you can place an Industrial Zone, and then add a Workshop, then a Factory, then a Power plant, and so on, each one increasing your Production. For Science you place down a Campus District, then a Library, then a University, then a Research Lab. And the game mechanic means you cannot built everything in every city. You can place one district at the start, then one more when your city reaches a population of 4, then a third one when you reach 7, and so on with each added population of three allowing one more district. The point is to force you to make choices. Districts get adjacency bonuses which increase their output. The Campus (generates Science) and the Holy Site (generates Faith) both benefit from adjacent Mountains, and the effect is additive. So if you find a tile with three mountains around it, you will want to place one of these districts there. Districts also get adjacency bonuses from other districts, so the planning the layout of your cities is really important to maximize these bonuses. And they can get bonuses even with adjacent Districts that belong to a different city! Another key district is the Encampment, which let you build better, more veteran military units. Since building units requires Production, you should build build an Encampment in a city which has a lot of Production, and that probably means one with an Industrial Zone. A Harbor District would go in a city with coastal tiles, of course. All of this requires planning. Expert players will usually start out by exploring to see what the map looks like around them, what terrain features they have to work with, what resources are available, and so on. Then, around turn ten they will plan out their next cities, and figure out where they want to place districts and so on. There is a built-in “map pin” system for this, and it can be improved by installing the right mod. While you don’t have to do this, it does help you to be successful. Maps and Terrain Terrain features matter a lot in this game. We already mentioned adjacency bonuses of Mountains for Holy Sites and Campuses, but there is much more. The map is divided into Continents, and it is quite normal for a contiguous land mass to contain two or more continents if it is large enough. Think of how Europe and Asia are really just one large land mass to see what I mean. This matters because certain units may defend differently depending on which continent they are on, or some civilizations may be affected from having cities on a different continent. Terrain features like Rivers are extremely important for the placement of cities because they provide fresh water. You can sometimes get around that by building an Aqueduct to bring water from a Lake or a Mountain, but that means using up one of your city tiles, and spending production to build it. If you can place your city on a river you can avoid that problem and get off to a fast start. But the downside is that rivers can flood, and that can wreck your improvements. A big idea for terrain is Appeal. Each tile has an Appeal level ranging from Disgusting to Breathtaking, and it is determined by a combination of the tile’s features themselves and by adjacencies. The modifiers are added together to determine the Appeal level of the tile, and there is a lens you use to view your Appeal levels on all tiles, which are color coded. This matters particularly if you are trying for a Culture victory. Culture victories are own by generating Tourism, and while some that can come from things like Museums and Wonders, you will really want to maximize your Tourism to win this game, and two good ways to do that are building National Parks and Seaside Resorts. You can only do that if the appeal is at least Charming (or even better, Breathtaking). If you find you cannot build them in what seems like a good spot, chances are Appeal is the problem. So check that out. You can, for instance, remove marshes (which give negative appeal), and plant forests (which add appeal), and that might be all it takes to get these going. The underlying issue in managing your cities is that you only have so many tiles, and a tile that might be great for a farm might also be great for a District. You need food to grow, and you need to grow to put down Districts, so you are always making choices about this, and th

  3. 19 Aug

    HPR4708: Programmable Logic Controls - Episode 1

    This show has been flagged as Clean by the host. Introduction 01 This is the first episode in an 8 part series. 02 This series is on programmable logic controllers, or PLCs as they are commonly known. What is a PLC you ask? In short, it is a general purpose programmable industrial control device. They are used all through industry in factories, utilities, and anywhere industrial machines need to be controlled. 03 They are a fully integrated system of hardware, software, and development environment tailored specifically for automatic industrial equipment. It is probably easiest to describe them by first giving a bit of historical background as to what preceded them. 04 The Early Days of Automation You have probably heard of the Jacquard loom of the early 19th century and its use of punch cards with respect to it being one of the technologies which eventually lead to computing. However, for our purposes here, its significance is that it was an early form of industrial automation control system, since it was after all controlling a machine in a factory. 05 For other types of machines, a common purely mechanical means of having the various parts of a complex machine move in a coordinated manner was through the use of shafts and cams. A series of cams located on a shaft or set of shafts connected by gears, could move parts of a machine, turn valves on or off, and generally coordinate the parts of a machine. With the spread of the use of electricity in factories in the early 20th century, it was now possible to use the new electrical technology to perform control and automation functions. 06 The Background of Relay Logic I will need to explain some electromechanical terminology here as it is necessary to understand these terms and the concepts behind them in order to understand PLCs, as the latter is an evolution of its predecessors and uses the same terms. What preceded PLCs was what was commonly known as "relay logic". 07 What is a Relay A relay is an electromechanical device that responds to and controls the flow of electric current. A relay has a "coil" which as the name implies is a coil of conductive wire. When you energize the coil, that is you apply electric current to it, it forms an electromagnet. 08 This electromagnet draws in an armature. The armature is a moving piece of metal which is attracted to the coil when the latter is energized. The relay being activated is referred to as closing. Deactivating is referred to as opening. Alternative names for these states are "pulls in" and "drops out" respectively. 09 The armature in turn is attached to one or more contacts. You can think of a contact as being like a switch. When the switch is turned one way, the electrical path is closed and current can flow. When it is turned the other way, the electrical path is broken and current flow is interrupted. 10 Contacts can be normally open, in which case the path is closed and current can flow when the relay turns on. Alternatively, they can be normally closed, in which case the path is closed and current can flow when the relay turns off. A relay can, and typically does, have multiple contacts, including both normally open and normally closed. Remember these terms, coil, contact, normally open, and normally closed. 11 What is a Latching Relay There is a special type of relay known as a latching relay. This was only occasionally used in relay control circuits, but the concepts behind it will become more important when we talk about actual PLCs. A latching relay has two coils. One coil is used to turn on or "set" the relay. The other coil is used to turn off or "reset" the relay. 12 The relay has either a mechanical latching mechanism or a magnet which is used to hold the relay in the set (or in other words, closed) position even if the set coil is de-energized. You must energize the reset coil in order to reset or "open" the relay. A latching relay provides the equivalent of one "bit" of memory which retains its last state even if the power to the machine is turned off. 13 Latching relays were used in applications where it was important that the relay logic circuit remember its last state. While not frequently used in relay control circuits due to their greater cost and complexity, the concept was to be more extensively used in PLC programs when set and reset instructions were provided which performed the equivalent function in software where there were no similar cost considerations to worry about. 14 Thus set and reset were to be much more frequently used in PLC programs than they were when they were actual relays. Add these terms to your list of things to remember - latch, unlatch, set and reset. 15 What is a Contactor I will mention another term now in case it happens to come up later. This is "contactor". A contactor is basically just a large relay. It is typically used to control large electrical loads such as motors and heaters. 16 Smaller relays are typically just called "relays", or sometimes "control relays". These be used to create either logic circuits or control smaller electrical loads such as lights or pneumatic or hydraulic valves. This may seem like a lot of jargon, but bear with me, I will make analogies to computers when appropriate. 17 Input and Output Devices If you want to do some useful work, you will need some I/O. Typical input devices include the following. 18 Push buttons. These are buttons which are pressed by the operator to command the machine to do something. 19 Selector switches. These are switches which are typically rotated to turn on or off and maintain their position. These can have multiple positions, each of which can activate a separate input. 20 Pilot lights. These are lights which are used to provide feedback to the operator. 21 Limit switches. These are mechanical switches which parts of the machine activate, rather than the operator activating them. This can be used to determine what position the various parts of the machine are in at any given time. 22 Proximity sensors. These are essentially solid state limit switches which are more reliable than mechanical switches as they are less subject to wear and tear. These are often colloquially abbreviated as "proxies". 23 Solenoid valves. These are like relays in that an electromagnetic coil is activated. However, instead of activating another electrical contact, it activates a pneumatic or hydraulic valve. This valve in turn typically allows air or hydraulic fluid to move a piston within a cylinder, which then moves some mechanical part of the machine. A typical machine will have lots and lots of proximity sensors and solenoid valves. 24 Relay Logic All of these inputs and outputs require some sort of logic to coordinate them. This is where control relays came in. 25 If having the output of one electrical device being able to control another electrical device sounds a bit like a transistor, then yes relays are analogous to electronic transistors. However, while transistors are a mid 20th century invention, relays date from the mid 19th century. 26 Like with transistors, it is possible to encode logic into a network of wires connecting relays together, along with inputs from switches and other input devices. By wiring sensors and relays together in the right order, it is possible to create reasonably complex sequences of operation to control a machine in an automatic manner. 27 Relay Boolean Logic Wiring relay contacts in series creates "and" conditions. Wiring them in parallel creates "or" conditions. Using normally closed relay contacts creates "not" conditions. By feeding a relay's own contacts back into the circuit leading up to its coil, it is possible to have a relay remember its own state. Each relay therefore could be thought of as one bit of logic in a boolean logic circuit. 28 Timers and Counters Special timing relays could be used to create a time delay between the relay energizing or de-energizing, and the contacts closing or opening. A timing relay which imposed a delay after being energized is an "on delay timer". A timing relay which imposed a delay after being de-energized is an "off delay timer". 29 Timing relays were often pneumatic. They had a small rubber bellows that leaked air slowly through a adjustable orifice. The bellows would prevent the relay from opening or closing, depending on the type, until enough air had leaked out for it to close or open. For more accuracy or for longer time delays, motor driven clock timers could be used. 30 Special counter relays could be used to require an input to turn on or off a specified number of times before activating the relay outputs. Counters typically used a ratchet mechanism to count up to a preset before activating. 31 Later timing and counting relays used electronic timers and counters, but these arrived relatively late at a time when relay logic was on its way out. 32 Electrical Panels Large numbers of relays would be mounted on panels in large electrical enclosures, with the wires running between them, and also out to the limit switches, valves, and other devices mounted on the machine. 33 Designing the Logic Circuit The logic or program would be encoded in the selection of the devices and in the wires running between them. To design and document this logic, the designer wo

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Hacker Public Radio is an podcast that releases shows every weekday Monday through Friday. Our shows are produced by the community (you) and can be on any topic that are of interest to hackers and hobbyists.

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