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 2. Setting up the Enigma
 Contents of this page

 2.1 Introduction
Before starting to encode or decode messages, the Enigma needs to be setup for a given key. During WWII code books were used to provide a unique key for every day. On a real Enigma this is a mechanical process that involves opening the lid and removing the wheels. The key then gives the choice and order of the wheels (e.g. 325). For every wheel the Ringstellung needs to be set (e.g. AWM). The wheels are then inserted in the machine and the lid is closed. Next the operator needs to set the initial position of each of the wheels, called the Grundstellung (e.g. KNG). For a 4-wheel Enigma, of course, 4 wheel parameters need to be set. On some models the Umkehrwalze can be given a Grundstellung too.

If the machine is equipped with a Steckerbrett, the next thing to do is to setup the cross connections with a set of patch cables. Each cable swaps two letters, increasing the maximum number of encryption possibilities significantly. In the code book the Stecker connections were given as: AE RJ KM. This means that A is steckered to E and E is steckered to A. Also R is steckered to J, etc.

 2.2 Setting up the software
   In the Enigma Simulator we want to setup the same parameters as in the real thing. To do this Select Edit settings... from the Settings-menu. Alternatively, you may press Ctrl-E from the keyboard. On some Enigmas locks were used to keep the lid of the case closed. These locks are also present in the Enigma-window and you may click the mouse on them as an alternative to using the menu. The following window will open:
In this window, all the basic settings can be entered and altered. The order of the wheels is given in the way they are seen by the operator. The leftmost settings are for the UKW. Whenever more than one UKW is available, it can be selected by clicking the menu icon.

Next are the settings for the wheels (3 or 4). The numbers of the selected wheels are given in roman numbers, just like it is engraved on the actual wheels. Basic settings for all wheels are Walzenlage (wheel order), Ringstellung (ring setting) and Grundstellung (index setting). In the example given here, the UKW fields for Rungstellung and Grundstellung are greyed out. The reason for this is that for the given Enigma model, the position of the UKW is fixed and cannot be changed.
  
Edit settings...


If you want to use the current position of the wheels as the default Grundstellung, click the button marked Use current as Grundstellung. For models with a Steckerbrett we also want to enter the letter pairs to be swapped. Once you've completed the settings, click OK to confirm. The Enigma will now be reset to the given settings and you can start to type a message...

 2.3 Steckers
Some models are equipped with a Steckerbrett that will allow more complex permutations that are far more difficult to crack. On those models (M3 and M4) the Steckerbrett (patch panel, or plug board) is visible in the bottom section of the main Enigma window. If no steckers are used, every letter will be mapped to itself (self-steckered). Whenever a patch cable is used, a pair of letters will be swapped. The letter pairs, up to a theoretical maximum of 13, may be entered in different ways.

Using the 'Edit Settings'-window
Letter pairs can be entered directly from the keyboard using the Edit settings window as described in the previous section. Type the required letter pairs in the 'Steckers' field, separated by a comma or space. When finished, click on OK to confirm. The Enigma will now be reset and the Steckers will become active.

Dragging the mouse in the Steckerbrett window
The visual Steckerbrett can be used as a more realistic alternative to the above. Select Steckerbrett... from the Settings menu, or press Ctrl-P, or click in the Steckerboard area at the bottom of the main Enigma window.

The Steckerbrett window will open and you are now able to add, alter or remove a patch cable simply by dragging the mouse. The window title shows how many cables are used and how many cables are available. Additionally, the Steckerbrett has an undo buffer that allows you go back up to 20 steps if you make a mistake. Please note that any changes made to this window will have immediate effect, i.e. there is no need to click an OK button.
  
Steckerbrett


Using the keyboard in the Steckerbrett window
As an alternative to the above method, so may also use the keyboard to enter, remove and alter the cables. Press the first letter; the plug for that letter will start to flash. Now press the letter you want to connect to. The cable will appear immediately. To remove a cable, simply press the required letter twice (self-steckered). If you've pressed a letter by accident, the action may be aborted by pressing the Escape key.

Steckerbrett menu
   The Steckerbrett window has its own menu that can be opened in the usual way, by clicking Menu over it (middle mouse button). Most of the options will be self-explanatory.

Remove all cables
Use this function, or the keyboard short-cut Ctrl-U, to remove all cables from the Steckerbrett. If you click this option accidently, use the Undo feature to go back one step.

Undo/Redo
The Steckerbrett has a full Undo/Redo buffer that allows you to go back up to 20 steps, in case you've made a mistake. The size of the Undo buffer is currently fixed to 20 steps, but can be increased by changing the following line in the !Run-file:
  • Set Enigma$Undo 40
this will increase the buffer to 40 steps (or any other size that you want).

Show alphabet / Show numbers
The sockets on the Steckerbrett are marked with either numbers or letters or both, depending on model and manufacturer. The war time code books sometimes define the stecker connections with numbers and sometimes letters. You may turn either option on or off by pressing Ctrl-A (for alphabet) or Ctrl-N (for numbers).

Show cables
If the Steckerbrett is fully populated with cables, the display may become cluttered, making it difficult to read the markings on the sockets. You may hide the cables temporarily by turning off the option Show cables.

Cable options
The cables used on a real Enigma are black. In order to improve the display in such a way that you can distinguish each individual cable, you have the option to use red cables, or even fully coloured ones.

More cables
The final option allows you to exceed the available number of cables, just in case you want to experiment with this. If you want to run a realistic simulation however, you may want to leave this option unticked. The theoretical maximum number of cables is 13 (as we have 26 letters), but the maximum number of permutations is achieved by using 11 cables.

Closing the Steckerbrett window
Once the Steckerbrett has been setup correctly, you may close the window. There is no need to confirm your settings as alle changes have immediate effect. The Steckerbrett window may be closed in any of these ways:
  • Close the window by clicking the Close icon.
  • Click on the wooden flap (where is says: Klappe schließen).
  • Click on any of the locks mounted to the case.


 2.4 Unlock mechanism
This option will be greyed out with most Enigma simulations, except for the G-models (Abwehr). As the Enigma G features a completely different wheel transport mechanism, a lever is used to unlock the wheels prior to changing the initial wheel position. This lever is accessible through a hole in the top of the cover, from the front of the Enigma. The lever can be locked/unlocked in one of these ways:
  • Select menu entry Settings -> Unlock mechanism.
  • Press Ctrl-U on the keyboard.
  • Click the lever in the main Enigma window.
  
Enigma G


 2.5 Resetting the Enigma
The Enigma Simulator can be reset to the default settings (as entered in the Edit settings-window), by selecting Reset from the Settings-menu. Alternatively you may press Ctrl-R on the keyboard. You will hear a mechanical sound to indicate the fact that the machine has been reset to the initial position. This position is called the Grundstellung. If the currently selected Enigma model is equipped with a character counter, this counter will also be reset.

 2.6 Entering text
Once the above settings are all completed, you may start to encode or decode a message. Entering text can be done in a variety of ways.

Clicking the mouse
You may use the mouse to click on any of the keys on the graphical keyboard in the Enigma-window. Be sure to keep the mouse depressed until you've seen which lamp is being lit. Whenever you release the mouse, the lamp will be switched off and there is no way back... just like on the real Enigma.
  


Using the keyboard
Whenever the Enigma-window has the input focus, you may use the keyboard to enter letters. Press the key of your choice (and keep it depressed) until you have seen the 'translation'. Whenever the key is released, the lamp will be turned off and there is no way back... This is exactly how a real Enigma works.

Entering a message
Alternatively you may open the Direct message-window from the View-menu and type a message directly into this window. Whenever the Message-window has the input focus, the simulator uses a fast translation and the realistic animations and sound of the Enigma-window are bypassed, so that encryption and decryption will work at typing speed.

Loading from file
You may also prepare a complete message as a text file and drop this file in the Message in-window. This can be useful when decoding a range of messages that were all encrypted with the same key. Several options can be set in the Direct message menu, so that the message is translated immediately when loading the file.

Loading large files
If you want to convert large files of, say more than 1kb in length, the above method may prove to be too slow. In such cases, you may drop the required text file onto the Enigma-icon in the iconbar. The text will then be formatted and loaded into the input window. Next select cipher from the menu, or press F4 to start the translation. When using this method, !Enigma uses an even faster algorithm and won't update the screen until it is finished.

The size of the text buffer, for both the imput and the output window, is fixed to 10kb. You may however increase the size of both buffers by changing a line in the !Run file of the application:
  • Enigma$Buffer 40960
where the number is the size in bytes.

 2.7 Saving the current settings
When researching historical meterial and decoding real wartime messages, it will be necessary to change the settings of your Enigma frequently. It may therefore be useful to save your current settings from time to time. There are two methods to save the current settings:

Make default
Select the menu option File -> Make default to save the current settings inside !Enigma. This way the currently selected machine will be remembered together with the current settings, next time !Enigma is started.

Save...
Alternatievely, you may want to save out the current settings for later use or for archiving with a research project. Open the save box by selecting menu entry File -> Save... or press F3. Drag the icon to the desired place on your harddisc, or click the OK button. If no path is given, the file will be stored in the currently selected directory (which is most likely to be the root directory of your harddisc). A user file may be reloaded by double clicking it, dropping it onto the iconbar icon, or dropping it in a open Enigma window.
  
Save box



© Copyright Paul Reuvers. Last changed: Mon,18 Aug 2003.08:27:50
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