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Everything posted by kerbiloid
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Not Kerbal, but just to show that one can better. https://foma-ru.translate.goog/u-desantnikov-poyavilsya-aeromobilnyij-xram.html?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=ru The airborne temple on KamAZ chassis.
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Rivals To The Human Hand For Fictional Sapient Species
kerbiloid replied to Spacescifi's topic in Science & Spaceflight
Fractality. A creature grabs objects by folding a body outgrowth (a limb, a finger, a mouth) around the object. Then friction against the body cover holds the object inside the folded shape. The more freedom degrees of flexibility (usually joints) the effector has, the greater the angle it's flexed is. As the effector has its own thickness, but at the same time its soft tissues are elastic, one joint provides 135° angle, which can't grab the object around. But the second joint adds 45+° and lets it roll around the object and form a ring to hold it. In the human case, we can see this at several zoom levels: fully: finger (two joints), ~2 cm hand (finger attachment joind and wrist), ~5 cm low arm (wrist and elbow), ~15 cm full arm (elbow and shoulder), ~25 cm full body (shoulders and pelvis joints), ~50 cm partially: leg behind (knee joint, thigh and tibia), ~25 cm pelvis front (pelvis joints, belly and lap), ~40 cm scrotch (pelvis joints, two thighs), ~40 cm under chin (neck joints, chin, top of chest), ~5 cm aside neck (neck joints, head side, shoulder), 10 cm jaws (them), ~5 cm lips (them), ~1 cm tongue and any jaw, ~3 cm Also as the effectors of same type are splitted at the end into bunches of the next level effectors: fingers of hand two hands two legs limbs of body two or more people around the object, ~1 m. Also, the human effectors of next size level have nearly the same size as the previous level ones, basically follow the golden ratio. This allows to operate with objects of any size without gaps and of several sizes at once. So, the human body is extremely fractal, being compared to other species, and allows to form a holding shape at various levels of scale, from millimeters to meter on size. This allows to operate with various objects, hold, split, and combine them. The cognitive abilities allow to add moar effectors by using and creating tools to operate with objects from atomic size to millions of tonnes heavy. The apes lack at least the thumbs opposed to other fingers. They have two more hands, but this is not needed when you have tools. Also the upper hands are closer to the sensors, so they allow to operate with objects much quicker and more often. The bones inside the effectors reinforce the holding effectors and allow to apply stronger force. Also they make the fractality levels discrete. Thus, no tentacles are better than a good skeleton. (The liquid metal teminator can form temporary hard objects like bones, but needs energy to keep them hard.) The cognitive functions are fractal, too. The more primitive a creature is, the more linear is its behaviour and thinking. The more developed ones can keep in mind several different topics at once and unexpectedly bite your finger while squinting and purring (and who knows, what this hairy jerk had suddenly recalled to revenge for). The human thinking is extremely fractal, the human can think on several different topics at once, constantly varying their priorities. So, the fractality of both mind and body is the key. And the fractal mind could develop only in a fractal surrounding, like a forest with labyrith of trees and bushes, requiring fractal thinking to survive, perfect labyrinth task solving abilities to get throw or hide, fractal limbs to interact with different objects. So, the line of rodents/primates gave the most fractal of the known creatures, the human. -
For Questions That Don't Merit Their Own Thread
kerbiloid replied to Skyler4856's topic in Science & Spaceflight
Sometimes the evolution plays strange games... -
For Questions That Don't Merit Their Own Thread
kerbiloid replied to Skyler4856's topic in Science & Spaceflight
Deer → Rein. Deer → Moose Unicorns, too. *** And the elfants. More than just elefants. -
Ask a stupid question, Get a stupid answer back.
kerbiloid replied to ThatKerbal's topic in Forum Games!
I wish to know myself. Indeed, why? -
Rivals To The Human Hand For Fictional Sapient Species
kerbiloid replied to Spacescifi's topic in Science & Spaceflight
Hair is nice, too. -
For Questions That Don't Merit Their Own Thread
kerbiloid replied to Skyler4856's topic in Science & Spaceflight
reindeer = reinforced deer They get upgraded! -
https://en.wikipedia.org/wiki/Tupolev_ANT-2 First full-metal Russian airplane. 1. When you have a potato computer to render and play, and have to use as simple models as possible. 2. When you yet don't know how to add interiors, so just place the windows aside. 3. When you realise that the wheels are attached too high, but if put them lower, they will swap and cross. 4. When you just take a photo of a tin can as a texture, because still can't make complicated UV maps. 5. When you just have purchased the DLC and try two blades to make a propeller.
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Probably we haven't washed the plate after the previous customer. Do not worry, just spit it onto the table. Bar stander! Look... Only you can understand me, my wooden friend, only you. Not all those humans around.
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Baned by Korax
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AAA game? Got it.
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Ask a stupid question, Get a stupid answer back.
kerbiloid replied to ThatKerbal's topic in Forum Games!
Granted. Krampus knows everything about kramps. I wish LOTR and Narnia got mixed. -
Controversal output. Controversy conspiracy
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You don't fit now. A fitness function.
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pro-Dres Dres terraforming.
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Granted. KSP-2 is now CSP, but the Kerbals stay in KSP-1. I wish I had not confused the thread in the sugar bombs post.
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Ask a stupid question, Get a stupid answer back.
kerbiloid replied to ThatKerbal's topic in Forum Games!
Granted. I wish for 10 caps. -
One sentence you could say to annoy an entire fan base?
kerbiloid replied to Fr8monkey's topic in Forum Games!
And even more people having disabled the system autoupdate. ...and happy with their Win'98. -
Blender or Wings 3d. Say, we have a model consisting of two same cubes, standing one on another. Obviously, their vertices have same coordinates, but probably differing by some microscopic random values. Thus, we probably actually have at least two randomly intersecting squares. As the graphics engine should calculate visibility/invisibilty, orientation and so, it will probably split the intersecting squares in a set of regions, and instead of 2x4 vertices we now get several tens of them, and more faces to calculate. *** Unity/KSP. Say, we have two parts each consisting of a simple cube. They have attach nodes laying on the face centers. When we attach one part to another, we get similar situation with two faces having same coordinates, and probably randomly intersecting each other due to the rounding error. Also, as the rounding random error is random, the parts may (and sometimes do) flicker at their contact place, when you rotate the assembly a little. *** Questions: 1. Is it normal to have the geometric figures in Blender/Wings3d attached to each other, or should we intentionally leave a thin gap between them? If the gap is needed, are there any "standard" ways to make it invisible if look from aside? 2. The same about the attach node positions. Should they have an offset from the visible face, and what about a thin gap between parts in this case? *** Thank you in advance!
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Granted. You realize that your mind is a KAL 1000 script. I wish for a full comprehensive kOS guide.
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A fitness club makes cats thin and trained.
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Pshhhh!!!... Gas station in Kerbol orbit.
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One sentence you could say to annoy an entire fan base?
kerbiloid replied to Fr8monkey's topic in Forum Games!
Petunias are falling, The whale is flying down. Happy Magrathea! No place like native town! -
Banned for the thorax pneumatics.
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Here you go. Keep mining resources in your bowl. Icer! Two S-creams, please.