in mechanical games Pilots often have the job advantage of dying in their seats. With mechanical windshields entangled with bullets, frenetic arm guns, depleted uranium energy cores, and biped legs leaking hydraulic fluid across whatever near-future landscape they battle in, all too often these mechanisms explode and players reappear across the map. Note and watchAnd the fall of titanand different Call of duty Iterations use mechanical multiplayer combat to their advantage (and suspend player disbelief). It’s all fun and games, but how often do you think about the long-term safety, maintenance, and unintended side effects of giant robots? If these machines were real, a lot would change — and a lot could go wrong.
Although fictional machines come in all shapes and sizes, the massive mechanical design widely used is most common in games and in life, as seen in real-life attempts to build the kinds of gigantic mechanisms we love in fiction. from 1:1 scale Japanese Gundam in Diver City to 2017 Giant robot duel between USA and Japan For popular movies and media like Pacific RimAnd the power RangersEven the camp Robot Jokes, the mechanical designs that capture our imaginations are all basically armored humans, large in size. But the four experts we spoke to, from true mechanical builders to heavy-duty machine designers, agreed that the famous human form should be ditched from the start.
“Why do you suck two feet?” asks John Pope, industrial designer of heavy machinery. “Unless you really put a huge foot on it, it’s flotation and ground pressure, really.” Few urban environments are built for heavy steps with a concentrated mass of a mechanic like DropsLiberty Head – The sidewalk will collapse and basements or tunnels will turn into huge pits.
Natural environments would not be any better off, according to Erol Ahmed, Director of Communications at Built robotsIt is an unmanned construction robotics company. “Soils are not solid; they have a different weight density if they are sandy or clayey.” Testing the materials if the battlefield is silt or sandy loam, then redistributing the weight accordingly, isn’t exactly the most urgent goal of the two-footed mechanic during combat, but it should be if its pilot is to survive.
Bob sees three solutions for bipedal mechanics in real life: huge boots that are comparable to metal clown shoes, multi-legged mechanical boots that look more like caterpillars or worms, or a mechanism with tucks instead of legs. “Ultimately, I would argue, if you wanted a robot that would just destroy everything, I would build a giant bulldozer,” Bob says. He designs giant bulldozers for a living. The design is logical. Shagohod Metal Gear Solid 3 Known as the Treading Behemoth, the Mech was designed to use two screws instead of Metal Gear chicken legs, and the design was sturdier (that is, until you pounded Solid Snake).
But especially with the tread, geared machines can be hell for riders. According to John Pope, operators of industrial vehicles, such as wheel tractor scrapers or wood locomotives, can only drive machinery for a few years. “Then your body literally can’t handle it anymore,” he says. The compounds of destruction can be the same (and are similar to the mechanisms in their purpose of destruction). “You’re constantly hitting the wall all day,” Bob says. “It could be a one-day carnival trip.”
This aligns with the experiences of two game-inspired mechanics that have been built in real life. When Oehrlein, CEO of a giant mechanical company, died Mega BootsHe began designing the two mechanics that built his company, and it was his North Stars that were piloted in a 1995 computer game. MechWarrior 2: 31st Century Combat. Although the game’s mechanics were bipedal, the stability made him step into steps, and his mechanism vibrated a lot when he sat in the pilot’s seat. It seemed to him that starting and driving was like riding a roller coaster or a carnival ride, and not like driving a car. “The engine starts to come alive and the whole robot vibrates. There are big 3,000 psi hydraulic hoses running through them and I don’t know they are within a foot of your spine. If that hose explodes, real bad things are going to happen,” says Oehrlein. “Most of the fear comes from the unreliability of the system.”
Unreliability is a serious problem for a mechanic of any size – even with what we would consider “simple” weapons used in competition robots such as Battlebots. Flippers, deer, and snatchers are complex tools that can be damaged while playing, according to Battlebots Judge Lisa Winter. Throughout the show, the robots break and the operators don’t know why. Adding flamethrowers, ion cannons, and big rocket launchers to already complex giant mechanics will likely lead to more inexplicable errors and failures. Mechanical companies with simpler designs and fewer moving parts make the most sense for rebuilding today: Think half lifedog or alienPower loader, for example.