Sarna News: Bad 'Mechs - Icestorm

Editing Essay: BattleMech Technology

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{{BattleTech Essay}}
 
 
''This essay was written by [http://www.mektek.net MekTek]/[http://www.mwomercs.com MWO Mercs]/[http://forum.mechlivinglegends.net/ MWLL] forum poster Pht and posted here by him.''
 
''This essay was written by [http://www.mektek.net MekTek]/[http://www.mwomercs.com MWO Mercs]/[http://forum.mechlivinglegends.net/ MWLL] forum poster Pht and posted here by him.''
  
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'Mechs normally have around sixteen to twenty five bones. The low number of bones compared to human bone structure is due to couple of reasons. Some structures that encompass a dozen or more bones in a human{{m}}for example the ribcage{{m}}are a one-piece structure in 'Mechs. In other areas, simplified components serve the function of several bones{{m}}for example, the human foot is a very complex structure of bones, yet it is replaced effectively with simple shock pads. This structural streamlining results in 'Mechs generally being simpler and thus less articulated and flexible than a purely human bone structure would allow.
 
'Mechs normally have around sixteen to twenty five bones. The low number of bones compared to human bone structure is due to couple of reasons. Some structures that encompass a dozen or more bones in a human{{m}}for example the ribcage{{m}}are a one-piece structure in 'Mechs. In other areas, simplified components serve the function of several bones{{m}}for example, the human foot is a very complex structure of bones, yet it is replaced effectively with simple shock pads. This structural streamlining results in 'Mechs generally being simpler and thus less articulated and flexible than a purely human bone structure would allow.
  
The exterior surfaces of the bones are configured to mount the assorted equipment that 'Mechs carry. Struts extend outward from the bones to hold the armor shell. Attachment points for the [[myomer]] "muscles" are built onto the bones. All of the internal structure (bones) are rigged for easy attachment of sensors and equipment.
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The exterior surfaces of the bones are configured to mount the assorted equipment that 'Mechs carry. Struts extend outward from the bones to hold the armor shell. Attachment points for the [[myomer]] "muscles" are built onto the bones. All of the Internal structure (bones) are rigged for easy attachment of sensors and equipment.
  
Weapon mounting points{{m}}known as weapons frame attachments{{m}}are a custom-designed part of the internals of each BattleMech. Sometimes a bone is built around a weapon, and the weapon attaches directly to that bone, such as the ''[[Panther]]''<nowiki>'</nowiki>s [[PPC]]. Sometimes weapons are attached on an independent mount which "sits between" the weapon and the bone and is attached to both, such as the ''[[Shadow Hawk]]''-K's shoulder PPC mount. Different weapon models (even of the same class, like two different models of medium lasers) require different mountings. For this reason there is always some customization, design, and engineering work required to mount different types of weapons, classes of weapons, or even different models of the same weapon class in any particular BattleMech. More complex swaps can and often do involve not just technical skills, but research, design, and engineering skills.
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Weapon mounting points{{m}}known as weapons frame attachments{{m}}are a custom-designed part of the internals of each BattleMech. Sometimes a bone is built around a weapon, and the weapon attaches directly to that bone, such as the ''[[Panther]]'''s [[PPC]]. Sometimes weapons are attached on an independent mount which "sits between" the weapon and the bone and is attached to both, such as the ''[[Shadow Hawk]]''-K's shoulder PPC mount. Different weapon models (even of the same class, like two different models of medium lasers) require different mountings. For this reason there is always some customization, design, and engineering work required to mount different types of weapons, classes of weapons, or even different models of the same weapon class in any particular BattleMech. More complex swaps can and often do involve not just technical skills, but research, design, and engineering skills.
  
[[OmniMechs]], however, are very different{{m}}so different that they are not usually referred to as BattleMechs. OmniMech weapons and equipment loadouts are much easier to customize because OmniMechs are designed to use a system of quickly swappable "pods."
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[[OmniMechs]], however, are very different{{m}}so different that they are not usually referred to as BattleMechs. OmniMech weapons and equipment load-outs are much easier to customize because OmniMechs are designed to use a system of quickly swappable "pods."
  
 
OmniMech internals (other than their engines, cockpits, [[gyroscope]]s, and other basic structures) are designed to mount these modular "pods" instead of a specific loadout. All weapon systems and most equipment can be placed into an [[OmniPod]]. Mounting these systems into an Omni-pod is FAR quicker and easier than customizing the internal structure of a BattleMech to mount non-standard weapons or equipment. The "free space" in an OmniMech into which these Pods are mounted is referred to as its "pod space." Thus, OmniMechs are far more flexible in their roles.
 
OmniMech internals (other than their engines, cockpits, [[gyroscope]]s, and other basic structures) are designed to mount these modular "pods" instead of a specific loadout. All weapon systems and most equipment can be placed into an [[OmniPod]]. Mounting these systems into an Omni-pod is FAR quicker and easier than customizing the internal structure of a BattleMech to mount non-standard weapons or equipment. The "free space" in an OmniMech into which these Pods are mounted is referred to as its "pod space." Thus, OmniMechs are far more flexible in their roles.
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===Standard Internals===
 
===Standard Internals===
Standard internals are formed of multi-part structures with a core of ultralight foamed aluminum, shrouded in directionally oriented stressed sheets of silicon carbide mono-filament fibers. The fiber layer is also rigged with structural sensors and data lines. This core is then clad with titanium-alloyed steel.
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Standard Internals are formed of multi-part structures with a core of ultra-light foamed aluminum, shrouded in directionally-oriented stressed sheets of silicon carbide mono-filament fibers. The fiber layer is also rigged with structural sensors and data lines. This core is then clad with titanium-alloyed steel.
  
 
===Endo-Steel Internals===
 
===Endo-Steel Internals===
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==Actuators==
 
==Actuators==
'Mech joints are generally referred to as [[actuator]]s. The term "actuator" refers to a 'Mech's joints (elbows, hips, etc.), myomers, and also the motor control units associated with these joints. The joints themselves are usually ball-type{{m}}like hips{{m}}or hinge type{{m}}like elbows{{m}}and are sealed and usually filled with dry lubricants, such as graphite or hexagonal boron nitride.
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'Mech joints are generally referred to as [[actuator]]s. The term "actuator" refers to a 'Mech's joints (elbows, hips, etc), myomers, and also the motor control units associated with these joints. The joints themselves are usually ball-type{{m}}like hips{{m}}or hinge type{{m}}like elbows{{m}}and are sealed and usually filled with dry lubricants, such as graphite or hexagonal boron nitride.
  
 
'Mech joints are moved by myomers in much the same way that human muscles motivate the structures to which they are attached. Each actuator also has a degree of local motor control and feedback, but actuators are too slow and too clumsy by themselves to provide the quick and fine movements necessary to maintain the BattleMech's balance.
 
'Mech joints are moved by myomers in much the same way that human muscles motivate the structures to which they are attached. Each actuator also has a degree of local motor control and feedback, but actuators are too slow and too clumsy by themselves to provide the quick and fine movements necessary to maintain the BattleMech's balance.
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Each individual joint has a Motor Control Unit (MCU) that controls it by sending electrical power to the joint's attached myomer bundles and monitoring feedback from the joint and its myomers. For redundancy, the power controls for the myomer strands are mounted at both ends of the myomers. The MCUs manage thousands of myomer fibers in each myomer bundle, contracting these fibers on demand.
 
Each individual joint has a Motor Control Unit (MCU) that controls it by sending electrical power to the joint's attached myomer bundles and monitoring feedback from the joint and its myomers. For redundancy, the power controls for the myomer strands are mounted at both ends of the myomers. The MCUs manage thousands of myomer fibers in each myomer bundle, contracting these fibers on demand.
  
The MCUs also monitor feedback from sensors wired into the actuator structures, which provides the MCU with the positional information of the joint relative to the rest of the BattleMech. The MCUs then take this positional information along with all known programmed movements and pulses (transfers) this information to the Diagnostic Interpretation computer (DI).
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The MCU's also monitor feedback from sensors wired into the actuator structures, which provides the MCU with the positional information of the joint relative to the rest of the BattleMech. The MCUs than take this positional information along with all known programmed movements and pulses (transfers) this information to the Diagnostic Interpretation computer (DI).
  
The entire group of MCUs together is known as the 'Mech Movement Sub-System (MMSS). The MMSS system receives data from the DI computer about the current tension, strength, position, and power usage level of all of the various myomers in the 'Mech, along with balance data from the gyro system and inputs from the battle computer. This data is used by the MMSS to complement the 'Mech's gyroscopic balance system, helping the gyro system to keep the 'Mech upright and stable under the varying conditions encountered on the battlefield.
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The entire group of MCUs together is known as the 'Mech Movement Sub-System (MMSS). The MMSS system receives data from the DI computer about the current tension, strength, position, and power usage level of all of the various myomers in the 'Mech, along with balance data from the gyro system and inputs from the battle computer. This data is used by the MMSS to compliment the 'Mech's gyroscopic balance system, helping the gyro system to keep the 'Mech upright and stable under the varying conditions encountered on the battlefield.
  
 
For example, the MMSS system will "lean the 'Mech into" incoming kinetic fire in order to keep the 'Mech on its feet. The MMSS also compensates quite capably for recoil from firing the various weapons systems mounted to the 'Mech; as the 'Mech "knows" what weapons are about to be fired. The MMSS will even attempt to compensate for an earthquake.
 
For example, the MMSS system will "lean the 'Mech into" incoming kinetic fire in order to keep the 'Mech on its feet. The MMSS also compensates quite capably for recoil from firing the various weapons systems mounted to the 'Mech; as the 'Mech "knows" what weapons are about to be fired. The MMSS will even attempt to compensate for an earthquake.
  
While the MMSS system isn't capable of keeping a 'Mech on its feet, the individual MCUs that make it up are capable of self-adjusting a 'Mech's actuators at humanly undetectable levels without input from the MechWarrior. In fact, [[Clan]] actuator systems are advanced enough that they can adjust for a slight breeze, compensating by subtle shifts of the 'Mech to lean it into the wind.
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While the MMSS system isn't capable of keeping a 'Mech on its feet, the individual MCUs that make it up are capable of self-adjusting a 'Mech's actuators at humanly-undetectable levels without input from the MechWarrior. In fact, [[Clan]] actuator systems are advanced enough that they can adjust for a slight breeze, compensating by subtle shifts of the 'Mech to lean it into the wind.
  
 
Lastly, when a BattleMech is shut down, its actuators lock into place in whatever position they were in last. This can result in everything from keeping a 'Mech upright in its gantry to causing a 'Mech to lock up in mid-stride and fall over onto its face on a battlefield.
 
Lastly, when a BattleMech is shut down, its actuators lock into place in whatever position they were in last. This can result in everything from keeping a 'Mech upright in its gantry to causing a 'Mech to lock up in mid-stride and fall over onto its face on a battlefield.
  
 
===Myomers===
 
===Myomers===
Myomers are made up of microscopically thin polyacetylene tubes filled with a contracting substance. Each individual tube is extruded in microscopic form and spun into a bundle, along with others to form a myomer bundle. These bundles are laced with sensors and data/control lines. The contractile filling in the tubes{{m}}"acti-strandular fiber"{{m}}is produced by genetically engineered bacteria in vats. This acti-strandular precursor material is strained out of these vats, combined with specific polymer fillers, and then this combination is squirted into the polyacetylene tubes. The tubes are then electrified, causing the acti-strandular precursor material to arrange itself into complex nanoscale structures, somewhat like the contractile protein filaments (myosin and actin) in natural muscle.
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Myomers are made up of microscopically thin polyacetylene tubes filled with a contracting substance. Each individual tube is extruded in microscopic form and spun into a bundle, along with others to form a myomer bundle. These bundles are laced with sensors and data/control lines. The contractile filling in the tubes{{m}}"acti-strandular fiber"{{m}}is produced by genetically-engineered bacteria in vats. This acti-strandular precursor material is strained out of these vats, combined with specific polymer fillers, and then this combination is squirted into the polyacetylene tubes. The tubes are then electrified, causing the acti-strandular precursor material to arrange itself into complex nanoscale structures, somewhat like the contractile protein filaments (myosin and actin) in natural muscle.
  
 
When enough electrical energy is applied to activate a myomer bundle, its fibers contract in a process virtually identical to the contraction of protein filaments in natural muscles, except that the power is applied in a direct electrical form instead of an indirect chemical form. This contraction is an all or nothing process{{m}}the level of force generated by a myomer bundle is controlled by the number of individual myomer tubes contracted by their attached MCUs, rather than the amount of electrical current applied to each individual myomer fiber. Because myomers are far more powerful for their weight than human muscle and can be built on larger scales, they make 'Mech scale movement possible.
 
When enough electrical energy is applied to activate a myomer bundle, its fibers contract in a process virtually identical to the contraction of protein filaments in natural muscles, except that the power is applied in a direct electrical form instead of an indirect chemical form. This contraction is an all or nothing process{{m}}the level of force generated by a myomer bundle is controlled by the number of individual myomer tubes contracted by their attached MCUs, rather than the amount of electrical current applied to each individual myomer fiber. Because myomers are far more powerful for their weight than human muscle and can be built on larger scales, they make 'Mech scale movement possible.
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However, myomers are not merely 'Mech scale plastic muscles. Rather, they are very powerful electrical motors. For reference, the myomer bundles in a 'Mech's fingers are multi-kilowatt motors. The leg myomer bundles of a 'Mech are far more powerful (more massive{{m}}more fibers) than a 'Mech's finger myomer bundles. The downside of myomers is that they aren't efficient electrical motors{{m}}they have fairly high internal electrical resistance, which causes them to be roughly as wasteful of energy as natural muscle or internal combustion engines. Much of the energy required to activate a myomer is simply converted into waste heat. Myomer bundles are laced with a network of flexible tubing carrying coolant fluids to and from the BattleMech's [[heat sink]] system to dispose of this waste heat. How heat effects myomers is discussed more fully in the section on heat sinks below.
 
However, myomers are not merely 'Mech scale plastic muscles. Rather, they are very powerful electrical motors. For reference, the myomer bundles in a 'Mech's fingers are multi-kilowatt motors. The leg myomer bundles of a 'Mech are far more powerful (more massive{{m}}more fibers) than a 'Mech's finger myomer bundles. The downside of myomers is that they aren't efficient electrical motors{{m}}they have fairly high internal electrical resistance, which causes them to be roughly as wasteful of energy as natural muscle or internal combustion engines. Much of the energy required to activate a myomer is simply converted into waste heat. Myomer bundles are laced with a network of flexible tubing carrying coolant fluids to and from the BattleMech's [[heat sink]] system to dispose of this waste heat. How heat effects myomers is discussed more fully in the section on heat sinks below.
  
As an important side note, it is a misconception that lightning or PPC fire (which actually is nothing like lightning) can spasm a 'Mech and cause its myomers to rip apart. 'Mech structure and armor provides a very low resistance conduit to earth ground and as such will protect the myomers from the electrical energy. The [[Word of Blake]] 'Mech [[taser]]s work because they provide a much closer ground (lower resistance path) to the feed channel of the weapon{{m}}whatever is between the contacts (or is electrically connected to the area between the contacts) of the 'Mech-taser is subjected to massive electrical energy. By the way, it's the amps that do the damage, not the voltage. Voltage (potential) pushes, amperage (the number of electrons flowing) does the damage.
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As an important side note, it is a misconception that lightning or PPC fire (which actually is nothing like lightning) can spasm a 'Mech and cause its myomers to rip apart. 'Mech structure and armor provides a very low resistance conduit to earth ground and as such will protect the myomers from the electrical energy. The [[Word of Blake]] 'Mech [[taser]]s work because they provide a much closer ground (lower resistance path) to the feed channel of the weapon{{m}}whatever is in between the contacts (or is electrically connected to the area between the contacts) of the 'Mech-taser is subjected to massive electrical energy. By the way, its the amps that do the damage, not the voltage. Voltage (potential) pushes, amperage (the number of electrons flowing) does the damage.
  
 
====Triple Strength Myomers====
 
====Triple Strength Myomers====
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==Gyroscope Systems==
 
==Gyroscope Systems==
The 'Mech's [[gyroscope]] system (or "gyro") provides the swift, fine changes in force{{m}}the kinds of changes in force that the 'Mech's MMSS system cannot generate{{m}}which are necessary to keep a BattleMech upright and mobile. Without an active gyroscope a 'Mech cannot move{{m}}it will fall over if its pilot attempts to move it. A 'Mech that has its gyro destroyed in combat or when it is otherwise mobile will fall over and its pilot will not be able to get it up onto its feet. Even with multiple systems for keeping stable, incoming weapons fire and other conditions can make for a very rough ride for the pilot.
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The 'Mech's [[gyroscope]] system (or "gyro") provides the swift, fine changes in force{{m}}the kinds of changes in force that the 'Mech's MMSS system can not generate{{m}}which are necessary to keep a BattleMech upright and mobile. Without an active gyroscope a 'Mech can not move{{m}}it will fall over if its pilot attempts to move it. A 'Mech that has its gyro destroyed in combat or when it is otherwise mobile will fall over and its pilot will not be able to get it up onto its feet. Even with multiple systems for keeping stable, incoming weapons fire and other conditions can make for a very rough ride for the pilot.
  
 
A 'Mech's gyroscope systems consist of balance-sensing mechanisms and force-generating mechanisms. Please note, it is the MechWarrior's sense of balance, as translated by the [[neurohelmet]], that handles what the 'Mech's stability systems cannot interpret. The neurohelmet is discussed in its own dedicated section.
 
A 'Mech's gyroscope systems consist of balance-sensing mechanisms and force-generating mechanisms. Please note, it is the MechWarrior's sense of balance, as translated by the [[neurohelmet]], that handles what the 'Mech's stability systems cannot interpret. The neurohelmet is discussed in its own dedicated section.
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Located in the torso is a multi-ton assembly containing reaction wheels. Reaction wheels are spinning rings. This is the gyroscope proper.
 
Located in the torso is a multi-ton assembly containing reaction wheels. Reaction wheels are spinning rings. This is the gyroscope proper.
  
The gyro is made of two major assemblies. The first is the housing, made of a carbon nanotube reinforced polymer inner shell and a light ceramic outer layer. The internally mounted reaction rings are made of carbon nanotube-reinforced graphite.
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The gyro is made of two major assemblies. The first is the housing, made of a carbon nanotube reinforced polymer inner shell and a light ceramic outer layer. The internally-mounted reaction rings are made of carbon nanotube-reinforced graphite.
  
 
When a 'Mech loses its balance, the gyro mechanism will stop one of the (very) fast-spinning wheels and impart a reaction in the direction the wheel was spinning, or it will speed up a ring and as a reaction will impart a shove in the opposite direction of the push on the wheel in order to keep the 'Mech on its feet and upright.
 
When a 'Mech loses its balance, the gyro mechanism will stop one of the (very) fast-spinning wheels and impart a reaction in the direction the wheel was spinning, or it will speed up a ring and as a reaction will impart a shove in the opposite direction of the push on the wheel in order to keep the 'Mech on its feet and upright.
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===Putting Data In===
 
===Putting Data In===
Advanced and modern neurohelmets are capable of providing some sensor and balance information to the MechWarrior. However, this "direct neural virtual reality" is very weak, because even the best neurohelmets can't put enough signal power into the brain to overwhelm the natural biological sensory signals without literally ''cooking'' brain cells. This input limitation is due to the wireless method that neurohelmets use to send information into the brain cells. At best, a well-trained and capable MechWarrior can use these inputs to gather a small amount of their 'Mech's kinesthetic and tactile sensor inputs and possibly some poor quality information to substitute for some other sensor displays.
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Advanced and modern neurohelmets are capable of providing some sensor and balance information to the MechWarrior. However, this "direct neural virtual reality" is very weak, because even the best neurohelmets can't put enough signal power into the brain to overwhelm the natural biological sensory signals without literally ''cooking'' brain cells. This input limitation is due to the wireless method that neurohelmets use to send information into the brain cells. At best, a well trained and capable MechWarrior can use these inputs to gather a small amount of their 'Mech's kinesthetic and tactile sensor inputs and possibly some poor quality information to substitute for some other sensor displays.
  
 
The massive neurohelmets of the [[Succession Wars]] that sat on the shoulders of a MechWarrior and inhibited the MechWarrior's ability to turn their head are very different in configuration compared to more advanced or modern ([[3050]] and later) neurohelmets.
 
The massive neurohelmets of the [[Succession Wars]] that sat on the shoulders of a MechWarrior and inhibited the MechWarrior's ability to turn their head are very different in configuration compared to more advanced or modern ([[3050]] and later) neurohelmets.
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BattleMech [[armor]] consists of tightly bonded multiple layers. Only the outer (first) and inner (second) layers are actually armor. BattleMech armor is quite thin{{m}}millimeters to centimeters{{m}}in order to cover the large surface area of a 'Mech, and thus is not capable of bearing much load at all.
 
BattleMech [[armor]] consists of tightly bonded multiple layers. Only the outer (first) and inner (second) layers are actually armor. BattleMech armor is quite thin{{m}}millimeters to centimeters{{m}}in order to cover the large surface area of a 'Mech, and thus is not capable of bearing much load at all.
  
BattleMech armor usually consists of variously shaped plates of 'Mech-grade armor which are mounted to the struts that extend outwards from the internal structure of the BattleMech. These mountings and the armor plates are configured so that the armor plates overlap each other, leaving only relatively small gaps, usually just barely large enough for atmosphere or liquids to traverse.
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BattleMech armor usually consists of variously shaped plates of 'Mech-grade armor which are mounted to the struts that extend outwards from the internal structure of the BattleMech. These mountings and the armor plates are configured so that the armor plates overlap each other, leaving only relatively small gaps, usually just barely large enough for atmosphere or liquids to transverse.
  
 
There are other types of armor on 'Mechs besides the aforementioned armor plates. Actuator armoring can be made from a wide range of protective materials{{m}}ballistic or ablative fabrics to articulated plates of standard armor. Cockpit view screens use a large selection of transparent armors in combination, anything from ferroglass to alternating diamond and polymer sheets.
 
There are other types of armor on 'Mechs besides the aforementioned armor plates. Actuator armoring can be made from a wide range of protective materials{{m}}ballistic or ablative fabrics to articulated plates of standard armor. Cockpit view screens use a large selection of transparent armors in combination, anything from ferroglass to alternating diamond and polymer sheets.
  
 
===Standard Armor===
 
===Standard Armor===
The first and outer-most layer is an extremely strong, extremely hard layer of steel. This layer fragments projectiles. It also ablates and conducts heat to provide protection from energy attacks. The crystalline structure of this steel is carefully aligned and radiation-treated for maximum hardness and strength. Because of its phenomenal strength and hardness, the first layer suffers the tradeoff of being quite brittle{{m}}so brittle that the second layer of armor under it has to act as a backstop for shattered fragments of the outer layer.
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The first and outer-most layer is an extremely strong, extremely hard layer of steel. This layer fragments projectiles. It also ablates and conducts heat to provide protection from energy attacks. The crystalline structure of this steel is carefully aligned and radiation-treated for maximum hardness and strength. Because of its phenomenal strength and hardness, the first layer suffers the trade off of being quite brittle{{m}}so brittle that the second layer of armor under it has to act as a backstop for shattered fragments of the outer layer.
  
The second and inner layer, cubic boron nitride (which is a very hard layer in its own right), is processed to avoid porosity, and includes a microfiber web of manmade diamond mono-filament fibers which imparts a little bit of flexibility to this second armor layer. The weave in this layer also incorporates sensor, data, and control lines. This internal layer back-stops molten armor from the first layer, and armor from the first layer converted into plasma by heavy attack. It is this layer that stops High Explosive Armor Piercing (HEAP) rounds and fast neutrons.
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The second and inner layer, cubic boron nitride (which is a very hard layer in its own right), is processed to avoid porosity, and includes a microfiber web of man-made diamond mono-filament fibers which imparts a little bit of flexibility to this second armor layer. The weave in this layer also incorporates sensor, data, and control lines. This internal layer back-stops molten armor from the first layer, and armor from the first layer converted into plasma by heavy attack. It is this layer that stops High Explosive Armor Piercing (HEAP) rounds and fast neutrons.
  
 
The third layer{{m}}which is not an armor layer{{m}}is a titanium alloy honeycomb. This layer is used to support the outer armor layers. As it has already been said, the first and second armor layers are proportionally very thin and thus not load-bearing. Because of this, it is the titanium honeycomb layer that holds the armor in place and (normally) keeps the brittle first and second armor layers from flexing.
 
The third layer{{m}}which is not an armor layer{{m}}is a titanium alloy honeycomb. This layer is used to support the outer armor layers. As it has already been said, the first and second armor layers are proportionally very thin and thus not load-bearing. Because of this, it is the titanium honeycomb layer that holds the armor in place and (normally) keeps the brittle first and second armor layers from flexing.
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===Containment and Power Generation===
 
===Containment and Power Generation===
Fusion engines utilize a superhot (tens of millions of degrees Celsius) ball of hydrogen plasma, which they convert into helium to create energy. In order to keep the plasma ball from melting the engine, it is contained within magnetic fields. This is possible because plasma is electrically charged and, thus, it can be positioned and shaped by magnetic fields{{m}}there are magnetic fields generated inside the plasma ball and fields generated outside the plasma. In fact, the plasma never (normally) touches the walls of the engine. Fusion engine reactor chambers are kept in a vacuum to help insulate the 'Mech from the heat of the plasma and to help regulate the internal temperature of the plasma. Also, because punctured fusion engines are ruined by contact with superheated oxygen (this causes oxidization{{m}}"rust") fusion engine safety settings will normally stop the fusion reaction when the engine's external shielding suffers too much damage and is punctured.
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Fusion engines utilize a super hot (tens of millions of degrees Celsius) ball of hydrogen plasma, which they convert into helium to create energy. In order to keep the plasma ball from melting the engine, it is contained within magnetic fields. This is possible because plasma is electrically charged and, thus, it can be positioned and shaped by magnetic fields{{m}}there are magnetic fields generated inside the plasma ball and fields generated outside the plasma. In fact, the plasma never (normally) touches the walls of the engine. Fusion engine reactor chambers are kept in a vacuum to help insulate the 'Mech from the heat of the plasma and to help regulate the internal temperature of the plasma. Also, because punctured fusion engines are ruined by contact with superheated oxygen (this causes oxidization{{m}}"rust") fusion engine safety settings will normally stop the fusion reaction when the engine's external shielding suffers too much damage and is punctured.
  
 
Power is extracted in two ways{{m}}the first is called "magnetohydrodynamics" or MHD. The shorter and mostly correct description of this process is that the plasma is like a dynamo, generating electrical currents in conductor loops that wrap around the reactor. MHD directly converts heat from the fuel into electricity, and because this process operates at extreme temperatures it can exceed 90 percent efficiency in converting heat energy into electrical energy.
 
Power is extracted in two ways{{m}}the first is called "magnetohydrodynamics" or MHD. The shorter and mostly correct description of this process is that the plasma is like a dynamo, generating electrical currents in conductor loops that wrap around the reactor. MHD directly converts heat from the fuel into electricity, and because this process operates at extreme temperatures it can exceed 90 percent efficiency in converting heat energy into electrical energy.
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Fusion reactors do on very rare occasions die in a spectacular manner, but the majority of those times isn't due to an exploding reactor.
 
Fusion reactors do on very rare occasions die in a spectacular manner, but the majority of those times isn't due to an exploding reactor.
  
What normally happens is that the reactor core is breached, allowing a large quantity of relatively cold air into the vacuum of the reactor chamber which puts out the fusion reaction instantly... but in so doing, the intruding air in the reactor chamber soaks up all the heat and comes blasting back out in a white-hot blinding gout of flame. Considering that it takes massive damage to breach a reactor core so quickly that the safety fields can't drop down before something intrudes into the chamber... the visual end effect is that the 'Mech has very nearly been blasted in half, followed very quickly by a blinding fireball. This is a spectacular way to decommission a fusion reactor{{m}}a rampaging superhot oxygen flash fire{{m}}but it is ''not'' a nuclear blast.
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What normally happens is that the reactor core is breached, allowing a large quantity of relatively cold air into the vacuum of the reactor chamber which puts out the fusion reaction instantly... but in so doing, the intruding air in the reactor chamber soaks up all the heat and comes blasting back out in a white-hot blinding gout of flame. Considering that it takes massive damage to breach a reactor core so quickly that the safety fields can't drop down before something intrudes into the chamber... the visual end effect is that the 'Mech has very nearly been blasted in half, followed very quickly by a blinding fireball. This is a spectacular way to decommission a fusion reactor{{m}}a rampaging super-hot oxygen flash fire{{m}}but it is ''not'' a nuclear blast.
  
In the final instance, it will happen that a MechWarrior will figure out that they can overcharge the engine, causing the plasma ball to heat up to an amazingly high temperature{{m}}far beyond their normal operating range{{m}}and than [''sic''] kill the magnetic field quickly, causing the extremely overheated plasma to hit the reactor walls which causes the reactor lining to explosively evaporate. The result of this is that the reactor is overpressurized, which causes a respectable explosion{{m}}but again, not a nuclear explosion.
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In the final instance, it will happen that a MechWarrior will figure out that they can overcharge the engine, causing the plasma ball to heat up to an amazingly high temperature{{m}}far beyond their normal operating range{{m}}and than kill the magnetic field quickly, causing the extremely overheated plasma to hit the reactor walls which causes the reactor lining to explosively evaporate. The result of this is that the reactor is over-pressurized, which causes a respectable explosion{{m}}but again, not a nuclear explosion.
  
 
==Cooling Systems==
 
==Cooling Systems==
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Fusion engines and weapon systems have cooling jackets hooked up to tubes carrying coolant, which are networked into their frames. These tubes connect to the heat sink network. Myomer bundles have coolant lines laced through them in a manner not unlike a vascular system. All of these coolant lines run into collection systems that connect to the heat pumps and radiators that dump the heat.
 
Fusion engines and weapon systems have cooling jackets hooked up to tubes carrying coolant, which are networked into their frames. These tubes connect to the heat sink network. Myomer bundles have coolant lines laced through them in a manner not unlike a vascular system. All of these coolant lines run into collection systems that connect to the heat pumps and radiators that dump the heat.
  
Coolant fluids differ, depending on the manufacturer of the heat sink. Oils, chlorofluorocarbons, water-based solutions, liquid nitrogen, gaseous nitrogen, gaseous helium, and other formulations are used. There are no 'Mechs using molten metals like the [[Tharkad City]] fusion engine{{m}}that would simply be too hazardous in combat. The coolant solution is circulated through the 'Mech by a wide variety of pumps. Most modern heat sink systems no longer use mechanical pumps; instead they use myomer-wrapped flexible tubing that pulses ("peristaltic"), resulting in circulation. This setup is more tolerant of damage than centrally located mechanical pumps. In addition, the whole system of coolant lines employs many computer-controlled cut-off valves to stop catastrophic loss of coolant due to damage; computer controls can also reroute coolant around damaged systems.
+
Coolant fluids differ, depending on the manufacturer of the heat sink. Oils, chlorofluorocarbons, water-based solutions, liquid nitrogen, gaseous nitrogen, gaseous helium, and other formulations are used. There are no 'Mechs using molten metals like the [[Tharkad City]] fusion engine{{m}}that would simply be too hazardous in combat. The coolant solution is circulated through the 'Mech by a wide variety of pumps. Most modern heat sink systems no longer use mechanical pumps; instead they use myomer-wrapped flexible tubing that pulses ("peristaltic"), resulting in circulation. This setup is more tolerant of damage than centrally-located mechanical pumps. In addition, the whole system of coolant lines employs many computer-controlled cut-off valves to stop catastrophic loss of coolant due to damage; computer controls can also reroute coolant around damaged systems.
  
 
===Heat Pumps===
 
===Heat Pumps===
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At one end of the heat sink assembly is the radiator. BattleMech radiators aren't very different from car or refrigerator radiators. Radiators consist of finned tubing carrying hot coolant which they cool with air or water passed over the outer surface of the radiator. BattleMech radiators are usually made of graphite, which is five times more thermally conductive than copper. These radiators are always hidden under armored grills. Some [[Periphery]] nations have had to resort to using copper for their radiators; it actually works fairly well due to thinner construction, meaning more surface area from which to radiate heat. The net performance drop from using copper radiators is fairly negligible. Copper radiators are also easier to repair.
 
At one end of the heat sink assembly is the radiator. BattleMech radiators aren't very different from car or refrigerator radiators. Radiators consist of finned tubing carrying hot coolant which they cool with air or water passed over the outer surface of the radiator. BattleMech radiators are usually made of graphite, which is five times more thermally conductive than copper. These radiators are always hidden under armored grills. Some [[Periphery]] nations have had to resort to using copper for their radiators; it actually works fairly well due to thinner construction, meaning more surface area from which to radiate heat. The net performance drop from using copper radiators is fairly negligible. Copper radiators are also easier to repair.
  
The wonder plastics of the first Star League had a big hand in enhancing radiators. While these semi-crystalline polymers don't quite have graphite's thermal conductivity, they are dramatically lighter, allowing larger radiators for the same mass as standard heat sinks. This what [''sic''] allows for [[Double Heat Sink|"double strength" Heat sinks]]. Unlike most recovered Lostech in the Inner Sphere, these double strength heat sinks did not originate from the [[Helm Memory Core]]. The [[New Avalon Institute of Science]] was experimenting with this tech before the Helm core was found. The Clans never lost this technology and they even improved it by making the material more crystalline, thermally conductive, and physically compact, but resulting in a more brittle radiator. The required reinforcements to compensate for this brittleness keep the Clan double strength heat sinks at about the same mass as Inner Sphere versions, while being about one third the overall size.
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The wonder plastics of the first Star League had a big hand in enhancing radiators. While these semi-crystalline polymers don't quite have graphite's thermal conductivity, they are dramatically lighter, allowing larger radiators for the same mass as standard heat sinks. This what allows for [[Double Heat Sink|"double strength" Heat sinks]]. Unlike most recovered Lostech in the Inner Sphere, these double strength heat sinks did not originate from the [[Helm Memory Core]]. The [[New Avalon Institute of Science]] was experimenting with this tech before the Helm core was found. The Clans never lost this technology and they even improved it by making the material more crystalline, thermally conductive, and physically compact, but resulting in a more brittle radiator. The required reinforcements to compensate for this brittleness keep the Clan double strength heat sinks at about the same mass as Inner Sphere versions, while being about one third the overall size.
  
 
Radiators are why "heat sinks" actually have to use heat pumps. The laws of thermodynamics state that heat flows from hot to cold. Thus, if your 'Mech is operating in an environment hotter than its internal temperature, the radiators would actually send heat into your 'Mech's coolant system.
 
Radiators are why "heat sinks" actually have to use heat pumps. The laws of thermodynamics state that heat flows from hot to cold. Thus, if your 'Mech is operating in an environment hotter than its internal temperature, the radiators would actually send heat into your 'Mech's coolant system.
  
 
==Jump Jets==
 
==Jump Jets==
[[Jump jet]]s work by ingesting atmosphere via a system of turbo compressors to be used as reaction mass in reaction chambers. The system hits the ingested and compressed reaction mass with electron beams powered by the magnetohydrodynamic tap from the fusion engine, which converts the compressed reaction mass into an explosion of plasma. This superheated plasma is then channeled through a magnetically sealed venturi baffle, resulting in a controlled and concentrated flow out of the jump jet exhaust port.
+
[[Jump jet]]s work by ingesting atmosphere via a system of turbo compressors to be used as reaction mass in reaction chambers. The system hits the ingested and compressed reaction mass with electron beams powered by the magnetohydrodynamic tap from the fusion engine, which converts the compressed reaction mass into an explosion of plasma. This superheated plasma is then channeled through a magnetically-sealed venturi baffle, resulting in a controlled and concentrated flow out of the jump jet exhaust port.
  
BattleMech jump jets don't add plasma vented from the fusion engine - only [[aerospace fighter|aerofighters]] do this. Because jump jets work with plasma, their reaction chambers closely resemble fusion reactors, right down to the magnetic containment fields.
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BattleMech jump jets don't add plasma vented from the fusion engine - only [[Aerospace Fighter|aerofighters]] do this. Because jump jets work with plasma, their reaction chambers closely resemble fusion reactors, right down to the magnetic containment fields.
  
Jump jets can only be run for so long because they normally ingest oxygen-rich atmosphere for reaction mass{{m}}the superheated oxygen would destroy the assembly very quickly if it were continuously used; it simply runs too hot. BattleMechs normally carry a small supply of reaction mass{{m}}usually hydrogen, water, or mercury{{m}}in order to operate where there is no atmosphere; however, they don't carry enough of this spare reaction mass to achieve flight.
+
Jump jets can only be run for so long because they normally ingest oxygen-rich atmosphere for reaction mass{{m}}the super heated oxygen would destroy the assembly very quickly if it were continuously used; it simply runs too hot. BattleMechs normally carry a small supply of reaction mass{{m}}usually hydrogen, water, or mercury{{m}}in order to operate where there is no atmosphere; however, they don't carry enough of this spare reaction mass to achieve flight.
  
Jump jets will not work underwater. This is because firing a jump jet filled with incompressible water generates enough pressure to rupture even the toughened jump jet casings. Jump jets cannot use stored reaction mass under water either{{m}}the jets will not work with water plugging their nozzles.
+
Jump jets will not work underwater. This is because firing a jump jet filled with incompressible water generates enough pressure to rupture even the toughened jump jet casings. Jump jets can not use stored reaction mass under water either{{m}}the jets will not work with water plugging their nozzles.
  
 
==Major Computer Systems & Sensors==
 
==Major Computer Systems & Sensors==
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===Diagnostic Interpretation Computer===
 
===Diagnostic Interpretation Computer===
The DI computer is the "highest" managing computer in a BattleMech{{m}}it coordinates all of the varying computer systems in a BattleMech. All other interpretive computers and all sensors are subordinated to the DI computer. Even though the BC is the channel for MechWarrior commands that can and do override the DI computer's programmed routines, the BC and its system are still otherwise sub-ordinate to the DI's management.
+
The DI computer is the "highest" managing computer in a BattleMech{{m}}it coordinates all of the varying computer systems in a BattleMech. All other interpretive computers and all sensors are subordinated to the DI computer. Even though the BC is the channel for MechWarrior commands that can and do over-ride the DI computer's programmed routines, the BC and its system are still otherwise sub-ordinate to the DI's management.
  
 
The DI consists of a network of distributed computers that monitor and coordinate the majority of the internal functions and components of a BattleMech. As noted earlier, the internal structures, armor, actuators, myomers, and other components are wired with sensors and data/control lines. The DI computer uses this network to monitor the health and status of all components in this network. In doing this, the DI tracks the 'Mech's state of readiness and feeds this to the Battle Damage Assessment computer (BDA), which in turn translates and displays this information on readouts for the MechWarrior.
 
The DI consists of a network of distributed computers that monitor and coordinate the majority of the internal functions and components of a BattleMech. As noted earlier, the internal structures, armor, actuators, myomers, and other components are wired with sensors and data/control lines. The DI computer uses this network to monitor the health and status of all components in this network. In doing this, the DI tracks the 'Mech's state of readiness and feeds this to the Battle Damage Assessment computer (BDA), which in turn translates and displays this information on readouts for the MechWarrior.
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BattleMechs have an extensive network of status sensors that send information about various systems up to higher-level systems. The internal structures, myomer, armor, and other systems are laced with sensors and data lines connected to the various computer systems of the BattleMech. Sensors will transfer their information across any part of the 'Mech's internal data network that is not damaged. This sensor information is usually sent via multiple routes, in case one route is damaged. 'Mech sensor networks are very redundant.
 
BattleMechs have an extensive network of status sensors that send information about various systems up to higher-level systems. The internal structures, myomer, armor, and other systems are laced with sensors and data lines connected to the various computer systems of the BattleMech. Sensors will transfer their information across any part of the 'Mech's internal data network that is not damaged. This sensor information is usually sent via multiple routes, in case one route is damaged. 'Mech sensor networks are very redundant.
  
There are jump jet ready indicators, ammo low/critical indicators, heat build-up, proximity warning, incoming transmission warnings, IFF engaged/disabled, limb overstress indicators, engine shielding sensors that track the status of the fusion reactor core and magnetic shielding, armor sensors, and various others.
+
There are jump jet ready indicators, ammo low/critical indicators, heat build-up, proximity warning, incoming transmission warnings, IFF engaged/disabled, limb over-stress indicators, engine shielding sensors that track the status of the fusion reactor core and magnetic shielding, armor sensors, and various others.
  
 
===BattleROM===
 
===BattleROM===
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==Cockpit==
 
==Cockpit==
BattleMechs are ground vehicles, yet their [[cockpit]]s are more similar to those of aerospace fighters than other types of units. Inner Sphere cockpits normally include features tailored towards long engagements. Clan cockpits, however, do not usually incorporate these features, and are smaller and narrower, reflecting the Clan ethos of efficiency and short, brutal campaigns.
+
BattleMechs are ground vehicles, yet their [[cockpit]]s are more similar to those of aerospace fighters than other types of units. Inner Sphere cockpits normally include features tailored towards long engagements. Clan cockpits, however, do not usually incorporate these features, and are smaller and narrower, reflecting the clan ethos of efficiency and short, brutal campaigns.
  
 
===Life Support===
 
===Life Support===
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==Controls==
 
==Controls==
The actual controls for a BattleMech are fairly simple, regardless of the complexity of the average BattleMech. This is not because of the ignorant idea that the MechWarrior links directly with the BattleMech through the neurohelmet. BattleMech controls are simple because the 'Mech handles the majority of the mundane details of operation. 'Mechs usually have a throttle, foot pedals, and one joystick - some will add a second joystick.
+
The actual controls for a BattleMech are fairly simple, regardless of the complexity of the average BattleMech. This is not because the of the ignorant idea that the MechWarrior links directly with the BattleMech through the neurohelmet. BattleMech controls are simple because the 'Mech handles the majority of the mundane details of operation. 'Mechs usually have a throttle, foot pedals, and one joystick - some will add a second joystick.
  
 
Again, not all BattleMechs will have the exact same setup, but most 'Mechs utilize control setups fairly similar to each other, much like how most ground car controls (steering wheel, brakes, accelerator, shift control, light and wiper controls, etc.) are similar.
 
Again, not all BattleMechs will have the exact same setup, but most 'Mechs utilize control setups fairly similar to each other, much like how most ground car controls (steering wheel, brakes, accelerator, shift control, light and wiper controls, etc.) are similar.
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http://cfw.sarna.net/wiki/images/thumb/f/f1/Cockpit-center-controls.png/239px-rd1742fsr555e3l6vwqj6gxcm9ibxh7.png
 
http://cfw.sarna.net/wiki/images/thumb/f/f1/Cockpit-center-controls.png/239px-rd1742fsr555e3l6vwqj6gxcm9ibxh7.png
  
1- Emergency ejection handlebar: Activates the explosives panel blow-outs on the cockpit and than [''sic''] triggers the rockets in the command chair in order to blast the MechWarrior free of their 'Mech. Some more advanced 'Mechs blast their entire head assembly off instead of just the command chair (for instance, the ''[[Hatchetman]]''). Clan cockpits usually locate the emergency ejection handlebars on the top sides of the command couch.
+
1- Emergency ejection handlebar: Activates the explosives panel blow-outs on the cockpit and than triggers the rockets in the command chair in order to blast the MechWarrior free of their 'Mech. Some more advanced 'Mechs blast their entire head assembly off instead of just the command chair (for instance, the ''[[Hatchetman]]''). Clan cockpits usually locate the emergency ejection handlebars on the top sides of the command couch.
  
 
2- The Computer Message Replay: this displays a visual readout from the DI computer of damage to critical systems, such as heat damaged equipment and dangerously weakened armor.
 
2- The Computer Message Replay: this displays a visual readout from the DI computer of damage to critical systems, such as heat damaged equipment and dangerously weakened armor.
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6- Secondary View Screen Controls: Only one of these mode switches can be used at a time. Their functions -
 
6- Secondary View Screen Controls: Only one of these mode switches can be used at a time. Their functions -
  
* Short range sensor sweep - This displays a sensor sweep with a two- km sweep. Normally used in this mode are heat sensors, movement sensors, and sensors tracking fusion engine radiation signatures. The scanning 'Mech is displayed in the center of the screen, with sensor contacts displayed around the scanning 'Mech in a top-down form of view.
+
* Short range sensor sweep - This displays a sensor sweep with a two-km sweep. Normally used in this mode are heat sensors, movement sensors, and sensors tracking fusion engine radiation signatures. The scanning 'Mech is displayed in the center of the screen, with sensor contacts displayed around the scanning 'Mech in a top-down form of view.
* Long range sensor sweep - Displays a 32-square km map. This map is usually built from information that the Battle Computer pulls down from satellites (if there are any available). Terrain features, friendly 'Mechs, and enemy 'Mechs are shown on this map. No details about these features and 'Mechs beyond their location are shown if they are outside of the 2- km sensor sweep range (unless a C3/C3i system is in use and a friendly so-equipped 'Mech is within 2 km of the contact).
+
* Long range sensor sweep - Displays a 32-square km map. This map is usually built from information that the Battle Computer pulls down from satellites (if there are any available). Terrain features, friendly 'Mechs, and enemy 'Mechs are shown on this map. No details about these features and 'Mechs beyond their location are shown if they are outside of the 2-km sensor sweep range (unless a C3/C3i system is in use and a friendly so-equipped 'Mech is within 2 km of the contact).
 
* Armor Damage status - Displays armor damage information relayed from the DI computer to the Battle Computer. This information is read out in a visual outline of the 'Mech, with damage indicated by shades from red to black.
 
* Armor Damage status - Displays armor damage information relayed from the DI computer to the Battle Computer. This information is read out in a visual outline of the 'Mech, with damage indicated by shades from red to black.
 
* Internal Damage status - Shows a readout of damaged weapons and/or internal equipment. This information is also shown in a visual outline of the 'Mech. A blank screen in this mode indicates no internal damage. Any component outlined in yellow indicates it is damaged. A red outline indicates a destroyed component.
 
* Internal Damage status - Shows a readout of damaged weapons and/or internal equipment. This information is also shown in a visual outline of the 'Mech. A blank screen in this mode indicates no internal damage. Any component outlined in yellow indicates it is damaged. A red outline indicates a destroyed component.
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* Clubbing - Aimed and triggered in the same way a punch is.
 
* Clubbing - Aimed and triggered in the same way a punch is.
 
* Grabbing - 'Mechs are generally programmed well enough to recognize when they should punch and when they should grab. Grab commands are aimed and triggered similar to punches. Clubs and other weapons (makeshift or purpose built) are locked into the 'Mech's hand by fully closing/compressing the hand controls that the 'Mech uses (these controls are listed out below).
 
* Grabbing - 'Mechs are generally programmed well enough to recognize when they should punch and when they should grab. Grab commands are aimed and triggered similar to punches. Clubs and other weapons (makeshift or purpose built) are locked into the 'Mech's hand by fully closing/compressing the hand controls that the 'Mech uses (these controls are listed out below).
* Other modes - more dexterous movements:
+
* Other modes - more dexterous movements:  
** Older 'Mechs use either a pair of waldo gloves placed on either side of the command chair or sensors built into the MechWarrior's gloves in order to execute more deft hand movements; the 'Mech simply mimics the MechWarrior's gestures while these systems are activated.
+
** Older 'Mechs use either a pair of waldo gloves placed on either side of the command chair or sensors built into the MechWarrior's gloves in order to execute more deft hand movements; the 'Mech simply mimics the MechWarrior's gestures while these systems are activated.  
 
** Newer 'Mechs utilize more capable and complex actuator programming along with input from touch-sensitive surfaces on the control stick (or sticks) in order to carry out all but the most complex movements. However, for very fine movements{{m}}such as those involved in some combat engineering{{m}}newer 'Mechs still have to use the same pilot-gesture-movement mimicking setup that the older 'Mechs did (the comments from section 5.2 also apply here).
 
** Newer 'Mechs utilize more capable and complex actuator programming along with input from touch-sensitive surfaces on the control stick (or sticks) in order to carry out all but the most complex movements. However, for very fine movements{{m}}such as those involved in some combat engineering{{m}}newer 'Mechs still have to use the same pilot-gesture-movement mimicking setup that the older 'Mechs did (the comments from section 5.2 also apply here).
  
 
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.
  
 
More complex movements can be done with the foot controls{{m}}they can be unlocked and move on other axes besides just up and down{{m}}for instance, to get the 'Mech to side-step.
 
More complex movements can be done with the foot controls{{m}}they can be unlocked and move on other axes besides just up and down{{m}}for instance, to get the 'Mech to side-step.
 
+
   
 
In order to activate the 'Mech's jump jets, you quickly press down fully on both pedals; doing so again will deactivate the jump jets. Directional control while jumping is usually achieved with the foot pedals. More complex air-borne maneuvers involve the use of the joystick{{m}}for instance, the reticule on the HUD can be used pick a landing point. The jump jets achieve this directional control by feathering or by the use of control surfaces.
 
In order to activate the 'Mech's jump jets, you quickly press down fully on both pedals; doing so again will deactivate the jump jets. Directional control while jumping is usually achieved with the foot pedals. More complex air-borne maneuvers involve the use of the joystick{{m}}for instance, the reticule on the HUD can be used pick a landing point. The jump jets achieve this directional control by feathering or by the use of control surfaces.
  
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7- Fire extinguisher
 
7- Fire extinguisher
  
8- Coolant lines hookup and control: This is where the MechWarrior's coolant vest is attached to the 'Mech's life support systems. It also has controls for coolant flow rate.
+
8- Coolant lines hookup and control: This is where the MechWarrior's coolant vest is attached to the Mech's life support systems. It also has controls for coolant flow rate.
  
 
9- The emergency cockpit blast away system: This fires the explosive bolts on the cockpit view ports so that they fall away{{m}}but it does not activate the MechWarrior ejection system.
 
9- The emergency cockpit blast away system: This fires the explosive bolts on the cockpit view ports so that they fall away{{m}}but it does not activate the MechWarrior ejection system.
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==Overall 'Mech functionality==
 
==Overall 'Mech functionality==
Structure, actuators, and myomers for mobility; armor for protection, gyroscope and MCUs for coordination, the fusion engine for power; the commanding cockpit; the Battle Computer for targeting and tracking; and all of the other systems in the 'Mech. Given that the neurohelmet cannot function as a direct brain-machine link, the question is{{m}}what coordinates all these systems and unifies all of their functions together into a smoothly functioning and capable armored combat unit? The DI computer.
+
Structure, actuators, and myomers for mobility; armor for protection, gyroscope and MCUs for coordination, the fusion engine for power; the commanding cockpit; the Battle Computer for targeting and tracking; and all of the other systems in the 'Mech. Given that the neurohelmet can not function as a direct brain-machine link, the question is{{m}}what coordinates all these systems and unifies all of their functions together into a smoothly functioning and capable armored combat unit? The DI computer.
  
 
BattleMechs are actually quite capable and well-programmed robots, with most of that capability stemming from the DI computer network and its programming. A BattleMech's computers handle a massive amount of lower-level decision making so that the 'Mech can be piloted by a single person instead of a crew. For instance, the Battle Computer system sorts, processes, and translates sensor data into a simplified format and then displays it for the MechWarrior, such that they need only look at the readouts to ascertain the situation on the battlefield.
 
BattleMechs are actually quite capable and well-programmed robots, with most of that capability stemming from the DI computer network and its programming. A BattleMech's computers handle a massive amount of lower-level decision making so that the 'Mech can be piloted by a single person instead of a crew. For instance, the Battle Computer system sorts, processes, and translates sensor data into a simplified format and then displays it for the MechWarrior, such that they need only look at the readouts to ascertain the situation on the battlefield.
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It is the BattleMech that does the majority of recoil compensation and compensates for blasts of incoming hostile fire. While a MechWarrior can help the BattleMech keep its balance, for instance, by "telling" the 'Mech when to ride with recoil rather than leaning into it, or when to throw itself off-balance at another 'Mech, it is still the DI that handles most of the decision-making when it comes to balance chores.
 
It is the BattleMech that does the majority of recoil compensation and compensates for blasts of incoming hostile fire. While a MechWarrior can help the BattleMech keep its balance, for instance, by "telling" the 'Mech when to ride with recoil rather than leaning into it, or when to throw itself off-balance at another 'Mech, it is still the DI that handles most of the decision-making when it comes to balance chores.
  
Moving is yet another task where the BattleMech does most of work. Though a BattleMech may have proportionately large feet, it still must choose every footstep with care in order to compensate for outside forces or in anticipation of environmental features. Again, it is the DI that handles this, via a 'Mech's many sensors. Hand actuators are also tools that the BattleMech will handle via the DI network, especially more modern 'Mechs, which are programmed with very capable and complex actuator routines. BattleMechs will actually move their limbs and torso to avoid collisions. The agile movements of a [[BattleMech#Light|light]] BattleMech threading its way through a forest is not only the result of a talented MechWarrior, but the 'Mech's own DI computer avoiding the trees.
+
Moving is yet another task where the BattleMech does most of work. Though a BattleMech may have proportionately large feet, it still must choose every footstep with care in order to compensate for outside forces or in anticipation of environmental features. Again, it is the DI that handles this, via a 'Mech's many sensors. Hand actuators are also tools that the BattleMech will handle via the DI network, especially more modern 'Mechs, which are programmed with very capable and complex actuator routines. BattleMechs will actually move their limbs and torso to avoid collisions. The agile movements of a light BattleMech threading its way through a forest is not only the result of a talented MechWarrior, but the 'Mech's own DI computer avoiding the trees.
  
 
All of that said, 'Mechs are not built or programmed to be autonomous, mostly because they carry a prodigious amount of firepower and are physically so large. In fact, MechWarriors must handle all of the higher-level decisions, essentially handling "higher level thinking" and balance tasks for their 'Mech. This is why BattleMechs do sometimes simply crash their way through forests, clip buildings, or trip down into ravines. BattleMechs are programmed to obey their pilots, regardless of the "common sense" programmed into the 'Mech. For instance, a 'Mech will swing its arms through the side of a building if that is what's required to bring weapons to bear on a target. BattleMechs will give collision warnings, but they don't override their pilots. Ironically, this is one of the reasons why it takes a long time to train good MechWarriors. MechWarriors actually have to learn how to think for their 'Mech and exploit the machine's "intelligence" in order to get the results they want.
 
All of that said, 'Mechs are not built or programmed to be autonomous, mostly because they carry a prodigious amount of firepower and are physically so large. In fact, MechWarriors must handle all of the higher-level decisions, essentially handling "higher level thinking" and balance tasks for their 'Mech. This is why BattleMechs do sometimes simply crash their way through forests, clip buildings, or trip down into ravines. BattleMechs are programmed to obey their pilots, regardless of the "common sense" programmed into the 'Mech. For instance, a 'Mech will swing its arms through the side of a building if that is what's required to bring weapons to bear on a target. BattleMechs will give collision warnings, but they don't override their pilots. Ironically, this is one of the reasons why it takes a long time to train good MechWarriors. MechWarriors actually have to learn how to think for their 'Mech and exploit the machine's "intelligence" in order to get the results they want.
 +
 +
==References==
 +
<references/>
  
 
==Bibliography==
 
==Bibliography==
* ''[[Classic BattleTech Companion]]'': pp. 233–246, section by [[Mike Miller]]
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*''[[Classic BattleTech Companion]]'': pp 233-246, section by [[Mike Miller]]_
* ''[[TechManual]]'': pp. 31–43: "BattleMech Tech: A Primer," section by Mike Miller
+
*''[[TechManual]]'': pp 31-43, "Battlemech Tech: A Primer," section by Mike Miller
 +
 
  
 
[[Category:BattleTech Essays|BattleMech Technology]]
 
[[Category:BattleTech Essays|BattleMech Technology]]

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