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<nerd nitpick>That's actually a network address, the gateway would be 42.0.0.1...</nitpick>
But yeah, there certainly were networks like that. Although most of them were subnetted even then, you didn't get a class A unless you had a big network and putting that many hosts onto a single ethernet broadcast domain was not an effective solution.
<nerd nitpick>That's actually a network address, the gateway would be 42.0.0.1...</nitpick>
But yeah, there certainly were networks like that. Although most of them were subnetted even then, you didn't get a class A unless you had a big network and putting that many hosts onto a single ethernet broadcast domain was not an effective solution.
--Ian
I had a professor tell the story about how back before IANA you would just call some guy and he would give you an address range. This was so early on he was given a class A address for his single machine.
Its hard for me to imagine a time before NAT. A lot of stuff would be so much simpler if there were enough addresses, but it doesnt look like its going anywhere.
You guys remember that game Kerbal Space Program? One of the guys that did bunch of tutorials about it.. Scott Manley assisted in creating this movie and the space craft.. he designed parts of the space craft in the movie in the game first and assisted the directors. Movie is set to release april 22nd.
Ive played a few times here and there, but never put the hours into it like I did back when the KSP thread was poppin' here on the forum.
Most recently I had some fun building planes using the FAR aerodynamics mod. I cant think of any game that taught me about 2 things as interesting as orbital mechanics and aircraft stability.