Mod parent up. PSGroove's mention of NOR flash and dongleless jailbreaking is bunk, not sure how they got that.
What did Sony do wrong? Obviously, they could do nothing about a suitably well-equipped hacker physically modifying a PS3 to stop it from verifying at all, or to always return "yup, all good" regardless of the verification outcome; similarly, a firmware bug could allow the same outcome without the expense of physical modification; but how could it be that they would have to put anything in their client(no matter how well hidden by hardware obfuscation/TPMs/smarcards/whatever) that could be used to compute their private key? Isn't a public key, which is a totally safe piece of data to disclose, all you need to verify whether or not something has been signed with the matching private key?
From my layman's understanding of what they did (View the actual conference footage here: http://www.youtube.com/watch?v=GPjd6gHY6A4 ), they don't HAVE the private key. Sony made a big mistake in their key generation method, where they were supposed to use a random value for one variable, they used a static value. Because of that, you're able to generate valid signed packages without the private key.
They don't have Sony's signing key, from what I've read. What they have is a flaw in the key generation process, which allows them to generate valid signed packages without the private key. In fact, here's the video from the conference itself:
The people that did this exploit/hack/whatever reportedly only chose this method of action after Sony decided to remove OtherOS support from PS3's. Their stated goal is to get Linux up and running on retail PS3s. Maybe this would've occured a lot quicker if OtherOS never existed.
"Approximately a half hour in, the team revealed their new PS3 secrets, the moment we all were waiting for. One of the major highlights here was, dongle-less jailbreaking by overflowing the bootup NOR flash, giving complete control over the system. The other major feat, was calculating the public private keys (due to botched security), giving users the ability to sign their own SELFs Following this, the team declared Sony's security to be EPIC FAIL!""
Link to Original Source
Wouldn't it make more sense just to load Office 2003 on the C2D machine? It'll be more energy efficient, faster, and has less chance of taking a random nose-dive due to old age.
You, good sir, live in the land of plenty. Can I come?
I think my corp is at about 1 syadmin per 800 people, one netadmin per 1500 people, and about 1 tech support per 700 people. I think the users would be happier with 1 tech support per 250-300users.
Lack of AD doesn't prevent automated OS updates. You can implement WSUS without AD, which will take care of many critical OS updates, it just requires that you alter some registry settings and ensure the users have the latest Windows Update client.
Link to Original Source
The mpg on the creators site is a bit higher quality, but not much.
That specifies the computer-end of the cable, whereas this vote indicates an Electrical Wall Socket.
Most desktop power cables connect to the wall in the NEMA 5-15 connector. The only time I've seen IEC C13/14 connectors at the "wall" socket was on a PDU in a datacenter.
Up until (as a previous poster mentioned) LosTech (Old Star League technology) was rediscovered, what I said was true. All MechWarrior games after the first were set post-clan invasion, which is after the Inner Sphere began to recover methods and technology on the creation of BattleMechs. The Clans never lost that tech, so building mechs wasn't as large an issue for them.
Regarding adaptation, I think you're partially correct, within the confines of the fictional universe. Yes, weapons can be adapted to fit mechs that weren't designed for them, but I'd guess it's extremely unlikely that you could do it effectively in the field. It'd be like taking an afternoon to put a 600hp rotary engine in a Corolla. Also, the weapons may not have been so compartmentalized back in 3015. Sure, you could probably weld on a weapon to a part of the Chassis, but did you plan for the added weight in that area? Did you make sure that enough power was routed there? Do you have localized heatsinks ready to dissipate the heat involved with firing that weapon?
This game seems to be based upon the defense of a fairly backwater planet from a Kurita invasion. Based on that subject, I think it's unlikely that there would be too much customization of weapons possible, if it sticks true(er) to the fictional universe.
This point is addressed directly in the interview that IGN did.
IGN: That actually brings me to my next question. As far as PC gamers were concerned, part of the appeal of controlling your mech in the MechWarrior franchise was feeling like you were in control of your mech, having access to multiple cockpit commands at one time with your keyboard and your mouse. How are you planning to keep this classic control scheme feel, and will you be adding any new elements for your mechs, especially now that you want to create this full cockpit experience?
Russ Bullock: First and foremost, in this day and age and this time, we've all played the PC games in the past and absolutely loved them. But certainly going forward, just out of necessity and because we think we can, we're definitely very focused also on the Xbox 360. So we're very focused on the console standpoint moving forward. Now, we still need to work out a lot with our chosen publishing partner, so some of these questions will become answered, but I think that Jordan and I are in agreement that we want to make a MechWarrior game.
The MechAssault games were interesting in the role they played inside the universe for the consoles at the time, but we feel the technology is there that we can make a true MechWarrior game, a MechWarrior experience on both the Xbox 360 and the PC and not lose anything from that true MechWarrior feeling. We feel confident obviously in the PC and its control scheme that can be realized because it's been done before. But for the Xbox 360, we've spent a lot of thought and a lot of time in playing around with the controller and finding ways to give the same level of control in the way that you throttle, in the way that you turn and move, use your jump jets, and everything that gives you that MechWarrior experience that doesn't turn it into a power-up pickup sort of arcade style game. So that is something that we're spending a lot of time on â" all the answers aren't there yet, but we want to make a MechWarrior experience and we feel like we can do it both on the 360 and the PC.