Essay: BattleMech Technology

Revision as of 19:14, 25 October 2011 by Pht (talk | contribs)

Template:FanonRemoval

This essay was written by MekTek forum poster Pht and posted here by him.

Overview

An in depth look at the various technologies and systems of a BattleMech and their operation in concert with the

MechWarrior to animate a BattleMech.

Internal Composition

BattleMechs have a large amount of articulation (joints). The basic design approach is to mimic the skeletal structure of

humans by using an endo-skeleton.[1] This means that most

BattleMech systems are mounted to the exterior of the internals ("bones") instead of being caged in a frame. This is somewhat

similar to how a human skeleton supports muscles, organs, and the rest of the human body.[1] It is the internal

structure ("bones") that support the whole structure instead of the armor, which only looks as if it could hold the 'Mech

together. 'Mech armor is actually quite thin and unable to support much weight.[1]

The Internals

'Mechs normally have around sixteen to twenty five bones. The low number of bones compared to human structure is due to

couple of reasons: some structures that encompass a dozen or more bones in a human - for example the ribcage - are a one

piece structure in 'Mechs. In other areas, simplified components serve the function of several bones - for example the

human foot which is a very complex structure of bones is replaced effectively with simple shock pads. This structural

streamlining results in 'Mechs generally being less articulated and flexible than a purely human bone structure would

allow.

Standard Internals

Standard Internals are formed of multi-part structures with a core of ultra-light foamed aluminum,

shrouded in directionally oriented sheets of silicon carbide fibers. This core is then clad with titanium-alloyed steel. The

exterior is configured to mount the assorted equipment 'Mechs carry. Struts extend outward from the bones to hold the

armor shell, and attachment points for myomer are built onto the bone. Weapons frame attachments are custom-designed into the

internals for each 'Mech (this is one of the reasons that weapons swaps aren't simple affairs).

Endo-Steel Internals

Endo-Steel internal structures are of the same basic configuration as Standard Internals. The major difference is in materials. Endo-Steel structures are made of endomorphic steel.

Endo-Steel is much stronger than standard internal structure allowing endo-steel internals to be built with

structurally thinner walls and no fiber wrap reinforcement around their core. Endo-steel has the same strength as thicker

standard internals which results in a lighter structure that is bulkier.

The downside is that the thinner walls make endo-steel internals less stiff than same diameter of [[Internal

Structure|Standard Internals]]... this means that endo-steel bones must be made with larger cores. It is necessary to

understand that Stiffness and [http://en.wikipedia.org/wiki/Strength_of_materials

strength]are not the same qualities. For example a thick cardboard panel is stiffer... less likely to buckle, than a thin

sheet of metal - even though the metal is far stronger. Endo-Steel is stronger, but its thinner structures are

far more likely to buckle, requiring a physically larger core to support the same amount of weight that standard internal

structure can.

Due to its composition, endo-steel must be made in zero-g to avoid chemical segregation (think of oil and water) which would

severely weaken the alloy and make it brittle. Endo-Steel’s foamed aluminum core is also formed in zero-G,

which promotes a more regular pore size - leading to superior strength. Zero g production makes endo-steel more expensive,

but allows the elimination of the fiber layer, meaning faster production than standard internal structure.

Actuators

'Mech joints are generally referred to as actuators. The term "actuators" refers to a 'Mechs joints, associated

myomers, and Motor Control Units. The joints themselves are usually ball type, like hips, or hinge type, like elbows. These

are sealed joints which are normally filled with dry lubricants like graphite or hexagonal boron nitride. These joints are

moved by the myomers in a similar fashion to how human muscles motivate their attached structures.

Motor Control Unit

Each joint has a Motor Control Unit (MCU) that controls the joint by sending electrical power to the appropriate myomer

bundles. The MCUs manage the thousands of myomer fibers in each myomer bundle, contracting them on demand.

MCUs also monitor feedback from sensors wired into the actuator structures, providing the positional information of the joint

relative to the rest of the BattleMech giving an artificial kinesthetic sense to higher-level systems. These higher-level

systems (which will be discussed later) take these inputs, along with all known programmed movements and cross-reference them

with inputs from the gyro to maintain balance. MCUs can self-adjust a 'Mechs actuators at humanly undetectable levels

without input from the MechWarrior. Clan actuators are advanced enough that they can adjust for even a slight breeze,

compensating by subtle shifts of the 'Mech to lean it into the wind.

The MCUs themselves are controlled by higher level control systems that utilize the MechWarriors control inputs in order to

direct the BattleMechs gross level movements, such as walking, rotating the torso, and so on.

The entire group of MCUs is known as the "'Mech Movement Sub-System" or MMSS. The overarching MMSS system is programmed

with the 'Mechs movement routines.

Lastly, when a BattleMech is shut down, the actuators lock into place, keeping the 'Mech upright (or however it was when

it experienced shutdown).

Myomers

Myomers are made up of microscopically thin polyacetylene tubes filled with a contracting substance. Each individual tube is

extruded in microscopic forms and spun into the overall myomer bundle. The contractile filling - "acti-strandular fiber" - is

crapped out (yes, that is actually the proper technical term) by genetically engineered bacteria in vats. This

acti-strandular precursor material is than removed from the vats, combined with specific polymers, and squirted into the

tubes. The tubes are then electrified such that the acti-strandular precursor material self arranges into complex nanoscale

structures somewhat like the contractile protein filaments (myosin and actin) in natural muscle.

When enough electrical energy is applied to the myomer strand the fibers contract in a process virtually identical to the

contraction of protein filaments in natural muscles, excepting that the power is applied in a direct electrical form instead

of a chemical one. This contraction is an all or nothing process - the level of force generated by myomer bundles is

controlled by the number of myomer tubes contracted, rather than the amount of electrical current applied to the myomers. For

redundancy, the power controls for myomer strands are mounted at both ends.

Because myomers are far more powerful for their weight than human muscle and can be built on larger scales, they make

BattleMech scale movement possible.

Triple Strength Myomers

"Triple strength myomers" are very much like normal myomers but they operate more efficiently in a certain range of higher

heat because of a simple endothermic chemical reaction within the myomers.

Myomers are not merely 'Mech scale muscles. Rather, they are powerful electrical motors. For reference, the myomer

bundles in a 'Mechs fingers are multi-kilowatt motors. The leg myomers are far more powerful.

The downside of myomers is that they aren’t efficient electrical motors due to high internal electrical resistance. Much of

the energy required to activate them is simply wasted into heat which results in myomers requiring a fairly high capacity

cooling system so that they do not fry themselves. Myomers are roughly as wasteful of energy as natural muscle or internal

combustion engines. To avoid ruining themselves with self-generated heat, the bundles are laced with a network of flexible

tubing that carrys coolant fluids to and from the BattleMechs heat sink system.

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 it to rip its myomers 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 WOB 'Mech tasers work because they

provide a much closer ground (lower resistance path) to the feed channel of the taser - whatever is in between the contacts

(or is electrically connected to the area between the contacts) of the mech-taser is subjected to massive amperage (it's amps

that do the damage, not volts).

Armor

Standard Armor

Standard BattleMech armor is formed in tightly bonded multiple layers. Just two of these layers can properly be called armor.

The outer layer is an extremely strong, extremely hard layer of steel. It fragments projectiles and can ablate 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 outer layer suffers the trade off of

being quite brittle. It is so brittle that the second layer of armor - a ceramic, cubic boron nitride - has to act as a

backstop for fragments of the outer layer, molten outer armor, and even outer armor converted into plasma by heavy attack.

The cubic boron nitride - a very hard layer in its own right - is processed to avoid porosity and includes a web of man made

diamond fibers to impart a little bit of flexibility for this second layer that acts as a backstop to the outer layer.

The next layer is a titanium alloy honeycomb. This layer provides no armor protection - it is instead used to support the

outer armor layers. The first and second armor layers are millimeter and centimeter level thin in order to cover the massive

surface area of a 'Mech with a proportionately small quantity of armor. This makes the armor very thin for its length and

width. As such, the titanium honeycomb holds the armor in place and keeps it from flexing so much that it shatters like a

pane of glass. The comment about strength and stiffness of endo-steel applies here. This tendency to shatter due to its

extreme hardness is one of the contributing factors in why BattleMechs lose armor when they fall - flex any armor panel too

far and it shatters like a piece of glass pushed beyond it's limit.

The last layer is a polymer sealant. Because the armor is configured into many separately replaceable panels, this sealant is

necessary to keep the 'Mech air and watertight. The polymers used usually have some self-sealing capability... just

enough to handle small punctures and gaps. It is this layer that allows BattleMechs to operate underwater or in a vacuum.

There are other types of armor on 'Mechs. Actuator armoring can be from a wide range of protective materials - 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.

Ferro-fibrous Armor

Ferro-fibrous armor adds a weave of diamond fibers to the outer steel layer itself. This is quite the trick because steel is

a combination of iron and carbon, would normally mean the diamonds, which are pure carbon, would dissolve into the iron

component of the steel. The techniques used to keep the diamond from melting into the iron component results in bulkier but

lighter armor. Originally researched and made in the first Star League era, the technology became "lostech" in the inner

sphere for a long time. Clan ferro-fibrous is denser and is more capable of being shaped, allowing maximization of internal

space in a 'Mech. Inner Sphere ferro-fibrous doesn't shape well into anything other than flat plates due to its bulk.

There are various types of ferro-fibrous armor in the Inner Sphere providing varying levels of protection by mass and weight.

This is achieved by changing the amount of diamond fibers in the armor.

“Light” ferro-fibrous armor has fewer fibers. It is less bulky but also less protective by weight. “Heavy” ferro-fibrous

armor has more fiber and has better protective capability by weight than even Clan armor, but the downside is massive bulk.

Stealth Armor

Stealth armor is a Capellan development that is actually a variation on standard ferro-fibrous armor. It is an attempt to

replicate the functions of the long lost Star League Null Signature System, but it has to use a separate ECM suite in order

to attain its capabilities. Stealth armor incorporates a number of emission suppressing materials that are fairly heavy,

which makes stealth armor roughly as protective as standard armor by weight. The suppressing effect is not attained through

materials alone - the BattleMechs structure has to be set up to use stealth armor - heat sinks are rerouted so they can be

suppressed, corners and surfaces molded to control radar reflections, and even internal baffles to mask the massive magnetic

field of the fusion engine itself.

Gyroscope

The gyroscope is the device that does the vast majority of the work that keeps a BattleMech upright. Even the best 'Mech

actuators are too slow and imprecise to apply the force needed to keep a 'Mech upright. Without an active gyroscope a

BattleMech WILL fall over and cannot get up.

A 'Mech's gyro consists of a balance-sensing mechanism and a force-generating mechanism.

Balance

A Battlemech's internal balance sensing component usually encompass a small computer in the cockpit incorporating

balance-sensors. The sensors operate in differing manners - some use laser ring gyroscopes, or harmonic vibration gyroscopes,

or even mercury bead setups. These sensors can also act as a 'Mechs inertial navigation system.

Force

Located in the torso is a multi-ton assembly of reaction wheels. Reaction wheels are spinning rings.

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 starts to fall, 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.

Gyroscope configurations vary from manufacturer to manufacturer. Most gyros have at least three reaction wheels set at 90

degrees to each other. Some gyroscopes mount the reaction rings in a free-spinning sphere in order to avoid the reaction

wheels inhibiting a BattleMechs movement with unwanted gyroscopic effects. This design requires locking the outside sphere

in order to use the reaction wheels. Some gyroscopes use six reaction wheels mounted to the internal structure set up in

three counter-rotating pairs, also to cancel gyroscopic problems. None of these designs is necessarily more capable than the

others.

While an effective system for keeping the 'Mech upright, the gyroscopic system can be fooled fairly easily. Also,

'Mechs are not good at determining when they should be off-balance, which is surprisingly useful in combat. Leaning away

from an attack, or leaning into a physical attack, and a myriad of other tactics are essential on the battlefield.

Fusion Engines

Fusion reactors generate huge quantities of electrical power by fusing light elements like hydrogen into heavier elements

like helium. Nuclear fission, on the other hand, splits heavy elements like uranium into lighter materials.

The usual fuel used in modern fusion engines is normal hydrogen, the protium isotope to be specific. Historically other fuels

were used in early fusion reactors. Anything from heavier hydrogen isotopes like deuterium and tritium, to the helium-3

isotope and even lithium. These heavier isotopes are easier to use, but the fusion engines that operated on them generated

more nuclear waste than the modern fusion engines.

In modern fusion reactors, the normal hydrogen used for fuel is extracted from any number of sources - particularly water.

Because of this is most military fusion engines include an electrolysis unit to extract hydrogen from water.

Containment and Power Generation

The fusion engine utilizes a super hot (tens of millions of degrees Celsius) ball of hydrogen plasma which converts into

helium to create energy. In order to keep the plasma ball from melting the engine it is contained within a magnetic field.

This is possible because plasma is electrically charged and thus it can be positioned and shaped by magnetic fields. There

are magnetic fields inside the plasma ball and fields generated outside the plasma. In fact, the plasma never (normally)

touches the walls of the engine. The reactor chamber is kept as a vacuum for heat insulation.

Power is extracted in two ways - 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. By

operating at extreme temperatures MHD can exceed 90 percent efficiency in turning heat into electricity.

The second way of generating power is purely secondary and is called regenerative cooling. Regenerative cooling uses waste

heat to generate power. Usually this is done with a closed-cycle gas or steam turbine. In a small way this is a part of the

'Mechs cooling system, even though this is not a part of the heat sink system proper. Regenerative cooling machinery is

very different from purpose built heat sinks. The regenerative cooling system adds negligible volume to the engine, due to

its using the existing plumbing of the engines cooling system. It would be quite useful if all the waste heat from an engine

could be soaked up by these so-called "integral heat sinks," but practical limitations mean only so much energy can be

extracted from this lower-quality source. Bigger engines make more waste heat and can have larger regenerative cooling

systems, but most 'Mechs will use some conventional heat sinks placed elsewhere to handle the excess.

Shielding and Fusion Engine Types

All fusion reactions generate radiation. Fusion reactors irradiate their interiors, which causes problems when the reactor

must be serviced or decommissioned. Because of this radiation shielding is the largest portion of a 'Mech scale fusion

engine’s mass.

Standard fusion engines use a very dense ceramic for shielding, usually tungsten carbide reinforced with short ceramic fibers

mixed into the carbide. This shielding is actually thick enough to survive battle damage and act as a heat sink (thermal

mass) that can disperse the heat from the plasma should the magnetic containment fields fail and allow the plasma ball to

expand and touch the walls.

Extra-light (XL) engines reduce the tungsten carbide in the reactor walls but reinforce them with a crystalline plastic that

creates a bulkier but lighter engine. Making large blocks of this shielding is very hard for engine manufacturers and the

scrap rate is massive which accounts for some of the high price of XL engines.

So-called "light engines" use layered shielding materials and secondary magnetic screens. They are not quite as light as XL

engines but they are less bulky.

Engine Cooling Systems

Fusion engines also have their own integral cooling system outside of the regenerative cooling system which is separate from

the rest of the heat sink network. Liquid nitrogen jackets are used over key components, which allows minimal engine

operations without using the external heat sink systems. Any more use of the engine requires the larger cooling capacity of

the main heat sink and regenerative systems.

Fusion engine explosions

This is an urban legend that will not die ... fusion engines going critical and exploding as mini-nukes.

The magnetic fields which contain the plasma also protect the plasma from the frigid (relative to the temperature of the

plasma) reactor chamber walls. The fusion reactions in a BattleMech fusion reactor only occur in a very narrow band of

temperature and pressure conditions. The hotter and the higher the pressure, the faster the reactions occur.

When heat is added to a gas, it expands. If it can't expand, its pressure goes up. Thus when the reactions spike a bit the

plasma gets hotter and in turn it tries to expand. However, the magnetic fields aren't rigid so they will expand a little a

bit, allowing the plasma ball to expand, which, in turn, lowers the pressure in the plasma - which cools the plasma and

allows it to collapse to its normal size. There is a little bit of extra room in the reactor chamber for just this reason.

There are, however, other ways the reaction can cool down. If the magnetic fields don't do their job, the plasma ball can

actually touch the frigid walls of the core which results in the plasma ball "blinking out." This barely even scuffs the

walls of the reactor. When the plasma ball contacts with the frigid walls of the fusion reactor the fusion reactions in the

plasma stop almost instantly because there is no stored thermal mass in the plasma ball. All of the heat in the plasma comes

from active reactions. The multi-ton reactor walls (comparative to the plasma ball) have so much thermal mass that they can

soak up the heat of the reaction and barely heat up. The plasma ball does not normally have enough thermal energy to do more

than add a little heat to the walls of the engine around it.

Fusion reactors *do* on very rare occasions die in a spectacular manner and 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 - a rampaging super-hot oxygen flash fire - but

it is not a nuclear blast.

In the last 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 - far beyond their normal operating range - 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 - but

again, not a nuclear explosion.

Cooling Systems

Heat Sinks

BattleMechs are sealed and insulated vehicles, allowing them to fight under nearly any conditions. This prevents heat from

venting off and 'Mechs have a lot of heat to shunt from the continuous megawatts of power they consume, not to mention

heat from weapons fire and the environment.

The first thing is that there is quite a bit of confusion about what BattleMech heat sinks really are. "Heat sink" is

actually the wrong name. 'Mech "heat sinks" are actually heat pumps. The rest of

this article will continue to use the term "heat sinks" instead of "heat pumps," however.

Heat sources

The fusion engine generates heat waste heat, in spite of converting most of the heat into energy. The balancing act of

keeping a fusion reaction going often results in more fusion reactions being produced than needed for current energy demands.

These extra reactions create waste heat, since they aren't converted into electricity. Energy weapons are inefficient at

converting electricity into laser or particle beams, ballistic weapons create heat in their bores and barrels, and jump jets

create a lot of waste heat. Lastly, myomers generate a large volume of lower temperature waste heat. Incidentally, myomers

impose one of the primary limitations on the temperature a BattleMech can operate at, because as the myomers heat up, they

become more resistive, less efficient, and less predictable at the same time. If Myomers become too hot, they will actually

cook themselves (which results in the black smoke seen rising from extremely overheated battlemechs in combat).

Collecting Heat

The engine and weapons have cooling jackets hooked to tubes 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 between 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 - that would simply be too hazardous in combat. This coolant solution is

then circulated through the 'Mech by a wide variety of pumps. Most modern heat sinks no longer use mechanical pumps.

Instead they use myomer wrapped flexible tubing that pulses (peristaltic) in order

to circulate coolants. 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,

and computer controls can also reroute coolant around damaged systems.

Dumping Heat

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 that is either air

or water cooled. They 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 used copper for heat sink radiators which actually works

fairly well because copper allows for thinner construction, meaning more surface area to radiate heat from. The net

performance drop from using copper radiators is fairly negligible.

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 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 actually

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, which makes for a more thermally conductive and more compact but more brittle

radiator. The required reinforcements keep the Clan double strength heat sinks at about the same mass as Inner Sphere

versions.

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 a very hot environment, the radiators would actually send heat into your

'Mechs coolant system.

Heat Pumps

Heat pumps collect and condense heat until it can be easily shunted out through the

radiators, even into environments hotter than the ’Mech. Many different heat pumps are used by different manufacturers. There

are vapor-compression systems, sonic cooling systems, magneto-caloric systems, and others.

Jump Jets

Jump jets work by ingesting atmosphere via a system of turbo compressors to be used as reaction mass in reaction chambers.

The system hits the 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 than 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 aerofighters do this.

Jump jets can only be run for so long on atmosphere for the same reason atmosphere in a fusion reactor is bad - the super

heated oxygen will destroy the assembly. BattleMechs normally carry a small supply of reaction mass - usually hydrogen,

water, or mercury - in order to operate where there is no atmosphere.

When underwater jump jets will not work. 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 - the jets will

not work with water plugging their nozzles.

Targeting and systems sensors

Targeting and Tracking

BattleMech targeting and tracking (T&T) systems consist of sophisticated sensors, computers, and programming. Thermal

imaging, light amplification, radar, laser tracking, uv tracking, and magnetic anomaly sensors are generally used as primary

sensors, supplemented by seismic sensors, motion detectors, chemical analyzers, microwave, tracking, and many others.

However, MechWarriors are not overwhelmed with raw data... Sophisticated computers and software compress, interpret, and

prioritize the information. When the MechWarrior gets the info, it is displayed as simple visual cues on the cockpit displays

or on the neurohelmet heads-up display (HUD).

Sensor readouts can either overlap a target or reveal an area. For example, thermal sensors display a green (cold) to white

(hot) image of the battlefield. The MechWarrior can opt to display other 'Mechs with thermal imaging and leave the

battlefield in true colors. Extra sensor readings can be added or subtracted from the displays as the MechWarrior wishes.

Normally the battle computer will synthesize all of the various sensor inputs onto the display, although in a simplified

form.

Battlemech sensory processors and programming stand out for their ability to recognize other units and classify them by type

and as friend or foe. Virtually all T&T suites can tell what type of unit is being detected, and can even make educated

guesses at what variant that unit is. The system is surprisingly intuitive and at times it will present an interesting

"guess." For example, the famous Inner Sphere naming of the Clan Timber Wolf OmniMech. The first Inner Sphere BattleMech to

encounter one saw it as a cross between two designs it already knew - the Marauder and Catapult designs, thus the name “Mad

Cat” was born.

Identify Friend/Foe (IFF) is a key ability of the T&T system. It eases the burden of identifying targets for MechWarriors in

battle conditions, especially in poor visibility. Friendly and enemy 'Mechs are tagged with differing graphic tokens. IFF

broadcast beacons are used by the BattleMechs targeting and tracking system to avoid accidental missile fire at a friendly

mech, though the system can be manually overridden.

Status and other

BattleMechs have an extensive network of status sensors that send information about various systems up to higher-level

systems. 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.

BattleMechs can also share some sensor data. Specialized C3, C3i, and other hardware takes this to new heights, but all

BattleMechs can at the least handle basic sensory data from friendly 'Mechs, in order to pinpoint enemy positions, or

share more detailed information. This is usually done with a separate communications channel, and can be difficult to

maintain during battle.

All of the sensor, MechWarrior condition, and communications data are recorded into capable “black box” computers that can

survive virtually any kind of damage... from an ammo explosion to a failed orbital drop. This is the so-called

"BattleROM" box.

The internal structures, myomer, armor, and other systems are laced with sensors and data lines connected to the various

computer systems of the BattleMechs . Sensors will transfer their information across any part of the 'Mechs internal data

network that is not damaged. This sensor information is usually sent via multiple routes, in case one route is damaged.

'Mech sensors are very redundant in this right.

Cockpit

BattleMechs are ground vehicles, yet their cockpits 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

incorporate these features, and are smaller than Inner Sphere cockpits, reflecting the clan ethos of efficiency and short,

brutal campaigns.

Amenities & Storage

Most BattleMech cockpits have storage lockers for rations, field gear, medical and other supplies. They will also have a

sizable amount of water for the MechWarrior's use in a cooled or insulated container. Larger cockpits are sometimes well

equipped with amenities, such as small microwave ovens, refrigerated food storage, and even sleeping and sanitary amenities

for extended engagements in the field. Most command chairs have a small storage locker for emergency supplies in the case of

command seat emergency ejection.

Most 'Mechs have a foldout passenger seat; some 'Mechs even include a full ejection seat for passengers and give them

access to some controls, such as communications systems. Most Inner Sphere BattleMechs have one more seat in the cockpit - a

foldout toilet. Most 'Mechs dispose of the waste via a high-powered electrical arc or microwaves, and will capture water

produced by incineration for flushing the waste out... the amount of endurance a 'Mech has in the field can be limited by

how much toilet paper a MechWarrior chooses to carry. Spartan clan cockpits rarely have toilets.

In terms of ergonomics and layout, there is no such thing as a truly "standard" cockpit. Layouts vary between manufacturers.

That said, there is enough similarity between cockpits that a MechWarrior can usually acclimate to the controls of a new

BattleMech in a short amount of time.

Configuration

Configurability or the lack thereof is a source of much debate. Inner Sphere 'Mech designs tend to go through cycles of

either being setup with multi-function displays and programmable switches or with fixed displays with single function

switches. Fixed function setups are somewhat more damage tolerant in that one destroyed control won’t take out an entire

suite of functions. Proponents of fixed control setups also say they allow for quicker operation, because controls never

change. Ironically, adjustable control setup proponents also claim reflex advantages. They say this because a MechWarrior can

customize his controls and displays to suit his preferences, which supposedly allows for quicker operation. In reality, the

difference in speed is not much, if it even exists. This is mostly because MechWarriors have so much to learn just to qualify

to pilot a 'Mech that most pilots don't alter their control setups. In fact, standard training 'Mech layouts are very

similar between the Clans and the Inner Sphere. Thus, virtually all 'Mech cockpits and default configurations are

similar. OmniMechs, though, practically require configurable and customizable controls.

Displays & Audibles

While 'Mechs have dashboard and HUD displays, neurohelmets have often used an internal HUD. The average MechWarrior will

customize the way the data is presented to him in his cockpit. These preferences can be saved on the battleROM chips that

MechWarriors usually carry, in order to transfer settings between 'Mechs.

Audible cues and verbal commands are also used to control a BattleMech. BattleMechs have majoritarily had excellent speech

recognition systems, but most inner sphere MechWarriors use the speech recognition only for 'Mech security. Audio cues

are usually handled via speakers mounted in the neurohelmet that generate 3-D positional alarms to help a MechWarrior quickly

locate threats.

Controls

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

two or three main control sticks.

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, accellerator, shift control, light and wiper

controls, etc.) are similar.

Provided for reference, the cockpit control setup of a T-IT-N10M Grand Titan:


On the left:

The throttle, which has a toggle for MASC, if the 'Mech is so equipped. Reverse movement is accomplished by switching the

toggle in the front center bank of mode switches to activate reverse mode and pulling back on the throttle.

Some 'Mechs will include a secondary Joystick on the left side as well, with the throttle stick moved behind it to

accommodate its placement. This secondary stick allows finer control over secondary weapons targeting and arm movements.

The left weapons status display for half of the mech's weapons (and any associated ammunition) with toggles for locking the

various weapons into any of the target interlock circuits. This display also shows the recharge or reload status of the

weapons it tracks.

The primary screen mode toggles, which controls what is viewed on the primary cockpit screen (the HUD). There is a toggle for

active/passive sensor mode, a toggle to active iff transponder tracking, and toggles for the various sensor tracking modes,

and a toggle for a searchlight (if the 'Mech is so equipped).

Speaker and microphone controls - this controls the pilot's microphone and the 'Mechs external microphones, along with

the 'Mechs internal and external speaker systems.


In the center:

Between the MechWarriors legs on the floor (or hanging from the top of the command chair on some 'Mechs) are the

emergency ejection handles, which activate explosive bolts that blow out cockpit panels and disconnects the neurohelmet

before ejecting the pilot from &#39Mech. Some BattleMechs , such as the Hatchetman, are designed to eject the entire head of

the 'Mech instead of just the command chair, providing greater protection for the MechWarrior in hostile environments.

The computer message relay which relays status information from the 'Mechs DI computer on the 'Mechs condition.

The main control switches - reverse movement mode, torso rotation mode, target interlock configuration switch, sensor

configuration switch, and the overheat lockout over-ride.

The primary view screen (the HUD). The targeting reticule, tracking display, and other information readouts are displayed

here. Alternative sensor modes, indicators, and tags are also possible on this screen. This is also the polarized cockpit

central view screen, which, along with the other view screens, is darkened in response to blinding flashes of light. Target

lock quality is usually indicated by color-coding of the reticule. Red is normally indicative of poor or no weapons tracking,

while Gold (along with an audible) is usually indicative of the best weapons tracking.

The 'Mechs heat readout, below the primary view screen.

The secondary view screen and its controls, below the heat readout indicator and HUD. This screen usually monitors the

'Mechs armor and systems status, sensor readouts, target 'Mech status, and other functions.

The battle computer keypad and information storage input slot, below the secondary view screen. This keypad interfaces with

the DI computer. Information readout for this is on the secondary view screen. This keypad is used to normally used to

control the 'Mechs security systems and to transfer control of functions between the various 'Mech computer systems.

The Anti-missile warning system, on 'Mechs equipped with AMS. It lights to indicate incoming missiles, has an AMS

ammunition readout and a toggle for activating/deactivating the system.

Physical combat and interaction mode switches - these activate the physical combat modes which switche the foot pedals and

joysticks to control kicking, punching, and carrying, and other similar functions. Waldo gloves, located on either side of

the command couch, are used on older 'Mechs for more intricate arm and hand controls; while newer 'Mechs have more

capable computers, programming, and sensor controls that allow for some more complex movements such as grasping an improvised

club, carefully carrying an unconscious pilot, or engaging in large scale battlefield engineering, all without much pilot

input. Engaging any of these modes activates a boosted neurohelmet priority mode for greater feedback to the pilot and

greater control by the pilot.

Gyroscope start up and calibration controls, for starting up the gyroscope and controlling the level of balance input to the

'Mech from the neurohelmet.

The foot pedals, on the floor at the front, which control turning, kick mode, and jump jets. To turn you depress the pedal on

the side you wish to turn to (push down on the left pedal to turn left). The pedals can be unlocked and tilted, swiveled, or

pivoted in order to control other movement modes, such as side stepping and more complex functions. Depressing both pedals

quickly all the way to the floor activates the 'Mechs jump jets. Once activated, left and right feathering of the jump

jets is achieved by depressing either the left or right foot pedal. It is also possible to indicate a landing target with the

main or secondary joystick via point and click while in jump mode. The 'Mech will attempt to land at the target area

indicated. The jump jets are deactivated by quickly depressing both foot pedals to the floor again.

DI computer access and control panel - this allows the MechWarrior to activate or deactivate the DI computer.

Security circuit control - down near the foot pedals, it contains the hardware with the 'Mechs security access codes.


On the right:

The main joystick. This is the primary control for targeting the weapons systems and control of the 'Mechs arms. It has

firing triggers for each of the target interlock circuits (TIC), with as many as six triggers. Weapons aiming is achieved by

using this stick to "point" with the reticule on the primary view screen and "clicking" with the desired weapons triggers.

The finger rests are sensitive and are used to help control the 'Mechs hands in physical modes. When in physical mode the

joystick moves up and down as well as side to side.

The right weapons status display for half of the mech's weapons (and any associated ammunition) with toggles for locking the

various weapons into any of the target interlock circuits. This display also shows the recharge or reload status of the

weapons it tracks.

Emergency ammo dumping control - used on conjunction with the left and right weapons status displays to eject unused ammo.

Communications controls - used to interact with and control communications networks which the 'Mech is capable of

interacting with, be they conventional RF (radio frequency), satellite, microwave, laser link, or land line hookup and the

various secure communications modes these methods employ. Some neurohelmets include sensors that facilitate channel

switching. ECM, Tag, C3/C3i, standard jamming modes, communications interception and decryption, and Artemis IV/V fire

control systems are associated with the communications controls.

Life support controls - these control the cockpit environmental systems and give a readout of the cockpit temperature and

life support systems status.

Coolant lines hookup and control - the MechWarriors coolant vest is attached to and controlled from this panel.

The emergency cockpit blast away system - activates the explosive bolts on the cockpit view ports but does not activate the

ejection system.

Ignition switch - a large red bar which is used to bring the fusion reactor up to minimal operational levels which powers the

gyro and cockpit systems for BattleMech startup. It locks into place upon startup.


The rear cockpit wall:

The neurohelmet cable hookup, known by the acronym NCCI. This hookup is designed such that the cables will break away cleanly

if they do not automatically disconnect in the event of emergency pilot ejection.

The air supply and recirculation system which contains about ten hours of air in tanks and a recirculator which filters and

brings in external air when in atmosphere.

The potty - self explanatory.

Lockers, storage space, and cargo netting.


The command Chair:

These are designed to move in order to compensate for shocks and they have a full seat belt harness to hold the MechWarrior

In place. Built into the seat is an emergency rocket ejection system, a parachute or rockets for landing, and the

aforementioned storage locker. There is also a pistol holster (most clan 'Mechs don't have this feature). The seat

cushions double as personal flotation devices and have a homing beacon in them.

Life Support

Battlemech cockpits are sealed, pressurized and equipped with life support systems. There is a lot of gear that must be built

into a cockpit, and this limits life support systems. BattleMech life support systems are not capable of unlimited air and

water recycling - there simply isn't enough weight and space available to build systems that can do so. 'Mechs can

operate for a few hours to several days in vacuum depending on the design. In environments with oxygen or water, the life

support system can make oxygen as long as the fusion engine is running. In order to achieve this life support system pulls in

oxygen through filters or uses an electrolysis system to separate the oxygen out of water. If the 'Mech is shut down,

most life support units have ports for conventional personal battery packs that can keep them running for hours.

The filtration systems in common use around the time of the late succession wars, however, are not capable of filtering out

the chemical weapons in use by the Word of Blake. Many 'Mechs still use such filtration systems.

Climate control systems are of utmost importance in BattleMechs . Although it is very rare, 'Mech cockpits can get too

cold for the pilot. There are fusion-powered heaters that kick in to bring the temperature up to levels that are more

comfortable. The vast majority of time a 'Mech cockpit bears more resemblance to a sauna... overheating is a serious

issue. BattleMech cockpits have stout cooling systems, but unfortunately, 'Mechs can and do run hot enough to heat the

cockpit up to unsafe levels. The cockpit can get so hot that if the life support systems aren't functioning the pilot can be

killed by the heat, although modern life support systems are normally capable of preventing heat stroke. Technological

advances have provided old Star League style pilot suits that will keep a MechWarrior cooler, but unfortunately these

advanced suits are not common. This is why MechWarriors pilot their 'Mechs wearing uniforms more appropriate for a beach

than the cockpit of an armored combat vehicle.

Diagnostic Interpretation Computer

The DI computer is a network of distributed computers that monitor and coordinate the most of the functions and components of

a BattleMech. As noted earlier, the internal structure, armor, actuators and other components are wired with sensors and

sensor lines. The DI computer uses this network to monitor the health of all of the connected components. In so doing, the DI

tracks the 'Mechs 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.

However, the DI handles more than simple status assessment. The DI also uses its network of lines as a back-up data feed to

other components. For example, if a BattleMechs hand is dangling by a piece of armor, the DI can determine the status of the

finger actuators through data lines in the armor. While the BattleMech would not be able to do much with the hand, it would

be able to communicate with it. This capability allows BattleMechs to function even as they suffer from massive internal

damage. The DI computer itself is quite redundant and damage resistant. The DI locates some key hardware in the cockpit, but

the rest of its hardware is scattered throughout the BattleMech nearer to systems the DI hardware controls. These

sub-processing units are setup very redundantly and are capable of managing systems for other damaged DI sub-systems. For

example, DI computers located in the engine might wind up handling leg actuators after a penetrating shot lobotomizes the DI

processors in the legs.

In fact, the DI can actually take over for a damaged T&T suite, though the 'Mech takes somewhere in the ballpark of a 30%

hit in overall effectiveness. Conversely, the T&T suite can take over for the DI, but this reduces the amount of information

gathered and operates the 'Mech at less than normal function. This equates to very sluggish movement, most sensors not

functioning accurately or with current data, and inability to track accurately with weapons.

Manager

The DI computer manages all the systems in a BattleMech. All components have their own controlling computers which are

brought together by the DI system. The DI, for example, sends commands to actuator MCUs in order to promote smooth limb

motions. The DI also keeps the 'Mech from damaging itself. For instance, it will cut back on systems that generate heat

when the 'Mech suffers from heat sink damage or is in a very hot environment. It is also capable of overriding the

“common sense” of the components level systems. When the MechWarrior demands it, the DI will run the engine hot even if the

engine control computer is trying to keep the engine cool. When a MechWarrior pushes throttle forward, it is the DI controls

the engine power, the gyro, and coordinates actuators. When a BattleMech takes damage, the DI is what reconfigures leaking

heat sinks, bypasses severed myomers and tries to re-route power to disconnected weapons.

Security

The DI also handles 'Mech security. Normal security routines involve the MechWarrior thinking his way through several

commands while wearing the neurohelmet, along with voice recognition, codes input from the keyboard, or even 'Mech

gesture "code keys." The DI computer also decides whether or not to scramble a would-be thief's brain with the neurohelmet.

Clanners normally do not pay attention to this aspect of security, since, according to them, "there are no thieves in Clan

society." ... Someone go cue up Baghdad bob, please...

DI Computer & Overall 'Mech functionality

Structure, actuators and myomers for mobility; armor; gyroscope; the fusion engine; the commanding cockpit; and the DI

computer. The neurohelmet doesn't function as a direct brain-machine link. Well, than, what does bring all these systems to

life? Of course... it's the DI computer.

BattleMechs are actually quite capable well-programmed robots, with most of that capability stemming from the DI computer

network and programming. That said, 'Mechs are not built or programmed to be autonomous, mostly because they carry a huge

amount firepower and are so large. MechWarriors handle all of the higher-level decisions. What the BattleMech computers do

handle is a massive amount of lower-level decision making.

The T&T systems sorts, processes and translates sensor data and displays it for the MechWarrior, so that the MechWarrior

needs only look at his readouts to ascertain his situation on the battlefield. Targeting for a MechWarrior is a simple act of

using a control stick to aim a reticule on his targeting display... it is the BattleMech that actually does the calculations

and tries to aim the weapons at the target the MechWarrior is indicating. 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 balance,

such as 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 this sort of decision making.

Moving is yet another task that the BattleMech does a lot of work at. 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 'Mechs many sensors. Hand actuators are also tools

that the BattleMech will handle via the DI network, especially more modern 'Mechs. 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 'Mechs own DI computer avoiding the trees. However, BattlMechs do sometimes

simply crash their way through forests, clip buildings, or trip down into ravines. This is because 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.


The Neurohelmet

The neurohelmets main job is to enable the MechWarrior to control the balance of the BattleMech. The MechWarrior uses the

neurohelmet to tell a 'Mech when and in what direction it should be off balance, and also to help the 'Mech regain

its bearings when its balance systems cannot compensate enough for the 'Mechs conditions.

Putting Data In

The massive neurohelmets of the succession wars, which sat on the shoulders and inhibited the MechWarriors ability to turn

their head compressed a 360-degree view from external cameras and sensors into a 160-degree HUD display in the helmet with

the different firing arcs deliniated and having their own reticules for weapons in those firing arcs. More capable and more

modern neurohelmets, such as Clan versions, are smaller and lighter, having large visors and while not requiring the old

style HUD display in the helmet.

As mentioned earlier, neurohelmets also have audio systems which generate audible cues in three dimensions, allowing a

MechWarrior to quickly find a threat.

The first Star League did develop some very capable neurohelmets, the best of which were big clunkers used in aerospace

fighters. Advanced neurohelmets are capable of providing sensor and balance information from the 'Mechs sensors to the

MechWarrior. This “direct neural virtual reality” is very weak, because even the best neurohelmets cannot put enough signal

power into the brain to overwhelm the natural biological sensory signals without cooking brain cells. This input limitation

is due to the wireless method that neurohelmets use to send information into the brain cells.

Getting Data Out

Getting information out is far easier, being a passive process. The achilles heel of getting complex information out of a

brain via a neurohelmet is that the complexity of the human brain makes it a hard thing to read. Because of this,

neurohelmets "watch" a few specific centers of the brain which are easily translated into commands. The end result of this is

an interface that makes it possible for MechWarriors to communicate their basic intentions to their 'Mech more quickly

and clearly than speech controls would allow for. This overall process is not quick or smooth, but it does work. For

instance, when charging at another mech, the pilot would use the neurohelmet to, at a very visceral low level, command the

'Mech to throw itself off balance towards the targeted mech.

Fine Tuning

Because of the plasticity of the human brain in order to "watch" and transmit to the appropriate brain centers most

neurohelmets have to be fine-tuned to each MechWarrior.

The Outside limits

While the neurohelmet can help translate the MechWarriors basic intentions to the BattleMech and give a small amount of

feedback to the MechWarrior, they aren't capable of real-time “mind reading” that would be necessary in order to directly

control a battlmechs movements, nor can they input enough data to a MechWarrior to replace the cockpit information systems.

The first Star League could not make helmets capable of this and neither can the Clans.

References

  1. 1.0 1.1 1.2 Tech Manual, p. 31, "Internal Structure"

Bibliography