A Tshwane computer engineer has tracked down one of the great treasures of the computer age – the first space flight guidance computer. ARTHUR GOLDSTUCK tells the story.
It’s not often that a YouTube video on a technical topic gives one goosebumps. And it’s not often that someone unpacking a computer makes history.
Francois Rautenbach, a computer hardware and software engineer from Tshwane, achieves both with a series of videos he has quietly posted on YouTube.
It shows the “unboxing” of a batch of computer modules that had been found in a pile of scrap metal 40 years ago and kept in storage ever since. Painstaking gathering of a wide range of evidence, from documents to archived films, had convinced Rautenbach he had tracked down the very first Guidance and Navigation Control computer, used on a test flight of the Saturn 1B rocket and the Apollo Command and Service Modules.
Apollo-Saturn 202, or Flight AS-202, as it was officially called, was the first to use an onboard computer – the same model that would eventually take Apollo 11 to the moon. Rautenbach argues that the computer on AS-202 was also the world’s first microcomputer. That title has been claimed for several computers made in later years, from the Datapoint 2200 built by CTC in 1970 to the Altair 8800 designed in 1974. The AS-202 flight computer goes back to the middle of the previous decade.
His video succinctly introduces the story: “On 25th August 1966, a very special computer was launched into space onboard Apollo flight AS-202. This was the first computer to use integrated circuits and the first release of the computer that took the astronauts to the moon. Until recently, the software for the Block 1 ACG (Apollo Guidance Computer) was thought to be lost…”
One can be forgiven for being sceptical, then, when he appears on screen for the first time to say, “I’ve got here with me the software for the first microcomputer.”
Then he unwraps the first package and says: “Guys, these modules contain the software for the first microcomputer that was ever built, that was ever used.”
The goosebumps moment comes when he reveals the NASA serial number on a device called a Rope Memory Module, and declares: “These modules are the authentic flight AS-202 software modules. These were found on a rubbish dump, on a scrap metal heap, about 40 years ago … and we are going to extract the software from this module.”
In a series of three videos, he extracts the software, shows how the computer was constructed, and uses a hospital X-Ray machine to inspect its insides. The third video starts with the kind of phrase that often sets off the hoax-detectors in social media: “Okay, so you guys won’t believe what I’ve been doing today.” But, in this case, it is almost unbelievable as Rautenbach takes the viewer through a physical inspection of the first Apollo guidance computer.
How did an engineer from Tshwane stumble upon one of the great treasures of the computer age? He has tended to avoid the limelight, and describes himself as “a hardware/software engineer who loves working on high-velocity projects and leading small teams of motivated individuals”.
In an interview this week, he added: “I am the perpetual hacker always looking for a new challenge or problem to solve. I have experience in designing digital hardware and writing everything from embedded firmware to high level security systems. Much of the work I did over the last five years revolved around building new and creative payment solutions.”
The breadth of his work gave him the expertise to investigate, verify, and extract the magic contained in the AS-202 computer. A global network of contacts led him to the forgotten hardware, and that is when the quest began in earnest.
“I got interested in the Apollo Guidance Computer after reading a book by Frank O’Brien (The Apollo Guidance Computer: Architecture and Operation). Most of us grew up with the fallacy that the AGC was less powerful than a basic programmable calculator. I discovered that this was far from the truth and that the AGC was in fact a very powerful and capable computer.
“I started communicating with experts in the field and soon realised that there was a wealth of information available on the AGC and the Apollo space program in general.
“One day I received some photos of AGC Rope Memory modules from a friend in Houston marked ‘Flight 202’. After a little googling, I realised that these modules contained the software from Flight AS-202. As I learned more about AS-202, I discovered that this was the first time the AGC was used in an actual flight.”
Rautenbach eventually tracked down the source of the photos: a man who had picked up the entire computer, with memory modules, at an auction, as part of a three-ton lot of scrap metal.
“At one point he opened up to me and said he had other modules. He admitted he had a full Apollo guidance computer, and my theory was that it was used to develop the Apollo 11 guidance computer. He sent me more information, and I thought he had THE computer.
“He’s got all this junk in his backyard. He started selling stuff on eBay and one day got a visit from the FBI wanting to know where he got it. He was able to find the original invoice and showed it to them and they went away. But it scared him and he didn’t want to tell anyone else in the USA what he had. Not being from America was an advantage.”
Rautenbach flew to Houston last year, opened the sealed packages and filmed the process.
“This was the first microcomputer. I opened it and played with it. I realised this was the first computer that actually flew. I also found Rope Memory modules that said Flight 202, and he didn’t know what that was. I found it was from AS-202, and I said we can extract stuff from this.”
Rautenbach paid a deposit to borrow the units and have them sent to South Africa, so that he could extract and rebuild the software. He also made contact with Eldon Hall, leader of the team that developed the Apollo guidance computer and author of the 1966 book, Journey to the Moon: The History of the Apollo Guidance Computer.
The correspondence helped him verify the nature of the “scrap”. The Apollo command module from flight AS-202 was restored and is now on permanent display on the USS Hornet, the legendary aircraft carrier used to recover many Apollo command modules and now a museum. However, the computer parts were sold as scrap in 1976. And NASA never preserved a single copy of the software that had been used on its first guidance computer.
Fortunately, a sharp-eyed speculator realised the lot may contain something special. He sold off some of the scrap over the years, until that visit by the FBI. He still prefers to remain nameless.
Last week, on the 50th anniversary of the launch of AS-202, Rautenbach quietly began posting the evidence online. He also announced that the raw data he had extracted would shortly be made available to anyone who wished to analyse it.
His videos on the unboxing of the AS-202 computer and the extraction of the software can be viewed on YouTube at http://bit.ly/as202, where he also plans to post instructions for accessing the software.
- Arthur Goldstuck is founder of World Wide Worx and editor-in-chief of Gadget.co.za. Follow him on Twitter and Instagram on @art2gee
Nasa’s description of flight AS-202 can be found at: http://nssdc.gsfc.nasa.gov/nmc/spacecraftDisplay.do?id=APST202
Technical specifications of the Apollo Guidance Computer can be found at: https://en.wikipedia.org/wiki/Apollo_Guidance_Computer
Apollo comes back to Pretoria
Francois Rautenbach points out that South Africa played a prominent role during the 93 minutes of flight AS-202: “Pretoria is mentioned no less than three times in the post-flight report. The AS-202 flight actually reached it’s highest point above South Africa. The telemetry data from the flight were recorded on computer tape at Hartebeesthoek and later shipped back to NASA.”
AppDate: DStv taps Xbox, Hisense
DStv Now for Xbox and Hisense
Usage of DStv Now, the online DStv service available free to DStv customers, is increasing rapidly with more than two million plays of live and Catch Up content per week. In addition to using DStv Now to watch TV on tablets and smartphones, an increasing number of DStv customers are also opting to use it as their primary method of getting DStv on additional TVs in the house. This is set to increase with the release of two new big-screen TV apps, one for Xbox gaming consoles (Xbox One, Xbox One S, Xbox One X) and another for Hisense smart TVs (2018 and newer models).
Expect to pay: A free download.
Platform: Any of the Xbox One range of gaming consoles and 2018 or later Hisense smart TVs.
Stockists: Visit the store linked to your Xbox console or HiSense smart TV.
Santam Safety Ideas
Start-up businesses that have a FinTech or InsurTech business venture brewing are called to enter the third annual Santam Safety Ideas competition. Safety solutions or InsurTech ventures that are ready for piloting could win up to R150 000 worth of incubation support and R200 000 in seed funding.
The Safety Ideas competition was launched two years ago in partnership with LaunchLab, Stellenbosch University’s startup incubator that facilitates valuable connections for corporates and startups sourced from the startup ecosystem and partner universities in South Africa. The previous winners are Herman Bester and Anton Swanevelder, co-founders of MyLifeLine – a wearable panic device that won the competition last year; and Ntsako Mgiba and Ntandoyenkosi Shezi, co-founders of Jonga – a cost-effective security system for low income families, which won the competition in 2017.
Entries close on 28 February 2019. For more information on how to enter, visit: www.santam.co.za/safetyideas/
Click here to read about the FNB Snapchat lens, Spotify Free with data saver, and 00:37.
Fortnite fixes hackers’ hole
Epic Games has repaired a vulnerability that exposed Fortnite, the world’s most popular game of the moment, to hackers. The hole, which was left in Epic’s web infrastructure, allowed hackers to target players with email that appeared to come from Epic Games, but would have led them to a phishing site, where their log-in details would have been stolen.
Researchers at cyber security solutions provider Check Point Software alerted Epic to vulnerabilities that could have affected any player of the hugely popular online battle game.
Fortnite has nearly 80 million players worldwide. The game is popular on all gaming platforms, including Android, iOS, PC via Microsoft Windows and consoles such as Xbox One and PlayStation 4. In addition to casual players, Fortnite is used by professional gamers who stream their sessions online, and is popular with e-sports enthusiasts.
If exploited, the vulnerability would have given an attacker full access to a user’s account and their personal information as well as enabling them to purchase virtual in-game currency using the victim’s payment card details. The vulnerability would also have allowed for a massive invasion of privacy, as an attacker could listen to in-game chatter as well as surrounding sounds and conversations within the victim’s home or other location of play.
While Fortnite players had previously been targeted by scams that deceived them into logging into fake websites that promised to generate Fortnite’s ‘V-Buck’ in-game currency, these new vulnerabilities could have been exploited without the player handing over any login details.
Click here to read how the Fortnite hack would have worked.