[Do As I Do] had a simple task to complete. A couple of small parts needed to be duplicated in some quantity, with good dimensional accuracy and surface finish. There are a number of ways you might go about this, particularly if you have the original tooling or a machine shop on hand. In this case, however, the plan was to duplicate the parts with silicone molds.
The first step, naturally, was to produce the silicone molds. Doing this involved some craft supplies, with glossy paper and hot glue used to create a vessel for casting silicone around the original parts. The silicone itself was mixed carefully and poured into the vessels, and soon enough [Do As I Do] had a pair of negative molds that could be used to produce duplicates of the original. The original parts were removed, and the silicone molds were filled with resin over and over again to make as many duplicates as were needed.
This was a simple enough project with straightforward geometry that suited the process. More challenging parts would require more care in mold prep and more advanced techniques. Depending on material choice for the duplicate parts and other factors like intended final application, extra steps like degassing may be necessary, too. Still, for a quick guide on duplicating a simple plastic part, it’s hard to beat.
The build relies on a unique motion system, wherein two NEMA 17 stepper motors drive either side of the linkage to control the position of the end effector—in this case, a pen carriage. By controlling the position of each side of the mechanism, it’s possible to move the pen through XY space. Running the show is an Arduino Nano, fitted with a GRBL shield and appropriate stepper motor drivers.
The magnetic tool changer is particularly nifty, too. It allows the plotter to grab a different ink at will to add more color to the drawing. It’s well-designed, with the plotter able to change inks without losing accuracy or otherwise fumbling the switchover. The plotter uses Muji ball point pens, which are available in a range of colors and draw with slick, clean lines. It’s also quite a fast plotter, thanks in part to [András]’s efforts to keep the pen carriage light by using a smart mechanism to offload the pen lifting actuator to the main body.
[András] has plans available, but you’re going to have to pay for them. Still, it’s always nice to see a new machine in the wild. Video after the break.
The sport of fencing requires keeping score, just like so many other similar pastimes. When their club’s existing scoring rig broke, [jc0025] stepped up to build a scoring box of their own, using the typical tools of the maker trade.
The brains of the operation is an Arduino Nano, running the venerable ATmega328P. It’s set up to drive a pair of 8×8 WS2812B addressable LED panels. It’s also hooked up to a pair of fencing socket blocks, which hook up to the lamé (jacket), weapon, and guard of each player for electronically scoring hits. The Arduino is thus programmed to respond to various conditions, lighting the LEDs in turn. For example, the tip of one player’s weapon hitting the other player’s lamé will fire a colored light, allowing the hit to be scored. Meanwhile, a tip hitting the floor will fire a white light, indicating off-target. There’s also a buzzer for sonic indication, as well. Everything is wrapped up in a tidy 3D-printed housing, while power is courtesy of a USB-C charger hooked up to the unit.
The Playdate is a small handheld console with a dedicated fanbase. Among them is [Cristina Ramos], who recently decided to try and push the limits of the hardware by implementing a 3D renderer for the platform.
[Cristina] began by implementing a raycaster. This is a very simple way to do 3D on limited hardware, and this technique was used by some early games like Wolfenstein 3D. However, for [Cristina], it was more a test to get an idea of the performance limitations of the Playdate. After getting her feet wet with that, she stepped up to implementing a renderer that relied on binary space partitioning, which could load map files in the same format used by the classic Quake engine. There was naturally plenty of work to do to handle things like texture mapping and lighting, too, particularly given the vagaries of working with the Playdate’s 1-bit monochrome screen. Using a simplistic, cel-shaded like approach for textures gave things a good look while preserving visual readability on the low-resolution screen.
The 3D engine and associated game remain a work in progress for [Cristina] — we look forward to seeing where the project goes next. We’ve seen similar projects on resource-limited platforms before, too.
I was told you couldn't do 3D on the Playdate, so I did it.Then I was told there was no way I could create exterior levels like those in Mirror's Edge, so I proved them wrong again.
[ALT CINE] took a punt recently when purchasing a damaged RED Komodo camera online. In functional form, the 6K-capable camera sells for several thousand pounds (or dollars, or euros), whether used or brand new. However, [ALT CINE] was able to score the damaged unit for just £700. The question was—could it be repaired and turned back into a functional camera?
Things looked promising from the drop. The camera had just 3 hours of usage recorded in the firmware, and the casing seemed to suggest it had little use. However, the problem was soon revealed to be serious as the image sensor itself appeared to be damaged. Some research provided hope though—that the damage could be limited to a glass layer in front of the sensor itself that had delaminated.
Thankfully, disassembling the camera was easy enough thanks to its modular design, and [ALT CINE] soon had the sensor block on the bench for further examination. The cause of the issue was apparent—overzealous cleaning leading to fluid getting stuck to the rear of the filter in front of the sensor. Simply popping off the filter, cleaning and drying it properly, and reassembling, was enough to get the camera back to fully operational status.
RED’s repair service quoted $695 for a glass filter swap and $1,395 for a full sensor change. In contrast, [ALT CINE] was able to demonstrate that this repair was something easily within the realm of an intermediate camera tinkerer and it cost almost nothing to achieve. The video also covers an alternative potential repair route, wherein a DSMC2 filter can be subbed into a Komodo camera if the damage to the filter glass is otherwise unrecoverable.
[Ivan Miranda] is famous for his large-scale 3D printed vehicles. They’re pretty fun, but they’re also pretty big and heavy—which can make transporting them around rather impractical. Hence, when he had reason to travel with a 3D printed go kart, he went back to the drawing board to create something light enough to pack in regular plane luggage.
The build started with some major compromises compared to [Ivan]’s previous go kart build. Notably, there are only three wheels instead of four, and a simplified control layout that eschews a regular steering wheel. These decisions were made to save weight and allow the design to be more compact. The kart uses a set of handles either side of the rider to handle steering. Drive is via a brushless motor, with power supplied from a series of 18 V drill batteries. Parts were produced on [Ivan]’s massive printer which comes in handy on large-scale projects like these.
All in all, the final build weighed around 20 kg. That’s light enough to be broken down across checked luggage and carry-on for a typical flight. We’d consider the project a success on that basis, even if quite a bit of assembly was required upon arriving at the destination. [Ivan]’s other builds in this realm are pretty fun too, from the printed scooter to the ride-on tank.
The standard computer mouse is a perfectly useful peripheral if your hands work. If you’ve got some trouble in that area, you might appreciate an alternative input solution. To that end, [Varun Adinath Patil] created a neat hands-free solution for moving a cursor around a screen.
The build is based on the Neuro PlayGround Lite, a board built for physiological signal acquisition in the Feather form factor. It’s hooked up to an IMU sensor—both a MPU6050 or BMI270 work—which tracks head movements to allow the cursor to be panned around the screen. Other biological signals are then used to activate other standard mouse functions. Clenching the jaw fires off a left click, while a triple blink fires a right click. Clicking and dragging is achieved by a double-blink. The jaw muscles are sensed via EMG signals picked up with gel electrodes on the skin, while the blinks are detected via EOG signals via the same contact points.
[Myth Made] has a goal to get into writing. However, she likes to do things the aesthetic way, rather than the easy way. Thus, she has eschewed simple word processing on a conventional computer, instead choosing to build a remarkably attractive writing deck styled after a classic typewriter.
The keycap marking technique is worth watching the video for on its own.
The build began with a mechanical keyboard with a compact layout. The square keycaps were swapped out for custom 3D printed versions that were rounded to suit the desired look. [Myth Made] used a neat technique where the caps were colored in with a paint marker and then ran through a laser engraver to bond the paint to the surface to make all the key markings.
With the input side sorted, the rest of the build could progress. The typewriter shell was printed in multiple parts, and then welded together with acetone. This was then covered with an ABS-acetone solution that helped remove some of the surface artifacts, before priming and paint. As for the electronics side, a Raspberry Pi Zero runs the show, hooked up to a Waveshare e-ink display which can be cranked up and down like a piece of paper coming out of a typewriter. There’s also a lovely 7-segment display which displays the current word count.
Even before 3D graphics and advanced shaders became common in the gaming world, there were concerns that virtual violence looked too realistic. Fighting games in the 1990s were routinely toned-down by having gratuitous displays of blood removed, which was often seen as disappointing by dedicated fans. [Raphaël Boichot] has been working to right this wrong in one obscure case, by rectifying the lack of blood in Sengoku 2.
Sengoku 2 was a title released in 1993 for the Neo Geo AES/MVS and the Neo Geo CD. It hit the market with relatively tame graphics that didn’t reflect the realistic amount of blood that should be released when an enemy was chopped in half with a sword. Noting that there was no simple DIP switch configuration or bit to flip to enable a more adult version of the game, [Raphaël] decided to create a custom blood hack the hard way. What ensued was a heavy-duty reverse engineering effort, swapping out palettes, and carefully editing tilesets in order to turn the censored graphics into something more lurid. A lot of artistic decisions had to be made to manipulate things just so in order to create a pleasing effect that didn’t mess up other aspects of the graphics at the same time.
If you’re a big Sengoku 2 fan, or you just want to learn more about reverse engineering and hacking on an obscure platform, dive into the project and enjoy the learnings. Otherwise, dive into the entirely different sorts of blood-related hacks we’ve featured over the years.
Trains are a great way to get around. You just have to make sure you’re across the schedule if you intend to get where you’re going in a timely manner. Train departure boards exist for that very purpose. As a train fan, [Jon] always wanted such a thing, so decided to build one for himself.
The build started, as so many do, with a Raspberry Pi 4, with [Jon] deciding on the 1GB model. Hooked up to either an Adafruit RGB Matrix Bonnet, or an Electrodragon 3-port RGB Matrix board, it’s then possible to get the Pi running three to four HUB75E LED matrixes. Each matrix consists of 128 x 64 pixels, so stacking up a bunch of them can make a nicely-sized departure board that’s easily readable. [Jon] was sure to hook up a nice, juicy 5-amp 5-volt power supply to ensure there wouldn’t be any surprise brownouts under normal usage conditions. From there, it’s simply a matter of having the Pi query the Rail Data Marketplace in order to get the relevant schedule data to display on the board.
If you want to get information on your local rail services at a glance, or just want to impress your fellow foamers at your next railfan gathering, a build like this is a great way to go. We’ve seen similar builds before, too. Video after the break.
Today’s phone microphones are perfectly adept at picking up sound in all sorts of conditions, and they’re backed by all kinds of processing techniques to filter out noise and capture clean audio. [mcore1976] has been working on a device to jam phone microphones that might be listening in, however, countering fancy processing techniques in turn.
The build uses a microcontroller brain to control an array of ultrasonic transducers. [mcore1976] has created many revisions of the project, each time improving its ability to jam microphones in modern hardware. The latest revision uses an RP2040 microcontroller and a MOSFET drive stage to control 20-80 ultrasonic transducers. They’re driven with a PWM signal generated from the RP2040 itself. The signal output is specifically modulated to try and confuse the automatic gain control systems used in many modern phones in order to make it difficult for them to record clear audio when the jammer is running. As [mcore1976] demonstrates with an iPhone 17, his voice is completely lost amidst unintelligible garbled noise while the jammer is switched on.
A great many drones out there, whether homebuilt or store-bought, follow the same basic format. Four motors, some kind of controller, and a lithium-polymer battery supplying the juice to keep everything in the air. It’s a format that produces a remarkably capable air vehicle, suitable for everything from high-speed camera work to urban search and rescue.
With that said, the format does have its limitations. [Suryansh Sharma] has been working on alternative designs for fancy and interesting drones that are half quadcopter and half blimp, and he came to Hackaday Europe 2026 to tell us all about it.
Combining a multirotor design with a balloon for additional lift proved useful for certain applications. Despite the motors all being mounted in the horizontal plane, vertical translation is possible by firing the right combination of motors, due to convenient aerodynamic effects. Credit: slides
[Suryansh]’s talk took in a number of drone projects which he has been involved with. The first was the creatively-named BEAVIS, or Balloon Enabled Aerial Vehicle for IoT and Sensing. This was a project that aimed to tackle one of the greatest limitations of the common multirotor drone. Namely, as [Suryansh] so elegantly puts it, they “suck when it comes to staying in the air.” This is for a very simple reason—much like the helicopter, a multirotor drone must expend energy continuously to generate lift by spinning its propellers. Conventional multirotors don’t have wings that generate lift from forward motion, and any sort of gliding or similar behavior is basically impossible. Continual energy expenditure is the only thing keeping a multirotor aloft.
The point of BEAVIS was to fix this by combining drone tech with a simple lighter-than-air balloon. It’s an interesting combination, because a multirotor drone has excellent maneuverability and agility, but terrible endurance. A lighter-than-air balloon is quite the opposite, which has excellent endurance while suffering in all other respects. The BEAVIS concept outfits a small balloon with four motors in a split-cross configuration, which allows for planar translation as well as the ability to control yaw of the craft. With all four motors mounted horizontally in the same plane, it may seem like vertical control is not possible. However, by turning on two opposing props, it’s possible to create a low-pressure region beneath the craft which tends to push it downwards. Meanwhile, if you turn all four props on in the right directions, you create a high pressure region underneath the balloon which pushes the craft up. With the balloon, it has the benefit of being able to just hang in the air without continually burning through battery power. Endurance times of well over an hour were possible with this build, compared to maybe less than ten minutes for a comparable pure multirotor.
BEAVIS was developed into JANUS, a drone with an actuator system that pivots the motors so that it can fly in a pure quadcopter mode in the event of balloon failure. Credit: slides
BEAVIS was eventually developed into Janus— described as a “morphing quadrotor blimp with balloon failure resilience.” The goal was to build a craft that was viable for deployment in the real world, and that could undertake mobile ecological sensing work. The main difference to the previous design was that it would no longer solely fly as a balloon with horizontally-mounted props. Instead, Janus would feature a mechanism to allow the rotors to be positioned in the vertical axis to allow for conventional multirotor flight. This was key to allowing the craft to fly both as a lighter-than-air craft, and to survive and keep flying in the event the balloon burst or was otherwise damaged. The build was eventually deployed in Kenya to aid in ecological data collection for conservation efforts.
The Avy emergency response drone uses a metal launchpad and pogo pins to provide electrical power to keep the batteries topped off at all times. Credit: slides
[Suryansh] has been involved in other drone-related projects, too. Open Gimbal was a particularly interesting effort, involving the construction of a bench-testing rig for developing small multirotor drone craft. The 3-DoF platform offered unrestricted rotational freedom, allowing for a craft to be put through its paces in a controlled way without requiring a large open space for free flight. [Suryansh] also discusses his work with a company called Avy, which specializes in VTOL drones with a focus on emergency response roles. The company has deployed drones that use multirotor technology to launch vertically, while relying on fixed wing aerodynamic elements to extend range and improve efficiency for longer flight times. The drones feature a neat charging setup, wherein pogo pins on the fins pick up power from the metal launchpad to ensure that batteries are fully charged and the drone is ready to go at all times.
Ultimately, multirotor drones have taken on their basic form for good reason. With that said, as [Suryansh]’s talk explains, modifications to the form can have great utility when made to suit a particularly specific mission or application. If you’re developing a drone for a certain purpose, and you’re running into hard limitations, you might try thinking outside the box to make something more fitting for your goals.
Running DOOM on weird obscure hardware is a fun hacker pastime that’s been around for a long time now. It’s always enjoyable to see someone port it to an egg timer, or a hat, or whatever else. But what about running the iconic shooteron a CPU of your very own? [Armaan] and [Liam] have done just that.
The CPU in question was designed at the logic gate level, deployed on to an FPGA, and hooked up with the necessary peripherals to run as a going concern. Early testing of the CPU involved running straightforward code to generate Mandelbrot sets and to play a simple game of Pong. But [Armaan] and [Liam] had bigger goals: to port the game that everybody ports to everything. Doing that took some work.
To get DOOM running, the CPU had to get faster, and it needed many tweaks to how memory was handled. There was also work to be done to create a keyboard interface, an HDMI video output, and a hardware timer. From there, the game itself had to then be ported to the custom CPU’s architecture. Eventually, the duo had the game running… at a glacial 0.7 FPS. A success, but not the magical end result that was desired. A bump to clock speed and further optimizations and compiler tweaks eventually got the game up to an impressive 15-20 FPS. The goal for future work is to push it to an entirely-playable figure of 30 FPS or better.
It’s worth checking out the (apparently unembeddable) videos on Instagram to see the CPU in action. We’ve also featured plenty of fun DOOM ports before, too. If you’re brewing up custom CPUs or DOOMports of your own, keep them coming to the tipsline. The latter in particular is often a wonderful milk run for the writer that happens across it. Happy hacking out there!
There was once a race to put out cameras with ever higher numbers of megapixels to snare customers eager to take the highest quality digital photos. These days, we know that things like optics, processing, and finer qualities of an image sensor are all very important beyond pure resolution. But, for a time, companies behaved as if megapixels mattered over all else.
But what if you could go farther—shooting not millions, but billions of pixels in a single image? That’s precisely what [Yannick Richter] came to Hackaday Europe to talk about, covering his Project Gigapixel build.
More Pixels
When it comes to building a consumer camera with higher resolution, manufacturers achieve this by creating an image sensor with a greater number of sensing elements. This, of course, can get expensive and difficult the farther you want to scale, particularly if you’re trying to fit more sensing elements into a given standard sensor size.
A scanner sensor has great linear resolution. Pan one behind a high-quality lens, and you can capture images in super high resolution… just hope that nothing moves while you’re capturing a shot!
However, there are other ways to capture images in greater resolution that don’t require a larger image sensor. Namely, you can actually use quite a simple image sensor of limited resolution, and simply move it to various positions, capturing light all the while. Then, all you need to do is stitch the output together and you have a remarkably high resolution image. It might sound complicated, but as [Yannick] explains, it’s a perfectly cromulent way to build a gigapixel image.
[Yannick’s] project began with an old Epson flatbed scanner. This made the perfect donor for such a project, as it came with a linear image sensor with quite good resolution for scanning photographs and documents. The only problem is that it needs to move in a straight path in order to capture a full image. The goal was to build it into a scanner-style camera that was truly portable, which required some reverse engineering and creative design to make it into a practical tool for real-world photography. [Yannick] didn’t want to just stuff the existing scanner in a bodged-together camera body, either. He wanted to interface the sensor directly and build a custom linear-scanning camera from the ground up, with the high-resolution linear sensor mounted behind a nice medium-format Pentax lens.
[Yannick] lashed up a Raspberry Pi to read from the sensor.The key was that the scanner in question—an Epson V370—used a Sony CCD scanning element, rather than a cheaper CIS element. A proper CCD sensor is more expensive, but produces better output, and is more suitable for the sort of imaging [Yannick] was trying to do with this build. Namely, by running the scanning element behind a medium format lens to capture incredibly high-resolution images at up to 40800 x 80000 pixels, or 3.2 gigapixels if you multiply it out.
The talk covers all the work that [Yannick] did to make this a fully functional camera. That included doing a deep dive into Epson documentation to figure out how to interface the sensor at all. Thankfully, service manuals provided enough detail on how the 12-line RGB sensor works to get the project over the line. Interfacing the sensor was achieved via reusing the ADC and timing generation hardware from the scanner itself, hooked up to a Raspberry Pi 5 and a RP2350.
Plenty of work was required to figure out how to properly offset all the R, G, and B pixels to line up properly into a coherent color image. [Yannick] also dives into the mechanical design, regarding how the sensor was assembled on a 100-millimeter linear drive to scan it behind the lens assembly to capture images. There were also issues generating a live preview that you’d get on any other digital camera, which is not exactly practical to generate from a scanning image sensor. Instead, a standard Raspberry Pi camera was included in the build for live preview to help with lining up a shot.
The camera is capable of taking incredibly high resolution images with rich detail. Of course, image sizes are hefty in turn.
Perhaps the best part of the talk is when [Yannick] shows off the final results. The simple fact is that 3.2 gigapixel images capture a ton of detail when they’re taken well and focused correctly. A simple shot of some benchtop instruments doesn’t look like anything special, until [Yannick] shows that cropping in will let you read the codes off a 0603 SMD resistor. Obviously, the camera is limited when it comes to speed and it can’t really capture moving objects well. However, when it comes to grabbing very high resolution shots of still scenes, it’s a great performer. If taking gorgeously detailed landscapes or stunning architectural shots is your thing, you might find such a build an appealing proposition for your own needs.
Even for those of us that are quite technically minded, we spend precious little time thinking about the cables that carry our signals and do all the important work we need them to do on a daily basis. A great deal of theory and engineering goes into making things like telephone lines and HDMI cables work, but we mostly just plug them in and get on with whatever we’re doing.
If this is your experience, you might find the Hackaday Europe talk from [Michael Wiebusch] to be particularly interesting. He dives into transmission line theory from an accessible standpoint, explaining how two disparate signals can go in opposite directions on the very same wire. Then he demonstrates the theory by building a cable modem… well, sort of!
Signal
Michael begins his talk by discussing the Telegrapher’s Equation, but only as a fakeout. Given the limited time on offer, he decided a quicker, easier explanation of the physics involved would be more appropriate. Key to this was explaining the difference between cables and transmission lines. To create a true transmission line, by his definition, he explains that there is a necessity to have two conductors that are relatively close together. Such a transmission line is effectively a distributed network of inductances and capacitances all the way down, though often we talk about “lossless” transmission lines for modelling purposes. He also covers the point of coaxial cables, wherein one conductor is wrapped around another to shield a signal from external noise, and to prevent signal from leaking out.
Transmission lines allow signals to pass in opposing directions, much like ripples on a pond will pass through each other, retaining their form. Credit: talk slides
There are several basic facts to remember about transmission lines. They are fundamentally just channels down which EM signals can travel. It’s also good to remember that they delay signals. To a human, the signal may appear to travel instantaneously, but it does take time. This also has other impacts; for example, coax cables are filled with plastic, a material in which the speed of light is roughly 66% of the speed of light in a vacuum.
This slows the rate at which the field of an EM signal can travel to this fundamental limit. [Michael] also notes that transmission lines, as a wave medium, essentially allow waves travelling in different directions to pass each other, much like ripples spreading on the surface of a pond. This is why it’s possible to have bidirectional communication on a single transmission line. It’s also important to terminate a transmission line properly, such that the wave you’re transmitting down it ends where you want it to—at the receiver. Fail to terminate your transmission line, and you’ll have that wave bouncing back and forth which is undesirable for clear transmission.
The coupler allows sending and receiving signals via a single transmission line. Credit: talk slides
[Michael] demonstrates basic transmission line theory by building a sort of cable modem out of an Arduino and some supporting hardware. He notes it’s not really a modem—there is no modulation or demodulation going on. Instead, he’s simply squirting TTL signals into either end of a cable and receiving them on the other end. The “black box” that couples the signals into and out of the transmission line is a simple directional coupler. Built out of resistors and an op-amp, it allows sending a signal down a transmission line, as well as receiving a signal coming the other way. The design works all the way down to DC logic level signals, which let [Michael] use it to send TTL signals up and down 50-ohm and 75-ohm coaxial cables. He notes this has very obvious practical applications where it’s desirable to reduce cable counts when sending signals in multiple directions, relating this directly to his professional work on science experiments.
If you’ve ever wanted to get two devices talking over a single cable in a relatively easy fashion, then [Michael’s] talk may be valuable to you. At the very least, it’s a great way to learn some of the basics of transmission lines and better understand what’s going on when you shoot a signal down a random bit of wire. It’s all good stuff.
Pity the poor Australians. Isolated on a jagged hunk of land far from everywhere else, these industrious people have to take two-legged flights (or more) to reach a great many destinations in the northern hemisphere. It’s expensive, time consuming, and makes planning a trip a complete headache when wars break out around popular hub airports.
One airline is trying to solve this problem. The nation’s flag carrier, Qantas, has been hard at work on Project Sunrise. The goal is to run some of the longest non-stop commercial passenger flights ever, with great effort going into solving the technical and economic challenges involved.
No Stops
When travelling from Australia’s major capital cities, flights to destinations like London, the rest of Europe, or the US, all involve stopovers in intermediate airports along the way. A great many routes stop in Dubai or Qatar, while others transit through Hong Kong, Singapore, or Thailand. The need for stopovers complicates air travel for the passenger, particularly when delays cause missed connections or baggage gets lost from one flight to another. It can also just be tedious—sometimes a stopover can last 10 hours or more, which is an incredibly uncomfortable amount of time to spend in even the nicest airport. The reason behind stopovers is simple enough—the average commercial airliner just doesn’t have the fuel range to haul many hundreds of passengers from Australia to Europe in a single hop.
Qantas has formerly run long-range routes with Boeing 787-9 aircraft, but they lack the legs to make it from east-coast capitals to major international destinations. Credit: Qantas media resources
Qantas has been trying to improve Australia’s passenger airline links for quite some time by finding ways to eliminate these tedious stopovers entirely. Thus was born Project Sunrise, which hoped to find more direct routes between popular world cities and suitable airliners that could fly those routes without stopping.
An early 2019 test flight probed the practicality of flying from New York to Sydney in a single hop. Due to the limitations of contemporary aircraft, sacrifices were made to get the flight over the line. Where the Boeing 787-9 would normally carry up to 280 passengers, the test flight would only haul 40 to save weight, and thus save fuel. No cargo was on board, and the tanks were brimmed to ensure maximum range was available. Even then, the 16,250 km route was considered to be at 115% of the plane’s normal range, and there was only 90 minutes of contingency when it came to fuel onboard if something went awry. Despite the challenges, the test was a success, and provided useful learnings on how to handle things like crew fatigue on a 19-hour continuous flight.
Qantas was also experimenting with practical revenue services at this time, too. In 2018, the airline had established a direct route from Perth to London, flying the Boeing 787-9 in a 236-seat configuration. Flying the 14,484-kilometer route was just within the practical range of the aircraft. It was a useful route that made travel easier for passengers departing Australia’s west coast, but far from the golden ideal of allowing direct flights to major international destinations from the major capitals of Melbourne and Sydney. The route has also since fell victim to geopolitical strife, as the Iran War shut down large swathes of airspace in early 2026. Qantas was forced to alter its flight paths, which added 30 to 45 minutes to the usual flight time—just enough to tip the route over the practical limitations of the aircraft’s range.
Future Goals
However, the crowing achievement of Project Sunrise is still yet to come. 39% of Australia’s population is concentrated in Sydney and Melbourne alone, with both capitals situated on the country’s east coast. It would be most advantageous from a business perspective for these cities to have direct links to major world destinations, and it would benefit the broadest swathe of Qantas’s customer base. Only, the problem comes back to geography, with these two capitals being over 16,000 kilometers from popular destinations like New York and London.
The A350-1000ULR is key to Qantas’s efforts to launch non-stop services to far-flung destinations. Picture Credit: Stuart Bailey, via Qantas media resources
Qantas has risen to the challenge, regardless. The airline challenged both Boeing and Airbus to develop aircraft intended to fly routes from Sydney, Melbourne, and Brisbane, to destinations like New York, London, Cape Town, Paris, and Rio de Janeiro. This was later whittled down to a narrower focus on the Sydney to New York and Sydney to London routes. Airbus would come out victorious, with Qantas ordering twelve examples of the Airbus A350-1000ULR. The specially-configured model features an additional rear centre fuel tank and a higher maximum take-off weight in order to fly routes up to 22 hours non-stop, along with a reduced seat configuration serving just 238 passengers. The extra range makes for a huge difference compared to more conventional routes out of Australia, which often pair two flights up to 14 hours each. The extra range of the new aircraft saves passengers both hours of flight time, along with the hours normally spent sitting around on layover in a hub airport along the way.
The new aircraft has been undertaking test flights ahead of a planned 2027 launch of revenue services. Credit: Qantas media resources
A typical flight from Sydney to New York or Sydney to London is expected to take 19 to 22 hours. The no-stop nature of the route will enable 99% of Australians to access either destination either direct, or with one-stop—such as by flying in from another major capital on a domestic flight. The flights are expected to run with a higher-than-usual ratio of premium seats, based on the expected demand for these services.
The main thing holding back the new service is aircraft delivery. Production is underway in earnest, with the first A350-1000ULR to be delivered in April 2027. Daily non-stop flights between Sydney and London will begin from October 2027, with tickets to be on sale from February.
Aircraft cabins will be optimized to have more space and amenity to keep passengers comfortable on ultra-long-range routes.
The new Project Sunrise services will be a gamechanger for many people travelling to and from Sydney, and other Australian capitals. It will relieve a major pain point—layovers—that have become a dreaded fact of life for Australians headed far abroad. It will still perhaps be some time before Australians get more direct services to a wider range of destinations, because these new services will have to prove themselves. If the passenger numbers aren’t there, the services won’t make money, and it may not prove worth the hassle to operate these ultra-long-range routes. If, however, convenience truly is king, then there may be much greater investment in this area to link Sydney and Melbourne with more cities directly. The only losers in this case will be the hub airports across the world, which will grow just a little quieter for the loss of Aussie accents in the terminal.
Blood pressure is one of the so-called “vital signs” that medical practitioners use to determine the basic state of a patient in any given moment. It’s exactly what it sounds like—a measurement of the pressure of the blood flowing through the body, with some complications to account for the pulsatile nature of human blood flow.
You might think measuring blood pressure is a solved concern, and it mostly is. With that said, some blood pressure monitors out there aren’t quite doing their job properly, and [Milos Rasic] came to Hackaday Europe 2026 to spell out the problem.
Under Pressure
Before exploring the issue, it’s worth first understanding how blood pressure is actually measured. On a baseline level, it’s the same as pressure being measured in any other fluid. Specifically, though, when it comes to blood, it’s important to measure the pressure at two points. There is the peak, when the heart muscle is contracting, referred to as systolic pressure, and the low point, when the heart relaxes, referred to as diastolic pressure. Thus, blood pressure is referred to with two numbers, such as “140 over 90” or 140/90, referring to systolic and diastolic pressures respectively. It’s sometimes important to track the mean arterial pressure, too. Typically, nominal blood pressure would be considered around 120/80 mmHg. High blood pressure, or hypertension, starts at figures over 130/80 mmHg, while low blood pressure, or hypotension, would be considered relevant below 90/60 mmHg.
Blood pressure can be monitored in a number of ways. Most of the time, non-invasive methods are preferred, whether in the doctor’s office or at home. [Milos] notes that the classic hand-pumped blood pressure cuff device (sphygmomanometer) and a stethoscope is still a perfectly excellent way to measure blood pressure in a clinical scenario. This is referred to as the Korotkoff method, where the doctor listens for pulsations in the artery to begin as the pressure of the cuff slowly drops below the systolic pressure, and then later ease as it reduces below the diastolic pressure, monitoring pressure in the cuff on a gauge as they go. Then there are digital versions of arm cuff blood pressure monitors, which [Milos] notes can have some problems. Meanwhile, there are advanced technologies in development to do live measurement with things like mmWave radar devices or ultrasonic tricks, but they’re still emerging and less established in clinical contexts.
Many cheap electronic blood pressure monitors use the oscillometric method to measure blood pressure. Few manufacturers share the algorithms they use, but [Milos] has found many use something similar to the above, approximating systolic and diastolic pressures from measurements taken to find the mean arterial pressure. Credit: presentation slides[Milos’s] talk focuses on the digital oscillometric analysis that is behind cheap electronic blood pressure monitors that commonly retail for $30-50. These devices start by pumping up an arm cuff to well above typical systolic pressures, before slowly letting it deflate. A sensor hooked up to the cuff is used to monitor the pressure during deflation. When the cuff is below systolic pressure but above diastolic pressure, the pressure in the cuff will oscillate with the pulsing of the blood flow. When isolated from the overall pressure loss from deflation, the amplitude of this oscillatory signal is maximum at the mean arterial pressure. According to [Milos], it’s common for electronic blood pressure monitors to then take some figure like 40% and 80% of the amplitude of the oscillation envelope, and grab the systolic and diastolic pressure values at those points. As far as accuracy goes, this method isn’t exactly perfect, being more of a useful approximation rather than something that’s rooted in a true direct measurement. Furthermore, [Milos] notes that, for example, Category A blood pressure monitors are only expected to land within a +/- 15 mmHg range, for 85% of their measurements. That’s not fantastic.
[Milos] has invested a great deal of time into the Open Cardiography Digital Measuring Device, hoping to better investigate alternative methods of measuring blood pressure in a non-invasive manner.[Milos] notes that it’s important to allow the patient to sit still for five minutes before measurement if numbers are to be at all comparable between checks, as many factors can influence blood pressure in the moment.The method used by these electronic devices tends to be a little inaccurate compared to the traditional clinical methods performed by trained professionals. For that reason, [Milos] developed the Open Cardiography Signal Measuring Device. It is specifically designed to test different algorithms for blood pressure measurement. It can measure pressure in an arm cuff, and also takes signals from a photopletyzmography (PPG) clamp for measuring blood oxygen saturation. There are also inputs for ECG and digital stethoscope signals, too. [Milos] has published the device’s design on Github for anyone to explore as desired. His talk explains how the device came together, and how he has been using it to evaluate the accuracy of off-the-shelf monitors and the use of alternative algorithms to those used in such units. He also discusses the challenges of measuring blood pressure accurately in this way when dealing with, for example, patients with less stable heart rates.
It’s an interesting exploration of a very specific part of vital sign measurement that few of us ever think about in detail. Sometimes it pays to know how the machines that you’re getting measurements from actually work, and whether you can trust what they’re saying. In the world of blood pressure measurement, [Milos] has done just that.
If you’re building a homelab rig, you could just use off-the-shelf hardware in standard cases and slap it all in a rack like the normies do. Or, you could follow the example of [Justin Garrison] and build a more oddball setup.
This particular homelab is, at its heart, built from familiar components. There are two Raspberry Pi 5s, two Raspberry Pi 4s, a GMKtec NucBox M6 Mini with an ASUS GeForce RT 2060 GPU, a LattePanda IOTA, an NVidia DGX Spark, and an HP Z4 G4 mini PC. These machines are all laced together with a TP-Link LS108GB PoE switch. [Justin] has the mini PC running the control plane components, with the rig as a whole running Talos and Kubernetes workloads. What makes this build particularly appealing, though, is the aesthetics of the rig. [Justin] documents how he hacked this hardware to fit into a bunch of old Linksys router cases, which provides a pleasant early 2000s look to the build. This included a bit of hackery to get status LEDs flickering as they should be. [Justin] also took the time to make the power buttons accessible.
If you want to stunt on your friends with a rad homelab, you either have to go for maximum power, or maximum style. This build would be the latter. Video after the break.
Once upon a time, there was a bit of a fad for fingerprint authentication in laptops and desktop computers. It has long since faded, but [superdog] wanted just such a device for Linux and Mac machines. Thus, it was time to build one.
[superdog] designed the device, nicknamed immurok, as a tool for people who use external keyboards, and do lots of terminal work on Mac and Linux machines. Repeat password requests can interrupt one’s flow when hustling at the keys, so immurok was designed to ease this pain.
The device is based on a WCH CH592F microcontroller, which comes with Bluetooth connectivity out of the box. This allows immurok to connect wirelessly to the machine of your choice, advertising itself as a standard Bluetooth HID keyboard device. Fingerprint-wise, scanning is done with an R559S capacitive sensor, which verifies the match locally so there’s no transmitting biometric data anywhere. On the computer side, Linux is setup to use a CLI/TUI app plus PAM integration to handle authorization for system logins and sudo in the terminal. On the Mac platform, it’s used with a menu bar app, with PAM integration for admin prompts. There’s also a separate helper path for using it with the lock screen.
If you’re sick of entering your password all the time and wish unlocking your PC was more like unlocking your phone, this might be the project for you. We’ve seen similar projects before, too. If you’re whipping up fun gear for biometric auth, don’t hesitate to let us know on the tipsline.
There are plenty of radios you can buy that pick up MW and SW bands if that’s what you’re into. Or, you can follow [mircemk]’s example, and whip one up yourself instead.
The build employs an ESP32 as the brains of the operation. It’s hooked up to a rotary encoder and a small colour TFT screen, which displays an old-school style tuning dial for choosing the desired frequency. This setup is paired with an Si5351—a capable clock generator chip that can deliver just about any frequency from <8KHz up to 150+ MHz on command. There’s naturally a bunch of supporting analog hardware for the radio end of things, plus a NE612 mixer IC and a PAM8403 class D audio amplifier board, hooked up to a small 0.25W speaker for audio output. [mircemk] has set up the rig to act as a simple radio set, or, with the flick of a switch, it can be configured for SDR use with an attached computer.
It’s a handsome build, and one that likely proves a pleasant way to browse the MW and SW bands on a rainy afternoon. We’ve looked at other hardware in this category before, too. Video after the break.