Mobile
Suit Engineering and Operation
Author: Tommy
Console
Explanation
The images
on the four main monitors are derived from the 12 cameras
distributed around the mobile suit's body, to present the
external world as if you were sitting in its head. (You're
warned not to forget to protect the torso, where you're actually
sitting.)
The communications
monitor on the top console is used to communicate with the
deck crew and operators aboard your carrier ship or hangar
bay. Thanks to Minovsky interference, you can only get visuals
over short distances; after that, it's voice only. Although
there's a dedicated rear-view display, you'll get an automatic
verbal warning if an enemy gets behind you, and you can then
use the controls on the left console to put the rear-view
image up on the main monitor.
Most of
the mobile suit's critical functions are handled by the control
sticks and foot pedals. The sticks control the flight direction,
and also house the trigger and weapon selector, while the
foot pedals provide throttle and braking functions. Even in
combat, most of the mobile suit's functions are computer-controlled;
as a result, even a grade-schooler could operate it.
Panel and Console Diagram
A diagram
calls out the major controls in the mobile suit cockpit. The
cockpit consists of a seat and four monitor panels - front,
top, left, and right. The front and top monitors sport small
control consoles, and the other instruments are built into
the seat or its side consoles.
The top
monitor console includes two smaller screens - a rear-view
monitor and a communications monitor (on the left and right
sides respectively). In between are sets of sensor mode selectors.
The front
monitor console bears, left to right, generator starter switches;
a threat-warning panel; and monitor toggle switches.
The left
and right armrests of the seat sport almost identical controls.
Each side has a sliding control stick - the right is for weapons,
and the left for steering, but there is some functional overlap
- plus a row of ten buttons for manually activating the apogee
motors. The left armrest also sports a throttle lever, which
seems to function something like a gearshift for the thrusters.
Additional side consoles are attached to the armrests; these
contain controls for communications and external monitor modes
(on the left), drive/fuel system mode selectors, and warning
monitors (on the right). A mysterious "index sub-console"
dangles off the right console.
Finally,
there are the two-foot pedals - brake on the left, throttle
on the right. The throttle pedal functions like a car's accelerator.
(Note that the throttle lever on the left armrest governs
the upper limit of your thruster output.)
Cockpit Controls In-Detail
This design
follows traditional fighter cockpit designs. Most of the functions
are controlled by the MS' computer core coupled with the MS's
learning A.I. module for a complete fly-by-wire system. The
AMBAC (automatically) maintains the MS' equilibrium while
the MS is moving.
Right
Control Interface (RCI)
The right control interface is used for MS direction and orientation.
It is implemented as a self-centering, 3-DoF (Degree-of-Freedom)
flight control yoke that controls the MS' orientation (pitch,
roll, and heading). The index finger is used to operate a
self-centering, mini 2-DoF control stick in lieu of the main
trigger. This interface used to control the MS' vertical and
horizontal side movements.
Control
Buttons:
Head vulcan trigger (x1) - fires the MS head vulcans, if available.
MS actuator
grab switch (x1) - tells the MS' CPU to reach/grab the currently
selected target.
MS actuator
block switch (x1) - tells the MS' CPU to reach/block the currently
selected target.
Macro
selector wheel (x1) - used to select a specific pre-programmed
macro from a list of macros to execute. The wheel has a pushdown
action that allows the pilot to select a specific group of
macros. Turning the wheel allows the pilot to select a particular
macro from within the current macro group. The MSW is notched
to prevent the interface from undesired 'free-wheeling'.
Macro
execution trigger (x1) - used to execute the currently selected
macro.
Left Control Interface (LCI)
The left control interface is used for forward/backward movement
and fire control for the MS and is implemented as a sliding
throttle control. The handle has a single-axis twisting action
that either locks the LCI in place or unlocks it in order
to be moved. It also has a self-centering, mini 2-DoF control
stick (located on the thumb area). This interface directly
controls the on-screen targeting reticule and is indirectly
responsible for head and upper-torso movement related to target
tracking. On terrain, if the MS is capable of sustained atmospheric
flight, the LCI also controls MS/MA forward/backward flight.
Control
Buttons:
Target selector dial (x1) - used to 'scroll' through available
targets in their order of proximity to the MS. Notched, freewheeling
interface.
Primary
weapon trigger (x1) - fires/activates the currently selected
primary weapon, if available.
Secondary
weapon trigger (x1) - fires/activates the currently selected
secondary weapon, if available.
Weapon
selector 8-way HAT switch (x1) - used to select the current
weapon. The HAT switch has a pushdown action that allows it
to be used to select either primary (usually beam-based weaponry)
or secondary (usually projectile-type) weapons.
Beam weapon
power level control knob (x1) - used to select power level
of current beam weapon, if available. Doubles as blade-length
adjustment for beam sabers, if available and is currently
selected.
Right Foot Pedal (RFP)
On terrain, this pedal is used for MS locomotion. The normally
raised position of the RFP stops the MS (either in flight
or in stride). The degree of depression corresponds to the
appropriate speed. Thus, the more the depression, the faster
the MS attempts to go. Pumping the RFP will result in the
MS taking a half step. However in space, the RPF functions
as an acceleration pedal. When used in conjunction with the
LCI, the pilot can execute sudden stops or course changes
by releasing the RFP and pulling the LCI backwards.
Left Foot Pedal (LFP)
This pedal is used for jump and bend controls. The normally
raised position on the LFP is equivalent to the MS standing
upright. Stepping on the pedal makes the MS bend at the knee
and hip joints. The more the pedal is depressed results in
a lower position of the MS. Releasing the pedal restores the
MS to it's upright position. However, releasing the pedal
instantly would make the MS jump (or jet-assisted jumps).
Pressing the LFP all the way down and holding it there for
three (3) seconds causes the MS to kneel.
In space,
the LFP has multiple functions depending on the current situation.
If the MS is standing on a surface (ship's bulkhead, carrier
launch deck, colony's walls, etc.), the LFP functions as a
jump/leap and bend controls (as on land). When the MS is moving
at more than 70% (or upon the MS pilot's preference) of it's
maximum attainable velocity, the LFP is used to make sudden
stops or move backward quickly. When used in this way, the
LFP overrides the control signals from the RFP and the LCI
(direction commands only) so that the MS can accomplish almost-instantaneous
direction changes. The LFP looses this control once the MS
has attained 10% of it's maximum attainable velocity moving
in the opposite direction. The pilot has to then use the LCI/RFP
to continue moving in the same direction. If not, the MS will
start moving in it's original heading. When maneuvering (around
2% to 5% of the maximum attainable velocity or moving under
it's own momentum), the LFP is generally inert. In combat
mode, the LFP is used as a dodge/avoid control. This is used
in conjunction with the various proximity sensors and targeting
systems- coupled with the AMBAC system- to determine the proper
course of action the MS should take to avoid the threat.
Center Console (CeC)
The center console (depicted in Figure 3.5) contains readouts
of the MS' vital systems (reactor temperature, fuel readings,
current velocity, acceleration factor, thruster temperature,
weapons load out, weapons readouts, damage readouts, life-support,
etc.) It also contains autopilot controls, the communications
and navigation consoles. The center consoles also contain
the AMBAC enable/disable switch as well as the interface to
the MS main computer core. In addition, the center console
also contains the mode selector (flight, patrol, recon, and
combat) for the MS. The center console also houses the controls
to the MS' manipulators (hands) in the event that the pilot
needs to control arm movement manually.
Left Arm Console (LAC)
The left arm console (depicted in Figure 3.6) contains the
MS activation switch and 'key' insertion point. The life support
and direct interface to the MS computer can also be found
in the left arm console. The LAC also houses half of the controls
to the MS' various thrusters/vernier jets (left-side only)
in the event that the pilot needs to maneuver the MS manually.
Right Arm Console (RAC)
The right arm console (depicted in Figure 3.7) contains selector
switches for all auxiliary weapons (missiles, chafe, etc.).
I-field (if present) controls (power levels) are also found
here. The visual cues control (discussed later) can be found
there. The RAC also houses half of the controls to the MS'
various thrusters/vernier jets (right-side only) in the event
that the pilot needs to maneuver the MS manually.
Others
Head-tracking unit mounted in the pilot's helmet directly
controls the head vulcan's on-screen targeting reticule (different
from the main/secondary weapon's targeting reticule).
With these
configurations, critical controls are at the pilot's fingertips.
Thus, during combat situations, the pilot does not have to
take his/her hands off the controls to access weapons selection
and other combat-critical actions. Also, complex actions can
be carried out easily and efficiently. For example, to make
the MS jump backward on terrain, all the pilot has to do is
step on the LFP, pull the LCI backward, and release the LFP.
This is not unlike operating a manually controlled automobile.
This configuration
also puts weapons control and MS maneuvering control on distinct
and separate control interfaces, which limits pilot confusion.
It should be noted that all controls are reconfigurable by
the MS technician/pilot depending on mission parameters and
pilot preferences.
Example
Launch Sequence
When you
enter the cockpit, first buckle up your seatbelt. Then turn
on the generator (via the front console), check the warning
monitors (on the right console), and use the monitor toggles
(front console again) to switch to systems check mode. If
anything's wrong, contact the deck crew,
Now you're
ready to get on the catapult. Set the drive system mode to
"walk" (via the right console) and proceed to the
catapult as per your operator's directions, picking up your
weapons on the way. Use the throttle pedal to walk forward,
the control sticks to turn, and the brake pedal to stop.
Once you're
on the catapult, it's time to warm up your thrusters. First
set the drive/fuel system mode to "catapult shoot"
(right console again), then release the lock on the throttle
lever (left armrest) and slide it into "idling"
position. Check the warning monitors again, and set the throttle
lever to "taxi-ing" position. This lets you use
your thrusters to pick up a little extra speed during launch.
When your
operator gives you the signal, you're clear to launch. Just
release the brake pedal, and you'll be shot into the atmosphere.
Using your thrusters as little as possible (to conserve propellant),
join your teammates in formation. You can use the index sub-console
(attached to the right console) to load pre-programmed mission
routes, including your return course at the end of the mission.
Example Combat Sequence
The warning
panel (on the front console) will alert you to approaching
enemies - in this example, because your mono-eye's infrared
sensors have picked up their thruster flares. Set the sensor
mode to "scan" (via the top console), and the mono-eye
will automatically seek out enemy targets. As you enter battle,
set the drive/fuel system mode to "combat," and
crank up the throttle lever for bursts of propellant-burning
speed.
Set the
combat mode selector on the right control stick to "shooting,"
and release the trigger lock. A targeting reticule will then
appear on your main monitor, while enemy units will be tagged
with target symbols. Use the control stick to move the reticule
onto the desired target, get a lock-on, and pull the trigger.
In close-quarters combat, set the combat mode selector to
"melee." Go a few seconds at full throttle - can't
waste propellant - to close the distance, then pull the trigger
to swipe with your beam sword.
In the
course of this chapter's combat example, there's some discussion
of dealing with battle damage. You can use the index sub-console
to switch hands, the manual activation buttons will turn red
to indicate lost apogee motors, et cetera. Also, as you use
up your propellant, you should adjust the throttle lever to
reduce your thrust.
Once combat
is over, you can return to your mission route. Set the drive/fuel
system mode back to "cruising" while you check for
damage and glance at your propellant levels. All clear? Set
the sensor mode back to "warning" (via the top console),
put the throttle lever back into "idling" position,
and continue on your course.
Example Escape Sequence
This chapter
details the workings of the emergency ejection mechanism,
which is activated by opening a box under the seat and pulling
on the "escape ring" inside. The mobile suit's chest
armor blows off, and then the seat is launched about a quarter
of a second later. The seat's rocket motors fire for up to
30 seconds, with a peak acceleration of 16 gees; within five
seconds you'll be a kilometer away from the mobile suit, safely
clear of the blast radius. (I note that these figures indicate
an average acceleration of 8 gees.)
Once you've
ejected, you can maneuver the drifting seat with its built-in
apogee motors. The life-support systems provide five days'
worth of air, and three days' worth of food and water (presumably
delivered in-helmet), while a beacon signals to friendly rescuers.
Example Return Sequence
Assuming
your mission went well, you now get to return to your carrier
ship or hangar. Your operator will guide you through the final
stage of the approach. Once you reach the ship's hull or hangar
entrance, turn on your foot magnets, set the throttle lever
to "idling," and set your drive/fuel system mode
to "walk." Then, once you're safely back in the
hangar, switch the drive/fuel system to "maintenance"
mode. This will shut down the thrusters, lock all the drive
systems, and finally power down the generator.
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