Friday, January 21, 2011

History of Math - Final Project

Last December I completed a History of Math course towards my Masters. The final project was to pick a specific person and problem and write an essay on it. I ended up going a little overboard, but it went well and I'm pretty happy with the final result so I thought I would share it.

Kurt Gödel And His First Incompleteness Theorem


Tuesday, December 21, 2010

Escaping a Car In Water - Don't Wait For The Car To Fill!

Recently, on the Rick Mercer Report, there was a segment on how to escape from a car after driving into a body of water. This may seem foolish, but it is all too common. In fact, just a few months ago, a car was pulled out of the Otonabee River in my home town of Peterborough containing the body of a woman who went missing a couple of months earlier.

There is obviously some good life saving advice, the most important of which is to get your windows down and get out fast (even electric windows will work for a while - contrary to what the video says). Also useful is carrying a center punch in your glove compartment (a machine shop center punch which you can get at a hardware store will do) for easily breaking the window.

Unfortunately, the video perpetuates a myth that you will be able to open the car door once the cabin is fill with water. This isn't precisely right. First, they are right that you won't be able to open the door if there is still air inside the car, but they are wrong in implying that you are guaranteed able to open the door once the cabin is full of water. This will only be true shortly after the car has hit bottom! So, if you are talking a deep body of water, and you have waited until the water level is at the windows, and you have no way of breaking the windows ... well, you're dead!

Here's the Mercer video.



The issue is the difference in pressure between the outside and the inside of the car. Water pressure is more than enough to prevent you from being able to open the door, or roll down the window for that matter. What is often missed is that water pressure builds rapidly as you descend, so if the car is full of water, but the car is still in the process of sinking, the pressure on the outside is still building and will be higher than the pressure on the inside. The pressure will not begin to equalize until after you've hit bottom.

The issue was also explored on an episode of Mythbusters. Unfortunately, they missed this little bit of physics too. Thus, they repeated the deadly myth that you will be able to get out of your car once the cabin is full.



Thankfully, there is one television program that got this right. The next clip is from the British car show, Top Gear.



So, if you find yourself in this deadly situation, roll down the windows and get the hell out FAST! If you wait, it could easily mean you wont be getting out at all.

Monday, September 6, 2010

Model Ship Update: Main Sail

I know it's been a long time, but I'm getting back into this after a bit of a hiatus. Below are pics of the recently added main sail. The rig is pretty much the same as the other square-rigged sails: halyards, topping lifts, buntings, clewlines, and reefing tackles.


The first picture shows the front view. The bunting is the line running down the front of the sail to the foot. Next is a back view. The reefing tackle is at the top right of the sail, while the clewline goes through the block at the bottom right of the sail. Of course, all these lines would have their port side equivalents. The third picture is a detail of the main yard. The topping lift is the line running through the double-block in the foreground. The blocks for the halyards are at the center of the yard, under the maintop. Most of these lines are made fast to a series of pegs at the base of the mainmast as shown in the final picture.

Still have to attach braces, sheets, and maybe tacks. The tacks aren't in the plans, but I think they should be there.

Two more sails to go. Hopefully, you'll be seeing more pics here soon.

Sunday, March 28, 2010

Game Reviews Being Moved

I've created a separate blog for game reviews: Weevil Reviews. So there will be no more game review here.

Now, if only I can stop playing games long enough to finish that model.

Saturday, February 20, 2010

Mass Effect 2

The much anticipate sequel to Bioware's mega hit, it's tough not to be caught up in the hype. That said, this is certainly a solid game and, overall, an improvement over its predecessor.

Let's start with the improvements. The combat is much more shooter based. Gone is the RPG model of needing to develop your ability with a weapon in order to use it effectively. Now, the bullets go where you point the cursor. The controls have been tightened and the experience more visceral. Indeed, the combat is so much like Gears of War (right down to the conveniently placed cover) as to be a bit unnerving. However, layered on top of the combat are the still present tech and biotic powers, including the ability to call up a radial menu that pauses the game and allows the user to give individual commands to squad mates, and you have a tactically more complex experience than a typical shooter.

The leveling system and powers have been refined, some would say simplified, from Mass Effect 1. There are fewer options when it comes to abilities, but the abilities you do have are amped up and combine together more effectively. Mixing and matching squad mates is more flexible and gamers that can learn to combine and coordinate their squad's abilities can lay devastating pain upon their enemies.

Bioware continues to develop their ability to create deep characters and stories. Both voice work and character animation are second to none. The dialog scenes, always a big part of every Bioware game, are far more dynamic than before. Much more like participating in a movie drama. Once again, relationships become a big component of the game. Indeed, the story consequences of your relationships with your squad are more dramatic than in Mass Effect 1. Also fun is your ability to import your Mass Effect 1 characters, which effect the starting conditions of the universe in which you play. This is a feature that Bioware promises to expand upon even more in ME3.

Now for the bad. Gone is the mako and driving around generic planet environments to search for resources and side missions, but that has been replaced with slowly scanning the planet from orbit, which is even more dull. Once you find a side mission, they are much more various than in ME1 as well as being better integrated into the story, but the actual process of finding these missions is boring as hell. In addition, the resource gathering is essential to upgrading your ship and equipment, something you're going to want to do to get the most out of this game.

This game is also easier than before, with a sense of trying to appeal to a wider audience. The game is more shooter now than RPG and there is a general sense of the game being dumbed down a bit.

That all said, none of this is a deal breaker. The story does suffer somewhat from being that middle child of a trilogy, bridging opening and climax, but overall its exciting, engaging, and stands well on its own. The challenge can still be found by cranking up the difficulty. There's certainly nothing here that doesn't leave me eagerly awaiting ME3.

Monday, January 11, 2010

Another Reason To Love Google

Yes, I know their march to complete Internet (and soon World) domination steadily soldiers on, but I still can't help but love Google.

I've now made the switch from Firefox to Googgle's Crome, and found their incognito window feature. A neat idea, but here is the message that comes up when you use it.


Make sure to read the last few bullets. How can you not love these guys?

Saturday, January 9, 2010

Dragon Age: Origins

Another gift under the tree this year, Origins comes from BioWare, the same folks that gave us Knights of the Old Republic (best Star Wars game ever!) and Mass Effect. However, instead of being set in space, this time we've got ourselves a good old Sword and Sorcery piece. With it's deep malleable story and extensive dialogue trees, Origins is instantly recognizable as a BioWare game, but for those that are familiar with the previous titles there are a number of notable difference.

First off, gone are the good/evil meters judging every one of your decisions. That doesn't mean your decisions don't have consequences. One the contrary, your companions still react to what you do, as does the story. In fact, the permutations as to where the story goes is more extensive then in any of BioWare's predecessors. The game not only has multiple endings, but multiple beginnings and middles, and someone who wants to see them all is going to be kept busy indeed.

Second is the depth of the game play. Origins is a tougher game than Mass Effect, sometimes a bit intimidatingly so. The learning curve at the start is a somewhat steep, but ultimately this game becomes more rewarding for it as you continually discover more abilities and tactics, even during repeated playthroughs. One of my knocks on Mass Effect was how easy it got, even on the highest difficulty level, once you got into the second act of the game. With Origins, I found myself turning it down to "casual" on my first playthrough. On hard, this game is sure to challenge any RPG veteran out there.

Bioware has also put in full, and solid, voice acting for all of their extensive dialogue trees. With far less repetitive side missions than in the previous games, Origins becomes much more engaging. With a deep and engaging story, and intriguing and well voiced characters, Dragon Age Origins is easily one of the best RPGs out there, a must for any fan of the genre and likely a good idea for those that aren't too.

My only knock, what's with the blood? I mean, it's almost comical how much blood gets sprayed around in this game (very Monty Pythonish), and they carry the blood splattered characters right into the dialogue scenes where one can't help but giggle as one blood smeared character calmly talks to another. Oh well, I suppose it is visually distinctive.

Thursday, December 31, 2009

Battlefield: Bad Company

Although released about a year-and-a-half ago, Bad Company was a game that slipped under my radar. That changed due to the amount of fun I was having with Battlefield: 1943 and the fact that my son found it for $15, causing it to be a stocking stuffer this Christmas.

On the surface, Bad Company can get lost in the glut of all the other war based shooters, but there are a number of things that separate it from the pack, the biggest being the strength of its multiplayer. Twenty-four players on huge maps, great weapon variety, and wonderful vehicle fun. Bad Company sets the standard for destructible environments. Besides just looking really good, destruction is incorporated well into gameplay without overwhelming it. Some folks might feel only two game types - conquest (territories) & gold rush (siege) - but I would rather play these objective based games, polished and balanced to a tee, than endless varieties of slayer, populated by trash talking thirteen year-olds.

I was also pleasantly surprised by the single player experience. The plot is a simple one: the four team B-company fall upon a trail that appears to be leading them to a fortune in gold bullion - think of the film Three Kings without the political or moral overtones. In an age where every game is determined to be as epic and convoluted as possible, playing Bad Company was surprisingly refreshing. Instead of a silly plot, you get very well constructed levels and well paced gaming. Refreshing indeed.

Saturday, December 19, 2009

Dead Rising - 7 Day Survivor

About a year and a half ago I used to play a game called Dead Rising that I thought I would make a run at getting all the achievements for - here's a link describing my run. A glitch ended my go at the 7 Day Survivor achievement which requires you to play the game for 14 hours without dieing or saving. With more than just myself using the X-Box in our house, the option of pausing the game to continue another day wasn't there. Well, yesterday I had the day off work, my son was at school, and my frustration with the game had subsided enough, so I made another go of it. And here it is.


So, if you're ever looking at an X-Box 360 gamer profile and want to get a measure of the level of obsessive behaviour of a particular gamer, just look for this achievement.

Monday, November 30, 2009

Assassin's Creed 2

This is a game I had asked for Christmas, but I couldn't wait any longer, and my son and I rented it to give it a go. The first Assassin's Creed received somewhat mixed reviews, but I for one greatly enjoyed it. Ubisoft Montreal was promising many improvements in the hype leading up to the sequel, which left me a bit concerned. I worried that the immersive world and unique game play that I loved would get lost in an attempt to reach a wider audience.

It turns out my worries were unfounded. Assassin's Creed 2 improves upon the original in every way without sacrificing in the least what made the original a great game. The core game, and story, is left intact, but is now surrounded by a much greater variety, not only in the missions, but in the game play too.

The core fighting mechanics are still the same where timing is at the essence of performing combinations and counter attacks, but they entered in a great many more moves, sneak attacks, and a whole armoury of weaponry. Being able to blend into the crowd is handled much more naturally without using a walk-real-slow button, and guards will no longer chase you simply for running to get to where you want to go. In addition, instead of improvements in weapon and armour being parcelled out, you can earn (or steal) money in the game and visit shops to get what you need.

The game play elements change up frequently with mission structure being modelled more after something like Grand Theft Auto. In addition there are tombs and catacombs to explore, taking full advantage of Assassin Creed's movement engine, with acrobatics that are reminiscent of Tomb Raider or Prince of Persia. The game even has DaVinci Code like moments with hidden glyphs and ancient puzzles to solve, and a simple sim game where you make improvements to your villa to help you earn more cash.

As much as I've enjoyed playing Grand Theft Auto IV the last little while, I think I like this one better. The game play is just as fun, the variety almost the same (the edge going to GTA), but for me what puts Assassin's Creed over the top is the detail and immersive feel of its world set in 15th century Italy. GTA has wonderful characters but it's dark, satiricaly, mood (although often hysterical) doesn't pull me in in the same way as Assassin's Creed's compelling, clever, story and historical detail.

Anyway, the game got returned today, unfinished, and I'm going to discipline myself to wait until Christmas to get to the end. Some things are worth savouring.

Saturday, October 31, 2009

Balad of Gay Tony Downloaded

I got a short start on GTA4's Balad of Gay Tony today. My son also rented Borderlands which has him kinda hooked (actually it looks pretty cool), so it may be a bit before I can finish Gay Tony. I wanna finish Brütal Legend on brutal too. Hmmm, maybe I should just get back to the model ship.

Anyway, I've got a couple of trailers for Gay Tony here. The first is the original trailer for the game. The second is another (off colour) spoof TV show from the game. Enjoy.



Friday, October 30, 2009

Brütal Legend

After the brilliant Psychonauts, I had very high hopes for Tim Schafer's next outing, the recently released Brütal Legend. It's not like it's a bad game (I played the whole thing through, afterall, and plan on trying to complete it on the brutal difficulty setting), but after everything that was in Psychonauts, this one felt a little shallow.

You can still see it's a Schafer game. It's got his humour and quirky characters all over it. It also does the same thing as Psychonauts by disguising itself as one thing but delivering something else - I'm not sure how clever that is from the marketing perspective. Psychonauts appears a generic platformer that was actually a witting and engaging game. Brütal Legend disguises itself as a fairly mindless hack-and-slash that suddenly morphs itself into a real-time strategy game.

It's going to be interesting how this gets received. Fans attracted to a heavy metal themed hack-and-slash staring Jack Black may react rather negatively when they find themselves having to construct and organize siege weapons to attack the enemy stronghold. By the same token, RTS fans will likely be put off by the games shallow exterior, and depth of the RTS mode certainly doesn't compare to the more popular games out there in the genre anyway. There is a multiplayer mode that is just one-on-one RTS battles. I really can't see who will be playing this on-line a few months from now ... hard core Jack Black fans?

For myself, I'm not a hard core RTSer (the last RTS I played right through was StarCraft years ago) but I did enjoy the battles in this game. I certainly enjoyed it more than grinding through the repetitive side missions this game provides. That said, I know there isn't enough there to keep me interested for too long.

But perhaps I'm getting too down on it. It's fun, funny, and original - more than can be said for most games. The characters are well voiced and animated - even Ozzy Osborne as the "Guardian of Metal" whom you get to buy your upgrades from. The heavy metal themed world and creature design are certainly inspired, and there is enough depth in the RTS battles to keep me engaged without being overwhelmed. Overall, a fun time.

Blasts From The Past

A few weeks ago I posted my attempts to work around an error that was appearing on our XBox 360 - well, it was only temporary and a few days later I was forced to bite the bullet and send it in for repairs (though the thought of buying a new PS3 instead certainly crossed my mind). I gotta admit, the repair (sorry, replace) was done quickly and I had the machine back in a week. Though, I still have an issue with how fragile the dumb thing is in the first place.

Anyway, the week without the XBox got me digging out an older game to play. I dusted off the PS2 and plunked in Ratchet and Clank. I had so much fun that I thought I would make a post of some of my favourite games from the previous generation of systems.

Here they come. They're all great games, though I did order them from least to most favourite.

Resident Evil 4 - 2005 - GameCube

This game also came out for the Wii a year or so ago, and it is that version that I played most recently. I'm not a huge fan of the survival-horror genre (previous Resident Evil games left me a bit flat), but RE4 does separate itself in a number of ways.

It integrates the traditional clunky controls and limited inventory of a survival-horror game with a more fast paced shooter, and it works really well. You still can't run and shoot at the same time (which takes some getting used to) but that just adds to the tension - flight or fight, make a decision.

The level design is also varied with a variety of different game elements that combine together very well. If I have one gripe with the game, it's its overuse of quick-time elements during boss fights. I find these get very tedious, very fast. What I find particularly frustrating are bosses that can only be beaten by a particular, and obscure, pattern of button presses, usually requiring split second timing. In fact, one particular boss fight ended my experience with this game about 80% through. I just don't have anywhere near the patience for it.

What also separates RE4 is its quirky sense of humour. From the nonsensical merchants who appear out of nowhere to buy and sell stuff, to the hysterically atrocious dialogue, this game has its share of laughs.

Ratchet & Clank: Up Your Arsenal - 2004 - PS2

When playing this game most recently, I was amazed at how many elements from it have made their way into modern games. Destructible cover - check, crazy gravity ala Mario Galaxy - check, skill point awards ala XBox360/PS3 - check.

I think Ratchet & Clank suffers a bit from looking so kid friendly that it isn't taken seriously by the more hardcore crowd, but the game is tight, fast, fun, and demanding - certainly more so than most of today's M-Rated shooters. The characters are memorable and funny, the voice acting solid as well as the animations. In addition, the game play, quite frankly, kicks ass. If you enjoy blowing the hell out of stuff, you really can't go wrong here.

Besides, how can you no enjoy a game that lets you turn your enemies into flaming ducks (yes, ducks on fire) that lay bouncing egg grenades? You heard me right!

Psychonauts - 2005 - XBox

I'm not sure you can find a game more original than Tim Schafer's Psychonauts. On the surface a kid friend adventure-platformer, it doesn't take long before you realize this is a darkly funny, high concept little game that can be devilishly challenging at times.

Let me set the scene. You play Raz, a ten year old who breaks into a summer camp for psychically gifted children that is, in reality, a military training facility for the next generation of super soldiers - the psychonauts. The majority of levels in this game take place in the psychic landscape that represent particular characters' minds, and considering that many of the characters are bat-s**t crazy, some of these levels are bizarre to say the least.

For example, in one level you enter the mind of a paranoid milkman whose true personality has been pushed back thanks to the efforts of the game's villain. Here a quiet suburban neighbourhood is twisted into a gravity defying pretzel where every hint that may lead you to the true milkman is guarded by barely disguised government agents whose superiors are a troup of girl scouts (cookies - milk - get it?).

In another level, a giant mutated fish is being controlled by another villain. Here the fish's mind is an urban metropolis populated (quite amusingly) by fish - Fishopolis. Raz becomes a giant, Godzilla like, interloper that must thrash his way through the city to confront the similarly sized villain in a building destroying show down. How the hell can that not be fun?

And it keeps going like this. I don't want to give too much away but the game truly blows me away when the minds of Raz and the chief villain mix together and the two must team up to defeat their own perceptions of their fathers. Man, Freud would have a field day!

Shadow of the Colossus - 2005 - PS2

As mentioned, I've saved the best for last. Shadow of the Colossus is easily one of my favourite games of all time. First of all, in my opinion, it is the most, drop dead, gorgeous game I have ever seen, and that includes high pixel count games of the 360 and PS3. I'm talking about more than resolution here. I'm talking about composition, texture, and colour. There is nothing that compares. Just the way the camera moves is stunning. It doesn't just simply hold the avatar in the center, but lets it drift left-right, up-down, and in-out as if somehow it knows what would compose a great shot. When I first saw video of the game play, I found it hard to believe I wasn't watching a humanly constructed cut scene. It's absolutely astounding to me as to how this was pulled off.

Of course, I wouldn't love the game just because it's beautiful. The game play is truly unique too. The game is one, big, pastoral world that you ride through facing barely an enemy. There is no level grinding or items to collect, but there are sixteen colossi hiding out there that you can locate with a magic sword that you happen to have stolen (the lead character is very much morally grey). Yes, that is all there is to the game, sixteen boss fights, but before you dismiss it as being too simplistic, just give it a try. The fights are epic, varied, and challenging. Each boss is its only little puzzle to solve. By the time I got to the end, I was still hungry for more, something I don't get from most games.

Thursday, October 29, 2009

Grand Theft Auto 4

I'm a late comer to the GTA series. Despite the enormous popularity of GTA3 - San Andreas and Vice City, I didn't bring them into the house because I thought my kids were too young to be playing these games. With GTA4 I found out what I was missing.

The sandbox genre was basically defined with the GTA3 games, and the newest installment shows why Rockstar is still king of this mountain. First off, the world of Liberty City is huge! So huge the game provides you with a road map, including the subway routes and you actually will likely use the thing. We've seen huge sandbox worlds before, but never packed with the level of detail that we have here.

Second, story and character are fantastic. Great voice acting and character animation combine with a strong script to create characters and scenes that are memorable. When you care about the characters, you care about what happens to them, and this game makes you care.

Third, I love the dark, satirical, mood of the game. One major component of this is the radio, television and Internet media that are created just for the game (yes, you can watch TV and serf the Web in the game if you like). The radio programs and ads are particularly biting, and often drop dead hysterical. The abundant, and interconnected, media also serves to add to the depth of the world, making the whole experience more immersive. For example, you'll see a billboard for a play, later hear a commercial for the play, then, while listening to the news, hear an interview with one of the performers in the play. This all happens seamlessly and naturally.

But the best part of GTA 4 is the gameplay. Cover based combat seems all the rage in shooters right now, and I think GTA4 provides the best working model for it yet, creating a fast and exciting shooting experience. But beyond that, GTA4 provides so many different elements that listing them all would be a chore. There's the obvious gun fights and car chases, but it also varies from bowling, to racing, to dating, to just going drinking with your buddies (but then whistle for a cab to take you home). For goodness sakes, the game provides you a button to flip from high to low beams on your headlights. As far as variety in the missions (including the optional ones) little beats this game.

The downloadable content is even worth talking about. The Lost and Damned expansion gives about an additional 10 to 15 hours of game play that is of as high quality as the original, creating a story that weaves in and out of the story and characters of the original. And out today is the second expansion, The Balad of Gay Tony, which also looks amazing.

GTA4 provides a package that can't be beat and is easily one of my favourite games that I've played in the last year.

Sunday, October 25, 2009

Battlefield 1943

The first plus on the side of this game is that it is only 1200 Microsoft points (about $17) on Xbox Arcade. For that you get a well balanced WWII, multi-player, shooter. The game is set in the Pacific. You play either the US or Japan in a battle to control the islands. There are only three maps, but the maps are huge and sprawling. Although there is only one game type (well two, if you count the dog-fight game) the gameplay is varied giving you lots to do while trying to take control of several strategic points on the map.

The variety is accomplished in a number of ways. There are three classes that play differently, a number of drivable vehicles(jeeps, tanks, boats, and fighter planes), anti-aircraft guns, machine gun nests, and the ability to control bombing runs. There are up to a dozen people on a side, giving players the opportunity to support their team's efforts in a variety of different ways depending upon their own style and preferences. Gameplay is fast and fairly quick to pick up with no need to memorize "power spots" on the maps as the only weapons you get are the ones provided with your class (which you are free to change mid game). There are no hidden power weapons.

Graphics are adequate and the sound design is great (the sound of fighters screaming overhead will make you duck in your living room). This certainly doesn't have all the game play in a full-priced game, but what it does provide is slick and fun.

Monday, October 19, 2009

Red Faction: Guerilla

A few months back I made a post celebrating cracking 10000 achievement points on the X-box 360. In that document I reviewed the top eleven games that contributed to my point score. I had a such fun with it, that I thought I might put in reviews of any games in which I achieved at least half of the achievement points for. At least you'll know they held my interest.

In the time since the cracking 10000 post, I've played three games in which I earned at least half the achievement points: Red Faction: Guerilla, Battlefield 1943, and Grand Theft Auto 4. I got some catching up to do, so here is the first one.

Red Faction: Guerilla

Red Faction is a third person, sandbox, shooter where you play Alec Mason, a miner in the future who joins his brother on Mars. Things go bad pretty quick as Mars is run by corrupt conglomerates (are there any other kind) and the military who descend upon the brothers suspecting them of being in the Free Mars rebel group. Well, needless to say the brother gets killed and Alec is left with the motivation necessary to take it to the Mars overlords.

The hook of Red Faction is that it lets you run amoke with the ability to completely flatten almost every structure in the game and, quite frankly, that turns out to be a hell of a lot of fun. The down side is that the price of having fully destructable environments is that those same environments are pretty drab and uninspired. There's nothing of that feeling of being sucked in and wowed by the world that you get from a game like Farcry 2 or Grand Theft Auto IV (review pending). Similarly, the story and characters also lack any spark of life that might actually make you care about them.

That all said, the gameplay is a hoot. Besides blowing stuff up but good (you are provided with a heady arsenal of goodies for this), the combat is fast paced, varied, and satisfying. As is typical of a sandbox game, you are provided with numerous missions that you get to choose from and there is enough variety and challenge in those missions to keep the game fun right through to the end. Because of my lack of investment in the story, getting to that end is less satisfying than it otherwise would be, but the ride is a fun one.

The surprise for me in this game was its multiplayer, something I normally am not that attracted to, but here ended up eating a significant amount of my time. There is a great collection of different game types, taking full advantage of the destructable environments, and there is a wonderfull variety in the maps, ranging from close and personal to large and sprawling. Besides the sheer variety of weapons, things are spiced up even further with backpacks that bestow abilities upon the wearer: jetpacks, cloaking, damage boost, speed, etc. The end result is a face paced, multiplayer, package in which I find a heck of a lot more play value than games like Gears of War or Halo.

Monday, October 5, 2009

Fixing The X-box

Microsoft's engineering prowess (or lack there of) caught up with us last night and the X-box 360 shut down with blinking red lights of doom and a cryptic E-73 error. The machine is about three years old (no longer under warranty) and to get it fixed, we need to send it into Microsoft and they will send us another machine - cost: about $130. Really makes one wish one bought a PS3, a far better built piece of hardware (and they're only $299 now!).

Anyway, rather than rush to send it in, I did a little sleuthing to try and find what what this E-73 error is all about. I found that the most common source of the error is a solder joint that has come lose, usually involving the ethernet port. It's interesting to note that with ANY other machine, if something like the ethernet port goes, the rest of the machine will work fine. It doesn't just give up.

What's weird is that there exists a bizarre, temporary, fix for the problem.

      >Take a couple of small sticks (like Q-tips or toothpicks) and use them to prevent the two fans at the back from turning.
      >Turn on your X-box and wait for it to overheat (takes about 10 minutes, which is pretty sad)
      >The machine will shut itself down now. Disconnect it for half an hour or so to wait for it to cool off.
      >After half an hour, turn the machine back on and it should boot up normally.

It should be emphasised that forcing a machine to overheat is not generally a good idea and the only reason I did this is because the warranty had expired anyway. What's weird is that this works at all. How does overheating the machine fix a solder joint? Obviously, it doesn't, but I suspect that somehow the error state gets reset through this process allowing the machine to boot normally. The fact that it runs normally now begs the question, is there really anything physically wrong with it at all or does some stupid piece of software just thinks something's wrong?

Ah, Microsoft. Why do we all keep you in business?

Friday, October 2, 2009

Grand Theft Auto IV - The Balad of Gay Tony

I've been playing this Grand Theft Auto a lot of late. There is a new expansion coming out for it later this month and this is one of a number of promotional trailers. I do enjoy the game's satiric/dark humour, though it is for a mature audience.

Needless to say, I'm eagerly looking forward to this.

Thursday, October 1, 2009

Model Ship Update: Fortopgallant Sail

I got in a little more work and finished the next sail. Next comes the three matching sails on the mainmast and the sails are done. That will be followed by some additional rigging (braces, course sheets, and maybe tacks), then the finishing details: pennants, flags, anchors, etc..

I've got to get down to the hobby store and buy more line and cleats. I could see that the kit didn't supply enough line (I ran out with the standing rigging too). Hopefully I'll be able to pick up a reasonable match. Also, last time I was there, they were out of cleats. I may have to get them to order some for me.



Mike

Sunday, August 23, 2009

Summer of Projects That Couldn't Be Ignored

Well, the summer's almost at an end and it certainly was a busy one around the cottage. It seemed like all we did was work on projects. Unfortunately, all of them were one's that couldn't be ignored. Some weren't too big: the septic line had to be repaired after being smashed by a fallen tree, and we had to buy a new toilet.

A new shed turned out to be the biggest project. In a previous post I explained that what I was using as a shed (an old, unusable, outhouse) had also been hit be a tree and needed to be replace. I decided to build something that I could also use for storage (we definitely needed the space) and built one 8 feet by 12 with full 8 foot ceilings. I took advantage of the concrete pad that was the foundation of the outhouse but put in additional footings for the bigger footpad.

The height and size got some of Deb's family saying it resembled a church. My brother-in-law even made a sign reading, "St Mike's Cathedral". Smartass! but I kept the sign and hung it inside. Actually, I can't be too upset with the guy because he supplied me with the windows which have been under his cottage for years. They actually came from a store that used to be on the island decades ago. What I like about them is that they hinge up. I had to build the frame for the sashes, but that wasn't a big deal, and the view out them isn't too bad either.

The design for the shed was my own. The large double doors at the front were built simply out of left over sheathing and strips of B-grade spruce. There is still some trim to be done, and the whole thing needs to be stained, but I think that's going to have to wait until next year as the next project cannot be put off any longer.

The same pair of trees that took out the septic line and outhouse also clipped the corner of the cottage. Right away, I used some roofing paper to patch over the damage, but I needed to get this fixed properly before the summer was over. Right after I finished with the latches on the shed doors this morning, I moved over to begin to fix the eave where the tree hit. I have a picture of the repair on the right. It turned out not to be such a big deal once I cut enough away to allow me to nail up some new wood. Obviously, this will get stained sometime, but no time soon.

The kids and I also began ripping off the old shingles. The place was due for reshingling anyway, so we figured we'd get that done at the same time as the repair. We concentrated on the area that took the damage from the tree, but we plan on tearing this side of the roof down to the first layer of shingles and then shingling on top of that layer. We won't have to rip off old shingles for most of the rest of the cottage because we had built a 400 foot addition 16 years ago, so that has only a single layer of shingles on top. We'll just shingle new overtop of the old here. I hope to get the whole thing done this week, just in time to head back to school where I'll get to relax. ;-)

Mike