Also, it wasn’t the best choice of footprints – it does not match ANY of the PCB mount BNC connectors that I saw on Amazon – something I really should have checked beforehand. Note the soldered wire on the bottom view? Unfortunately, the PCB footprint intended for a BNC connector mounted on the PCB board that I chose was not a wise choice, and I forgot to ensure it was connected to ground. The result was this PCB: Circuit board for K6BEZ Antenna Analyzer Top View Circuit board for K6BEZ Antenna Analyzer Bottom View I then proceeded to reproduce the schematic in KiCAD, and lay out a PCB based on an Arduino Micro and the aforementioned direct digital synthesis module. The one I used, available from HiLegto on Amazon, is labelled HC-SR08 on the back side of the DDS PCB. IMPORTANT: Not all of the DDS modules based on the AD9850 use the same pinouts. The Arduino Micro, in turn, communicates with a PC to control its functions. The original output, as well as any reflected signal coming back from the antenna are then each half-wave rectified and filtered, and fed to a pair of operational amplifiers in a single IC, which are then fed to the Arduino Micro’s analog inputs. That is then fed to an antenna, and to an SWR bridge – 3 51 ohm resistors with the antenna and its ground as the fourth leg of the bridge. The AD9850 is controlled from an Arduino Micro microcontroller, and is used to generate sine wave outputs from 1MHz to 30MHz. The basic design uses an AD9850 direct digital synthesis (DDS) module to generate the testing output signal. PDF of testing results for breadboard version of the analyzer. The results from this test (as a PDF) are in the link below and gave me enough confidence to proceed with my project. I first constructed the unit on a breadboard, using a couple of germanium diodes and an Arduino Uno I had on hand to make sure I had the circuit correct and that it functioned reasonably correctly. □īut I did spot the K6BEZ Antenna Analyzer, and it piqued my interest. Had I been aware of this unit, I probably would have just bought one. I am also working on a so-called “magnetic loop” antenna, so I realized I was going to need to be able to analyze its impedance, and to tune it, so I started researching antenna analyzers online.Īt the time I had not yet spotted the “Nano Vector Network Analyzer” units available on Amazon and eBay – they didn’t show up on a search for “Antenna Analyzer”. Discussion of using a balun as an unun online at.I found Nooelec’s support exceptional – and indeed they ended up refunding the price for the unit, though I felt that was not necessary for them to do. But there is no reason why a balun cannot also function as an unun, as near as I can tell. I had some questions about it because it indicated it was an unun (unbalanced to unbalanced device), but when I received it, I found it could not be wired as the typical autotransformer style unun. Adding a Nooelec 9:1 balun (being used as an unun) increased signal levels some due to a better impedance match, but did not help the signal/noise ratio at all. I find it does not work that well – largely, I think, due to noise. Information on the original can be found at : Īfter dragging out my Sears-branded Yeasu FRG-7 shortwave receiver, I strung up a “random wire” antenna. Note: Information on the original design (c) 2013 by Beric Dunn, K6BEZ, is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported.
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The most common is the dreaded "lost partner" glitch, where Jade's NPC ally will either fail to spawn where they need to, or become incapable of doing a certain action that's required for you to continue.Beyond Good & Evil is notoriously prone to game-breaking bugs that will end your progress if you save after encountering them.ANNO: Mutationem has a grueling bug after you complete the Harbor Town Freighter area, if you return back to the Freighter, the boat ride to head back towards Harbor Town doesn't work, no matter how many times "go back" is selected, leaving you stuck, more-so if you saved at the point without any backups to get out of it.Because you have no justification, you can't declare war, and the tutorial cannot continue. A part of the tutorial has you play as Belgium and declare war on France, but expansion packs introduce having to justify wars, which the tutorial does not account for. Victoria 2 has the tutorial become unwinnable after expansion packs are installed.Unfortunately, if those systems are already owned by enemies, your bombardment of the inhabitable planet may lead to it being out of your Terraformable range when the dust clears. In Sword of the Stars some scenarios require you to colonise certain systems.The only solution is to fire the council altogether. Due to a bug in Crusader Kings II's Conclave Downloadable Content, Player Characters ruling nomadic realms sometimes end up in a Catch-22 Dilemma where the members of their realm council dislike them because they want more land, then disagree with granting vassal khans (usually including themselves) more land, because they dislike the PC due to wanting more land.This means the game literally has no win conditions anymore and becomes a giant sandbox. Under the advanced settings when creating a new game, you can disable any of the game's multiple win conditions - you can even disable all of them, leaving only Score Victory (whoever has the most points when the turn limit runs out). Civilization VI has a strange example, in that it happens in the game setup. If a game falls into more than one genre, be sure to check out all the pertinent folders to see if your example is there. In some examples, Who Would Be Stupid Enough? and/or Earn Your Bad Ending may also apply.ĭue to the sheer number of examples, they have been sorted by video game genre. See also Cycle of Hurting, another state which is continuing yet hopeless, albeit with much lesser consequences. Contrast with Unwinnable by Design, in which the unwinnable state is intended by the developer. Even if the player has to work to create an unwinnable state, the important criteria are that the state wasn't meant to be there and it renders winning impossible. While many of these examples can be stumbled upon accidentally, others require such complicated or counterintuitive actions to trigger that it's highly unlikely most players would stumble upon them during normal gameplay. Please note that the "unintentional" aspect of this trope pertains to the developers, not the players. When cases like these occur, the game has become Unintentionally Unwinnable. They may happen because of some random glitch the developers never caught, or they may be unintended consequences of a design decision. Still, unwinnable situations do crop up in modern games, though generally not because the creators intended for them to be there. While unwinnable situations were once somewhat common (and intentional) in video games - particularly in older Adventure Game titles - today they're generally eschewed by all but the most mean-spirited games. It's still possible to play the game inasmuch as you can still control your character, but meaningful forward progress is no longer possible for whatever reason. One specific class of video-game glitches and/or design errors, however, is despised more than most: the ones that render the game impossible to win, thus forcing the player to start over from their last save, the beginning of the level, or even the beginning of the game. Bugs can take a variety of forms: some as mundane as causing slowdown, others as catastrophic as a system crash, and others simply being pretty hilarious. As computer programs and video games have increased in size and complexity over the years, it's only natural that the number of bugs, glitches, and design errors has likewise increased. There's no point to this, but it's kind of neat. *On the third island, you can power and turn on the wood chipper. None of these events can be affected by you in any way. As you walk down the forest path, a little girl will occasionallyĪppear and run away from you into one of the buildings. On the knockable door five times, a face will peek out the window at you and then disappear. Up there sounding (presumably) an alarm, perhaps to let the people know you're coming so that they'll hide and not put stress on the game's limited AI.Īs you continue towards the round houses, you may catch a glimpse of a mother running to collect her stray child and usher him offscreen. As you approach the watchtower, you can catch a glimpse of somebody *The second island is frustratingly full of life that there's no way to interact with. It's not as if there are any natives on this island for him to impress. *On the first island, when you enter the temple from the outside (by where the cable car picks you up), you can briefly see a hologram of Gehn. *On the first island, inside the rotating room, you can manipulate the gold beetles to see some religious art designed by Gehn, depicting himself asĪ sometimes-benevolent, sometimes-angry god. In Gehn's bedroom, he recovered and returned to tell of your arrival). After a while, the guard's body disappears (according to the journal *On the first island, you can look down the cliff to see the guard's body lying down there. Even so, there are a few optional game elements that it's possible to skip accidentally : Game (Atrus tells you as much in the opening sequence). Game-if you don't finish all the puzzles, you won't be able to find Gehn or free Catherine, and if you don't do both those things, you won't win the It's impossible to miss the vast majority of this Things UHS and traditional walkthroughs don't : the non-critical parts of the game, little detours you can take, extra details you might miss if you onlyĭid what was strictly necessary to win the game.Īdventure games in general tend to be more linear than CRPG's, and Riven is no exception. If you are looking for the solution to a particular puzzle, I recommend the excellent UHS site-youĬan only see one hint at a time there, so you can get the answer to one puzzle without ruining all the others for yourself. Into dead-ends or having to retrace the same long winding route 28 times, but does not spoil the solution to any of them. This Riven walkthrough tells you exactly where each puzzle is and whether it's possible for you to solve it yet, so you don't keep banging Well-integrated puzzles I've ever seen in a computer game, but getting back and forth between them in the proper order without clawing your eyes outįrom sheer boredom can be hell. Riven has some of the most carefully-thought-out and The Non-Boring Guide To Riven: The "Non-Boring Guide" series isĪimed at distilling just the fun parts out of games with difficult navigation and flawed interfaces. Includes easter eggs and alternate endings. Is, without spoiling what happens when you try them. This Riven walkthrough lets you know where each such thing That there are actually a few things in it you might miss if you only did what was strictly necessary to win the game. Riven's gameworld is detailed enough, though, Started with CRPG's, where there tend to be a lot more optional actions and subplots than in the adventure game genre. I actually have two different Riven walkthroughs available :įun Things To Do In Riven: My "Fun Things To Do" walkthrough series The pertinent information in one convenient spoiler-free package. If you want even fewer spoilers-you're considering whether or not to buy the game, for example, and just want to know whether there'sĪnything you're going to hate in it-visit my Riven Review page to find all So these pages are as close to spoiler-free as possible. Point to playing an adventure game if you know all the puzzle solutions in advance, after all. Towards things they might not have thought of in each game rather than giving away puzzle solutions or offering step-by-step instructions. (-: If you're new to my series of low-spoiler computer game walkthroughs, the idea is to point players Riven Hints Riven Spoilers Riven Cheats and Links Myst 3: Exile Myst 4: Revelation |