Editing Essay: BattleMech Technology
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When any single one of or any combination of the 'Mech's kick or Punch and Grab modes are switched on, the 'Mech gives the neurohelmet finer control over the gyroscope system; neurohelmet also feeds the 'Mech supplemental balance controls specifically constructed for the 'Mech's Kick/Punch/Grab routines. When any single one of or any combination of the 'Mech's kick or Punch and Grab modes are switched on, the 'Mech gives the neurohelmet finer control over the gyroscope system; neurohelmet also feeds the 'Mech supplemental balance controls specifically constructed for the 'Mech's Kick/Punch/Grab routines.
− 12- Gyroscope start-up and calibration control: Activates the gyroscope system and transfers gyroscopic balance control to the neurohelmet. There is also a manual control for offloading a limited amount of the balance chores to the gyroscope system if the neurohelmet should be damaged in combat. + 12- Gyroscope start-up and calibration control: Activates the gyroscope system and transfers gyroscopic balance control to the neurohelmet. There is also a manual control for off-loading a limited amount of the balance chores to the gyroscope system if the neurohelmet should be damaged in combat.
13- Foot movement Control Pedals: Located on the cockpit floor at the front. These are normally used to control which way the 'Mech turns. They also activate the 'Mech's jump jets (if it is so equipped), and control the 'Mech's legs while kick-mode is activated. To turn the 'Mech to the left, you press down on the left pedal; to turn to the right, press down on the right pedal. 13- Foot movement Control Pedals: Located on the cockpit floor at the front. These are normally used to control which way the 'Mech turns. They also activate the 'Mech's jump jets (if it is so equipped), and control the 'Mech's legs while kick-mode is activated. To turn the 'Mech to the left, you press down on the left pedal; to turn to the right, press down on the right pedal.
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When any single one of or any combination of the 'Mech's kick or Punch and Grab modes are switched on, the 'Mech gives the neurohelmet finer control over the gyroscope system; neurohelmet also feeds the 'Mech supplemental balance controls specifically constructed for the 'Mech's Kick/Punch/Grab routines. | When any single one of or any combination of the 'Mech's kick or Punch and Grab modes are switched on, the 'Mech gives the neurohelmet finer control over the gyroscope system; neurohelmet also feeds the 'Mech supplemental balance controls specifically constructed for the 'Mech's Kick/Punch/Grab routines. | ||
− | 12- Gyroscope start-up and calibration control: Activates the gyroscope system and transfers gyroscopic balance control to the neurohelmet. There is also a manual control for | + | 12- Gyroscope start-up and calibration control: Activates the gyroscope system and transfers gyroscopic balance control to the neurohelmet. There is also a manual control for off-loading a limited amount of the balance chores to the gyroscope system if the neurohelmet should be damaged in combat. |
13- Foot movement Control Pedals: Located on the cockpit floor at the front. These are normally used to control which way the 'Mech turns. They also activate the 'Mech's jump jets (if it is so equipped), and control the 'Mech's legs while kick-mode is activated. To turn the 'Mech to the left, you press down on the left pedal; to turn to the right, press down on the right pedal. | 13- Foot movement Control Pedals: Located on the cockpit floor at the front. These are normally used to control which way the 'Mech turns. They also activate the 'Mech's jump jets (if it is so equipped), and control the 'Mech's legs while kick-mode is activated. To turn the 'Mech to the left, you press down on the left pedal; to turn to the right, press down on the right pedal. |