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I love how in-depth your mech discussions dive
This isn't even my full power.jpg
I have to hold a lot back, because I don't know how to communicate well without overwhelming an audience.
Let me show you.
I'm right now figuring out how to explain a summary of over two years of investigation into mecha feet and contact-patch design, which led to me designing many MANY foot designs I came up with based on fighter landing gear, tank design, hovercraft, omniwheels, screw vehicles, and my personal favourites: marginal terrain vehicles and the Landmaster of Damnation Ally, which overcomes the shortcomings of 4+ generation Knightmare Frames [...]
I just special-interest ranted at a friend. I decided to share it with you instead.
Isabelle Fall knew exactly what she was writing.
The ability to use fetishistic and role drive and identity driven fixations to motivate
Over shame, and duty and histories To render the external the introspective.
Extrospective, I guess. Its funny too because, Yukikaze is about a very similar idea or at least touches on it. Its VERY #mechposting, and VERY #robofucker in its story and nature.
A pilot who has artificially induced autism and special interest, to make him a superhumanly capable pilot.
And it backfires; making him fall romantically in love with his plane.
Its only five episodes, and its based on one of the most well loved Japanese scifi novels of all time written in the 1980's -- with the anime being made in 2003.
The trick too is, the plane is intelligent. seems to reciprocate.
There's also ... kind of an implication the pilot has to be estrogenized for the conditioning to take, so he has the emotional bandwidth to handle it in the latest book apparently?
So its weirdly trans-adjacent too?
I remember too, lot of people on 2ch believed Rei Fukai is literally the character Anno based Rei Ayanami in Evangelion on???
Weirdly full circle then, that the planes are designed by Ituko Yamashita who designed the Evangelions too.
idk, I feel like Yukikaze either is, or is going to become a significant text to certain parts of Tumblr which haven't discovered it yet.
Like imagine if Solaris by Stanislaw Lem, 2001: a Space Odyssey, Top Gun and Signalis had a child. That child is Yukikaze.
It talks a lot about how people can't properly conceptualize of a foreign conflict, how disinformation is used and how people are tricked into falling into narritives and mythologies.
In with all this, its some how incredibly queer and has a love-triangle between a man, someone who has discarded gender almost entirely, and an AI driven fighter-plane. The air combat too and planes are rediculously well researched and designed.
idk, give it a go. Or don't. I'm not your mom.
Do you have any design peculiarities you find the most appealing?
This might be rude or even sacrilege, but I like to adjust designs I think are interesting to bring out features I find more appealing -- or to experiment by finding different elements of their character, to exaggerate what I find the most physically attractive.
What I notice is I while I find longer legs more appealing, what I really like are bodies with balanced proportions, a smaller thorax, and to break up big elements into smaller ones.
The Loader-4 for example, has a second joint in the thigh to help break up the leg, and it has an intermediary between the shoulder and the core.
The same is also true of the shoulders of the TSF-Su-47 from Muvluv, which has similar breakup which I think could lend it more expression and a more readable appealing silhouette.
Again this is all down to personal taste: these are the shapes I personally find the most attractive.
Does anybody else also do this, or have their own favourite feature-sets they find the most appealing and attractive?
I'd like to invite conversation, and talk about this more.
e: Kinda clumsy but this is what my brain "sees" underneath, like the mecha is a costume for a smaller daintier robot I guess?
e:
Someone wisely spotted I am in fact, down bad for the L-Gaim MK-II.
e:
On Mecha Control Design IV: NAGANO - Navigating Actions Graphically by Amalgamating Numerical Omission
INPUTS AND ACTIONS: So imagine we have four buttons on the face panel of a control stick, not unlike those of a controller, plus a single bumper-like selection switch which sends the chosen command to the system, cueing it up.
Next, that we have a simple list of four inputs, diagrammed not unlike a directory tree on a computer which occludes "folders" which aren't open
And then a history marker, which indicates how we got to where we are now, ie the series of inputs which produced this output. The output name is also included.
Holding a button, one of the inputs is selected. This opens a folder. The folder automatically defers to its own "folder action" (a verb) while each folder has a "folder class" (adjective).

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On Mecha Control Design III: TOMINOS (Torso Orientation & Motion in Operational Space)
So similar to the modal design we went with for OKAWARA, TOMINOS is a more directed control approach relating to the torso, legs and head of a mobilesuit.
This one is a lot less theoretical so I can go into the specifics as I have a functioning example of this running in Unreal Engine at the moment that I've tried and tested these principles with.
At the highest level, the system can be broken down into a few simple things:
Concept 1: OPERATIONAL SPACE & GOAL GENERATION
First, I need to explain the concept of an "operational space": Think of it as a coordinate system beginning at your center of mass, and it contains three vectors: Your up direction, your forward and right direction.
On mecha control schemes II
To the programmers reading
"Isn't this really complicated?" yeah, but its also highly generalized to both outcomes and platforms -- this is avoiding an inheritance based model, and going for a composition based model, where we compose our modal out of modular hunks which act as part of a loop. When we change a block in the loop, the goal value of the block is then interpolated so we see smooth gradual changes in behaviour which don't then result in harmful or catastrophic damage or changes, and each block in the chain likewise has an exit or dismiss constructor associated where each block has a "safe release" value, to let go of an object or discard it either quickly or safely and which of the two is chosen is defined by the pilot when selecting or inferring a new behaviour chain.
-- To wannabie pilots reading:
"This takes forever!" -- nah, in videogames you very often do stuff like this all the time. This is about as complex as a combo input though I imagine instead of performing push and release, you're probably holding buttons in different orders in a long chain, and then hitting confirm to change the modal -- or that you're able to change them individually with a cursor, or that the system can automatically infer them based on context changes (eg, something rushing up to you in close combat obviously requires a change in context from both you and the mobilesuit and therefor it will likely respond semi-automatically).
Mecha control scheme: OKAWARA
So this is sort of a problem I'm exploring technically and I'm planning to write a paper on when I can get my hands on a few things and something I've put years of thought into and one day would like to build.
"How do I control a mecha?"
Long story short: Its actually very simple, and mostly depends on software which runs modals -- sub-modes which have the user's inputs drive goals to the endpoints. Likewise, a lot of these systems probably have suggestions of input coming from many places with associated confidence and probability scores, so deciding where an object or target is in the fire-control system to determine what to try and track actively is likely important: Users steer sensors, and position endpoints, but how and where the system puts those endpoints is based on its own structural, functional and design limitations. You drive the computer, and the computer drives the robot. Remember, AI is not a silver-bullet which solves all problems reliably. All it does is approximate algorithms. If that means guessing context (when the algorithm changes), AI is probably going to be very bad at that task, which is where humans come in handy (see: MABA/MABA )
If you have any questions moving forward, I'm very happy to answer this as I'd like to do a proper writeup later and catching pitfalls will help.
--
Summary 1: Basic principles of arm movement for generalized mobilesuit operation:
Operational Kinematics for Arm/Waist Articulation and Reactive Attitude / (OKAWARA)