Minggu, 26 September 2010

Rangkaian Radar Pompa Air (Kontrol Ketinggian Air)

Radar Pompa Air (Kontrol Ketinggian Air)

By means of a Relay, employed to drive a water pump, this circuit provides automatic level control of a water reservoir or well.
Skema Rangkaian Radar Pompa air

  • The two steel rods must be supported by a small insulated (wooden or plastic) board.
  • The circuit can be used also with non-metal tanks, provided a third steel rod having about the same height of the tank will be added and connected to the circuit's negative ground.
The shorter steel rod is the "water high" sensor, whereas the longer is the "water low" sensor. When the water level is below both sensors, IC1C output (pin #10) is low; if the water becomes in contact with the longer sensor the output remains low until the shorter sensor is reached. At this point IC1C output goes high, Q1 conducts, the Relay is energized and the pump starts operating.

Now, the water level begins to decrease and the shorter sensor will be no longer in contact with the water, but IC1C output will be hold high by the signal return to pin #5 of IC1B, so the pump will continue its operation. But when the water level falls below the longer sensor, IC1C output goes low and the pump will stop.

SW1 is optional and was added to provide reverse operation. Switching SW1 in order to connect R3 to pin #11 of IC1D, the pump will operate when the reservoir is nearly empty and will stop when the reservoir is full. In this case, the pump will be used to fill the reservoir and not to empty it as in the default operating mode.

List Component
  • R1,R2: 15K 1/4W Resistors
  • R3: 10K 1/4W Resistor
  • R4: 1K 1/4W Resistor
  • D1: LED
  • D2: 1N4148 Diode
  • IC1: 4001
  • Q1: BC337 NPN Transistor
  • SW1: witch
  • RL1: Relay with SPDT 2A @ 230V switch, Coil Voltage 12V

Minggu, 19 September 2010

The late Joey Malone

Gnome reviews Blackwell Legacy, like 1000 years after it came out. Tccch! You just can't get the garden ornaments these days.

Famous AGSers chat

CaptainD, an esteemed AGSer, talks to some other esteemed AGSers. I suppose you could call it an interview.

Review: Snakes of Avalon

Igor Hardy and Alex Van Wijst, initially released a very trippy game for the OROM (One Room One Month) MAGS competition. Having lost for a small number of votes, the game gathered some interest. However my initial concerns back then were that the game was plot-wise tied in a very random way. So Igor Hardy with the help of his old team, and with some great new recruits such as Thomas Regin on the music side, decide to re-release the game, adding some content in the meantime.

You found yourself drunk in a bar, hallucinating in the meantime, being asked what happened. It's not clarified whether you talk to yourself, to the cops, or a pretty lady, or this is all just a dream, and that feeling is repeated throughout the game in a great way, so it's up to the player to choose what happened exactly. So the story goes into flashback mode, to explain what happened through the eyes of Jack (you) in that bar. I think Mr. Hardy sums up the story wayyy better than I could ever attempt to:

Snakes of Avalon is a dark comedy point & click adventure game about alcoholic incapacitation and people obsessed with murdering their other half. It mixes the style and atmosphere of Hitchcock suspense films with a surreal game world inspired by your favorite trippy movies.

The game is separated into 4 acts all tied between them in a great way.

The greatest part of the game is the additions though. Instead of somewhat vague and random events, now the game has a more easy storyline to follow. The cinematic scenes help greatly in both the understanding of the story as well as the artistic style of the game.

Also a great number of references appear, including my favorite Knights of the Old Republic, and if you come across one, they will make you smile for sure.

The graphics initially may seem what one can normally expect. But instead they contain great animations and lots of close-ups for a what seems to be a very simplistic style. They get really great to the eye on some parts of the game, and they help the immersion greatly.

And here comes Thomas Regin. The theme still played in my head while I was writing this review, and I think that pretty much means its bloody memorable. The whole soundtrack is very neatly done and fits the atmosphere and surrealism of the whole game. The ambient sounds help the atmosphere as well, especially on the "boss fight" sequence.

You can play the game here. Or else I'll find you and kill you.

Kamis, 16 September 2010

Calin reinvents the wheel

So Calin has implemented AGS on the Nexus One. No, wait... he's inventing the AGS Games Database. Except its called Nexus. And with an awesome name like that, it must be good, right? Anyway, join the debate and take the opportunity to say nasty things about Dualnames while pretending that you are debating.

Rabu, 08 September 2010

Kamis, 02 September 2010