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Wanderfound
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Everything posted by Wanderfound
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How to get more kerbal applicants?
Wanderfound replied to FreeThinker's topic in KSP1 Gameplay Questions and Tutorials
Hire all of the available ones, leave the astronaut building, go back in, hire some more. The list repopulates. -
BUST: Kerbals as Debris
Wanderfound replied to Claw's topic in KSP1 Technical Support (PC, unmodded installs)
Think this is a separate issue from the post-ragdoll scarecrow bug, or all part of the same thing? That was induced by just walking around on the runway; first one kerbal, then the other. In each case, they went into ragdoll after falling off the plane, then stayed stuck in scarecrow mode once they got up. Both Scott Manley and Kurtjmac have featured similar events in the videos. -
help on puilding a spaceplane
Wanderfound replied to alpha tech's topic in KSP1 Gameplay Questions and Tutorials
Go have a poke at the Akademy Awards link in my .sig. There's a good collection of ships for both stock aero and FAR there. -
And the right answer for the original question, too. Orac and Zen were the others.
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Antipodal Bomber/Lander using FAR?
Wanderfound replied to MedwedianPresident's topic in KSP1 Mods Discussions
Make sure you put some control surfaces on the bomb; trying to do it with a pure deadfall is likely to be an extremely tedious source of frustration. You might get some inspiration from Scott's recent "Rods from the Gods" revival: -
Antipodal Bomber/Lander using FAR?
Wanderfound replied to MedwedianPresident's topic in KSP1 Mods Discussions
Barred by physics range limitations, unfortunately. Unless you want to abandon the bomber and pilot the bomb down. -
While you're at it, you could also use an action group to toggle the intakes; they add substantially to drag, so it's worthwhile to close them when they aren't needed. Incidentally, as a note to everyone: lobbying the voters and advocating for your ship's quality is encouraged (within reason). It's a contest; give your ship the best chance possible. (and speaking of Jack-of-all-Trades ships, give the Dropbear a try...)
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Antipodal Bomber/Lander using FAR?
Wanderfound replied to MedwedianPresident's topic in KSP1 Mods Discussions
Can be done, and often is done by accident; pull up a bit too hard for too long when negating your initial reentry drop and you'll find yourself bouncing back into space. Also useful for when you massively misjudge your reentry trajectory and find yourself needing to circumnavigate Kerbin. A decent FAR spaceplane can glide around Kerbin several times over if it starts from the right speed and altitude. Incidentally, apparently the original design would've been a deathtrap; not enough heat shielding, it would've fried. -
We're getting into semantics a bit, but outside of SF, that is how you "use" antimatter in science. Annihilating stuff just isn't that useful on its own; the correlations and implications are where the utility comes from. As a sidenote: Pretty much all medical imaging techniques (and a lot of other things in science) work like this. When you want to measure something that you can't observe directly, you find something that you can observe that has a reliable correlation with the thing you're actually interested in. Brainscanning via fMRI measures disturbances in a magnetic field, that we infer into a measurement of blood oxygenation, which we further infer into an estimation of neuronal activity. EEGs measure electrical currents, MEGs measure the magnetic effect of those currents. Immunohistochemical neuroscience uses custom antibodies to visualise the occurrence of proteins that are associated with neuronal activity or injury, while high-pressure liquid chromatography (a standard technique for detecting changes in neurotransmitter levels) measures electrical resistance in the output of a pump and correlates the time of output with molecular weights. In none of these cases are you actually examining the neurons directly.
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Also updated the Vireo​ review with reentry and landing details. BTW, folks: I have a very dodgy computer that can't handle a lot of modding. I don't normally use B9 or Procedural Wings, so I'll be focussing my reviews on the stock craft to start with. If anyone else wants to start working through the modded stuff, it'd be nice.
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I used to work with PET scanners professionally; ex-neuroscientist. If you're looking for a citation, you're probably best off starting with Wiki (http://en.wikipedia.org/wiki/Positron_emission_tomography) and then drilling down into the references at the bottom of the article. The basic way that a PET scan works is that you inject the patient with a mildly radioactive substance that is chemically attracted to the biological structure that you're interested in tracking (for example, FDG-PET brainscans use a form of radioactive glucose that is enthusiastically absorbed by active neurons). As the radiation decays, it produces positrons, which in turn produce bursts of gamma radiation when they collide with normal matter. The scanner can identify the source location of the gamma, which allows the measurement of where in the body the positron annihilation is occurring. Making antimatter is easy; all you need is some radioactive decay. Pretty much every radiologically active thing is constantly surrounded by a transient cloud of the stuff. The hard part is in preventing it from immediately contacting normal matter and mutually annihilating.
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electric propellors
Wanderfound replied to JtPB's topic in KSP1 Suggestions & Development Discussion
I want the propellors, I don't care so much about the electric. Make 'em slowly burn LF, with a special advanced-tech option to burn LFO for use off Kerbin. I'd prefer that, actually; electric props aren't realistic [1] for anything bigger than a small drone, anyway. The game has the ability to let us build all sorts of nifty planes and helicopters, and adding a couple of parts to enable that is not going to substantially weaken the focus on rocketry. Why not do it? [1] Yes, I know, long-endurance solar powered planes exist. That is a very specialised edge case, and they have minimal ability to carry any payload or do anything useful apart from demonstrate technology. -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Hmmph. Okay, ignore what I've been saying about lifting bodies, then. -
Ahh...no. Antimatter is routinely used in common medical technology. A PET scan (Positron Emission Tomography) is an antimatter device; positrons are antimatter electrons. Antimatter isn't magic, any more than normal matter is.
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BTW, if this is too obscure, loosen it up to "name any one of the three significant computers in Blake's 7​".
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DeadlyReentry/Ferram and radial decouplers
Wanderfound replied to fommil's topic in KSP1 Mods Discussions
This post may also be of use: http://forum.kerbalspaceprogram.com/threads/92460-Biggest-SRB-s-ALWAYS-destroy-main-tank?p=1385796&viewfull=1#post1385796 Place your Sepratrons right and the bug is neutralised. You don't need huge amounts of 'em, they just need to be angled effectively. Using the more spaced-out decouplers also helps. -
Kerbodyne SSTO Division: Omnibus Thread
Wanderfound replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Okay, cool; wasn't sure about that. Mk2 bits do make good lifting bodies, though; they've got the shape for it. -
A more intuitive tech tree
Wanderfound replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Point one: a fair proportion of players (especially amongst spaceplaners) spend a lot of time travelling about on Kerbin before ever going beyond Minmus. The inability to get in and out of a ship designed to fly on Kerbin is absurd. Point two: the fact that we have to research "ladders" at all is daft. Super-duper ultra high tech folding lightweight space ladders? Okay, maybe put that somewhere early in the tech tree. But plain basic ladders should be in the starting node (as should basic wheels, and some heavy low-quality batteries, and...). Basically, if it's a bit of tech so old that the Romans had it, then it shouldn't require research at all. Having to "research" these things is nothing but an immersion-breakng irritation to me. I'd be another vote the other way, however. Being able to direct the tech tree into the channels I'm interested in, to me, feels like I have control of the game and is fun. Having to unlock nodes from all over the tree just to build a basic aircraft feels like grinding; not fun. Under the proposed "explosion" tree, those that want to continue wandering all over the tech can; spread your research around, be a generalist. But it would mean that the specialists don't have to grind past a dozen useless nodes to get to the thing that they actually want. - And for obligatory spacelane nitpickery ( ) you can land a plane without wheels;'make some skids out of girders. This doesn't mean that you should need to do that, however. Again: you shouldn't have to research tech that predates written history. Even the Flintstones had wheels. -
...as long as the required prevention isn't "endless tedious micromanagement".