Friday, July 14, 2017

For those curiouse about the teflon coated of a bullet cop killer...I digged, its simple as spray the bullet. either .22 caliber or 5.27 military grade


Fusing of AP shells in battleship guns & Time of flight input

Fusing of AP shells in battleship guns

Did any one every try fuses which depended on a time-of-flight input ?

It seems to me that if a shell contacts the target toward the end of
its flight, in a plunging trajectory, then it is more likely to
contact the deck armor and plunge through the depth of the ship.
Ideally it would go clean through bottom of the hull and hole the
boat, giving torpedo-like effectiveness. A long delay fuse would be
better for this.

If the shell strikes the ship early in its trajectory, then it is more
likely to strike the side armor. A short delay fuse which sets off the
charge within the guts of the ship would be more useful than a long
delay which allowed the shell to penetrate the width of the ship.

To do this, the shell would have to have two fuses, with the handover
between the two fuses set to occur by elapsed seconds after leaving
the gun.


In fact this was accomplished by using a base fuzed shell which
exploded after a timed period from hitting the armour, This
is much easier to manage that having to set fuze delays continually
as the range changes. The magic bullet for destroying a ship is
not punching a 16" hole in the bottom then setting of a 50lb HE
charge in the water. Its much more effective to penetrate the
magazines and explode there which will completely destroy the
vessel. See Hood, Arizona , Roma etc

High explosive shells were designed to explode on contact
and used a noze fuze with a short delay and were useful against
unarmoured ships and to wreck the upperworks, directors
and radars of an armoured ship.


Apparently the German shells were better at penetration so they must
have haad some more suitable device to the RN's. There again we always
seemed to send out rowing boats out against their battleships.
It is surprising we won, isn't it.


Different fuze type entirely.

Shell fuzes were used a striker and pyrotechnic train and were very
reliable,

...
German guns used a higher muzzle velocity which gave them a
slightly higher penetration but this was offset to a great
degree by the better performance of British armour

Hood had thin deck armour that was not adequate to protect against plunging
fire which is why she was trying to close the range when hit.


"I seem to recall the pyrotechnic delay times in the 38 cm naval Bdz 38 was
.035 second. The BdZ 38 eV base fuzes for 20,3cm and 28cm AP and base fuzed
HE could be set to 0 delay, .015 second, or .035 second. There were a number
of base fuzes used in coastal battery ammunition which were marked KV and
these usually had a set .015 delay.


One thing I should add, even when set to 0 delay, there is still a finite
time between impact and fuze action in inertial type base fuzes; the time
delay figures are for the pyrotechnic element only, as far as I know."

Post by M***@hotmail.com
Did any one every try fuses which depended on a time-of-flight input ?
I really doubt that anyone tried that.
Impossible to accurately enough predict, because
until the shell has been fired, the time-of-flight
is varying.
Where, iirc, the AP fuze delay is measured in thousands of a second


While that is certainly true in the context of this
discussion, a time fuse was available for USN and RN
nose-fused battleship projectiles. Navweaps says the USN
ones were intended for AA, actual usage was for AP (from
memory, not Navweaps). Proximity fusing would have made them
obsolescent.


Aside from AA, which would absolutely require it until the development
of proximity fuzes, the only reason for it would be range safety. 'Do
not arm until x seconds after launch' to prevent damage to the ship.
As a premature that would damage the ship seems impossible, I really
doubt they would bother. Everything would be impact fuzed, with a
slight delay for armor piercing rounds.


http://sci.military.naval.narkive.com/zV2JZ5yJ/fusing-of-ap-shells-in-battleship-guns-time-of-flight-input

Can 5.56 Tracer Rounds Cause an Explosion !!?? (XM856)

Thursday, July 13, 2017

http://iase.disa.mil/pki-pke/Pages/sha-256.aspx

SHA-256 Coordination

*PKI = DoD PKI Certificate Required
DoD PKI SHA-256 CAs have been released. Enrollment pages for these CAs are available at:

https://ee-id-sw-ca-37.csd.disa.mil
https://ee-id-sw-ca-38.csd.disa.mil

To find your RA Operations office or your CC/S/A PKI help desk, please visit our Contact Us page. For further assistance, contact the DOD PKE help desk at dodpke@mail.mil

On October 14, 2010, the DoD CIO released a memo directing all Combatant Command, Service and Agency (CC/S/A) CIOs to begin evaluation of their system portfolios in anticipation of the federal mandate to transition to using the SHA-256 hashing algorithm. This page provides additional information to support CC/S/As' evaluation efforts.

SHA-256 Downloads

DoD CIO Memo on Migration to Stronger Cryptographic Algorithms *PKI
This DoD CIO memo, dated 14 October 2010, directs all Combatant Command, Service and Agency (CC/S/A) CIOs to begin evaluation of their system portfolios in anticipation of the federal mandate to transition to using the SHA-256 hashing algorithm. (PDF Download) Date: 10/14/2010 | Size: 836 KB
DoD SHA-256 Assessment and Test Process *PKI
This document serves as the testing strategy document referenced in the Attachment to the DoD CIO Memo regarding DoD's Migration to Use of Stronger Crytographic Algorithms, dated October 14 2010. It provides additional detail regarding how the evaluation efforts will be conducted and coordinated. (PDF Download) Date: 11/18/2010 | Size: 213 KB
SHA-256 Assessment Period System Data Aggregation Form *PKI
This is the form referenced in the SHA-256 Assessment and Test Process document which should be used to report SHA-impacted system information to the DoD CIO coordination cell. Details as to what content should be included in each field are contained in Appendix B of the Assessment and Test Process document. (XLS Download) Date: 11/18/2010 | Size: 30 KB
SHA-256 Compatible Products List *PKI
This document lists SHA-256 compatibility information for common products used throughout DoD. This information was consolidated by the DoD CIO SHA-256 coordination cell and will be updated on a periodic basis. (PDF Download) Date: 10/16/2011 | Size: 233 KB
The DoD and SHA-256 *PKI
This slick sheet provides some helpful facts about the DoD and SHA-256. (PDF Download) Date: 01/02/2014 | Size: 329 KB
USCYBERCOM GENADMIN 16-0073 *PKI
This message provides a revised schedule and additional details on the migration. (PDF Download)

I'm not saying is military grade...but I'm almost certain its the NSA phones


This plugin will allow you to encrypt data with RSA algorythm in an Ajax request (client side) and decrypt in PHP (server side).
IMPORTANT: Unfortunately, this plugin does not provide a foolproof method against hacks
ONLINE DEMONSTRATION


How to use it ?

Downloads

Here are 3 downloads necessary to use AJAXRSA with Construct 2 :

RSA Keys Generator

Download and dezip the folder.
Execute the «index.exe».
(size: 18 Mo)
DownloadRSA Keys Generator

Plugin Construct 2

Download, dezip and put the folder called «ajaxrsa».
in the Construct 2 Plugin folder.
(size: 10 Ko)
DownloadPlugin Construct 2

PHP Library and Demo

Download and dezip the folder.
You will obtain 2 folders et 1 example script.
(size: 143 Ko)
DownloadPHP Library & Demo

RSA Keys

In first, you will need two keys : Public Key and Private Key
Launch the RSA Keys Generator (search an executable called «index.exe»).
You get this :

Construct 2 Plugin

Make sure your folder «ajaxrsa» is present in the Construct 2 Plugins folder.
C:/Program Files/Construct 2/exporters/html5/plugins/ajaxrsa/
Launch Construct 2, create a new project, add new object : AJAX-RSA.
Now, open your Event Sheet to add the following Events/Actions :

PHP Library & Demo

On server side, make sure your folders «Crypt» and «Math» are in the same folder.
Below, the demo script to process the data server side:

// Use it for local preview (localhost:50000)
// See : https://www.scirra.com/manual/107/ajax
//header('Access-Control-Allow-Origin: * '); 

ini_set("display_errors", 0);

session_start(); // Need session to store Token

require_once('Crypt/RSA.php'); // Math folders must be the same level as the folder Crypt

// IMPORTANT : Keep the complete syntax and the jump lines for Private Key
define("KEY_PRIVATE", "-----BEGIN RSA PRIVATE KEY-----
MIIBOgIBAAJBAMrXPEVu4LxhOUvV2mreOoHIchPlJYgvRdpqkBd6t2sD7SM02DqP
n89eSj+oqG1ZR+l7Yj1SMCZMrav6257UivMCAwEAAQJAHHwerKl7dI46sO72iJdt
+UJ1iAcKlECp5e2dD+Rd1EXYNfIH26AyprDRXNTRoTYidiVaUH1Z8NxifWagf36j
gQIhAOKOTxjSwgDIWQxoMxw2AL8AAGF3g4uWXgRZKp4f9QghAiEA5TPn1H/j7AQW
NTW7WmM6PjV/Xdl0YI4y2OUTdw2E4JMCIQCvYFJCeQPM70pfnFnUQMmbETk6OfYO
nDvzScL/3OUlgQIgZop6RU+SIJ0Tcmq/jwilnf9BJDONJUV46iBSPQkHUZECIAnE
byHHtgYokdOrheh+O1FWUtq5q/xq28TR+tHUFa1i
-----END RSA PRIVATE KEY-----");

// Function to decrypt data
function decrypt($data) {
 $rsa = new Crypt_RSA();
 $rsa->setEncryptionMode(CRYPT_RSA_ENCRYPTION_PKCS1);
 $rsa->loadKey(KEY_PRIVATE, CRYPT_RSA_PRIVATE_FORMAT_PKCS1);
 $s = new Math_BigInteger($data, 16);
 return $rsa->decrypt($s->toBytes());
}

$arr_data = array(); // Array where we will store our data

// Check if the Ajax Request come from the game folder
// example : http://www.domain.com/folderGame/ or http://www.domain.com/folderGame/index.html
if(isset($_SERVER['HTTP_REFERER']) 
 && ($_SERVER['HTTP_REFERER']=="http://www.payondev.fr/projet/ajaxrsa/demonstration/" 
 || $_SERVER['HTTP_REFERER']=="http://www.payondev.fr/projet/ajaxrsa/demonstration/index.html"))
{

 // If "Post to URL"
 if(isset($HTTP_POST_VARS[d])) $data = $HTTP_POST_VARS[d];
 // If "Request URL"
 if(isset($HTTP_GET_VARS[d])) $data = $HTTP_GET_VARS[d];

 if(trim($data, " \t\n\r")!="")
 {
  // Decrypt Data
  $decrypted_data = utf8_decode(decrypt($data));
  parse_str($decrypted_data, $arr_data);

  // Check if there is a data called "token"
  if(isset($arr_data['token']) && trim($arr_data['token'], " \t\n\r")!="")
  {
   // Check if token exist (get key if exist)
   if( ($k = array_search($arr_data['token'], $_SESSION['token'])) !== FALSE )
   {
    // Remove current token (expired or not)
    unset($_SESSION['token'][$k]);

    $expiration = explode("_", $arr_data['token']); 
    $delayToken = time() - $expiration[1];
    if($delayToken<=2)
    {

     // *******************************************************************
     // ************************ YOUR CODE HERE ***************************
     // *******************************************************************
     
     // EX : www.domain.com/index.php?player=Vincent&score=150&token=123abc...
     // $arr_data["player"]  =  "Vincent";
     // $arr_data["score"]  =  "150";
     // $arr_data["token"]  =  "123abc...";
     foreach($arr_data as $key => $value) echo $key .": ". $value."   ";

    }else{ echo "Error : Token Expired"; }
   }else{ echo "Error : Invalid Token"; }
  }else{ echo "Error : Token missing"; }
 }else{
  // If no data in URL, generate Token and return it
  $token = md5(rand(1000, 999999));
  echo $_SESSION['token'][] = $token."_".time();
 }
}else{ echo "Error : It's not a call from the game"; }


Of course, the use of Tokens (either side Construct 2 or PHP) is not mandatory but recommended for browser games.

Friday, July 7, 2017

I'm thinking on ATM's, bank vaults, army computers...do it remotely

AAC Keys is a keyboard and mouse emulation program for Microsoft Windows-based and Macintosh computers. AAC Keys receives commands through your computer’s serial port and translates them into keystrokes and mouse movements, giving you full control of your computer from another device such as an AAC system. (If your computer has only USB ports, an inexpensive adapter is available.)

Sending Keys/Mouse Via Serial

For advanced users, you may want to hook up your Bluefruit to a microcontroller and send characters or strings via Bluetooth. 

You can do this with the UART port on the EZ-Key. The UART pins are labeled RX (data going into the module) and TX (debug data coming out of the module). You can get away with just connecting to RX. The RX pin is 5V compliant, you can send it 3V or 5V TTL logic levels. Use 9600 baud serial, all microcontrollers will support this.

You can also send raw HID Keyboard reports for complex key-stroke combinations and controls. 

In version v1.1 (Oct 22, 2013 or later) HID Mouse reports are also supported, you can send mouse movement and clicks via the UART and microcontroller
In version v1.2 (Nov 2013 or later) HID consumer report keys are supported, there are a few supported 'multimedia keys' - see below for a list and how to send via the UART

Don't forget to also tie a ground pin from your microcontroller to the EZ-Key for the logic ground reference!

Printable character keymap


For printing ASCII characters, you can simply send those to the UART and they will be 'typed out'. See below for the list of printable ASCII characters, starting with 0x20 and ending with 0x7E