Author Topic: The MadCat and its joints  (Read 2001 times)

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Offline -SM-SUCKER

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The MadCat and its joints
« on: July 21, 2011, 03:56:15 PM »
First things first: The MadCat was modelled perfectly, I really like it!

The joints connecting the legs to the hips just look far to fragile to support a running 75t machine of death. And I see no way anything can be transferred, neither energy, coolant or anything else needed to actually use those great legs.
This was probably done to allow for greater flexibility, like a needed in a human hip joint. Or maybe to avoid some clipping issue, but it just does not look right. Maybe give cover it up with a cylinder.

Reference:

Offline SquareSphere }12thVR{

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Re: The MadCat and its joints
« Reply #1 on: July 21, 2011, 04:13:39 PM »
video games (especial sci fi) require suspension of disbelief.
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Offline Sesambrot

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Re: The MadCat and its joints
« Reply #2 on: July 21, 2011, 04:42:05 PM »
We had an internal discussion on that matter, and it's obvious that a common cardan shaft couldn't be used there.

However, it's the 31st century, and the super highly advanced materials used to create this joint coupled with a microgyro made from highly compressed matter inside the legs, provides the necessary stability to support this kind of use while still retaining the flexibility of a common cardan shaft.

I hope this explains the reasons behind this design decision.
« Last Edit: July 21, 2011, 05:10:12 PM by 7.[WD]Sesambrot »
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Offline -SM-SUCKER

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Re: The MadCat and its joints
« Reply #3 on: July 21, 2011, 10:04:58 PM »

Offline Cujo

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Re: The MadCat and its joints
« Reply #4 on: July 22, 2011, 12:33:08 AM »
Don't get me started on CBT designs and engineering, suffice it to say there are indeed some like me who can't overlook some of that and model it so that it looks like it would work to me (a mechanical design engineer, I design automation), and then some folks keep it closer to CBT.  So yea, personally I throw away all that bull about future materials because when it comes down to it, that area is likely to be struck by a weapon, it's on a warmachine, and that's a critical location, you can try and cry about future materials and how this isn't RL and crap all you want, it's still a warmachine, designed to take abuse either via weapons or just the wear and tear in all different environmental conditions. 

When it comes down to it, it's an artist's choice and I really may not agree with it (and I think there are definitely times I think a compromise needs to be struck because you really can't make something that small), in the end, the game engine doesn't care how the model is sized.

Offline =CJW=YalK

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Re: The MadCat and its joints
« Reply #5 on: July 22, 2011, 01:19:12 AM »
New Mech's>>>>> literally every other F***ing thing on the planet



Expecting understanding and empathy on the internet (especially in Toast [especially by Bill]) = fail.

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Offline xDeityx

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Re: The MadCat and its joints
« Reply #6 on: July 22, 2011, 01:22:46 AM »
New Mech's>>>>> literally every other F***ing thing on the planet

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Offline Sesambrot

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Re: The MadCat and its joints
« Reply #7 on: July 22, 2011, 02:47:08 AM »
Don't get me started on CBT designs and engineering, suffice it to say there are indeed some like me who can't overlook some of that and model it so that it looks like it would work to me (a mechanical design engineer, I design automation), and then some folks keep it closer to CBT.  So yea, personally I throw away all that bull about future materials because when it comes down to it, that area is likely to be struck by a weapon, it's on a warmachine, and that's a critical location, you can try and cry about future materials and how this isn't RL and crap all you want, it's still a warmachine, designed to take abuse either via weapons or just the wear and tear in all different environmental conditions. 

When it comes down to it, it's an artist's choice and I really may not agree with it (and I think there are definitely times I think a compromise needs to be struck because you really can't make something that small), in the end, the game engine doesn't care how the model is sized.

Well, then how do you explain that this thing can stand upright? :P

Srsly tho, I think everyone knows that it would actually have to collapse as soon as it spawns, those cardan shafts aren't even TRO, I think someone just thought they'd look cool...
I actually noticed that the first time I saw this mech, and thought to myself: "who designs such crap?!?" lol
but you know as well as I do that fixing it now would be an aweful waste of time, and the only way to go about it is either to pretend not to see this faulty design, or come up with explanations like the one I posted involving highly advanced materials, sci-fi physics, good imagination, quite some fantasy, and a good portion of magic. :P
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Re: The MadCat and its joints
« Reply #8 on: July 22, 2011, 05:53:03 AM »
I CALL IT FLUFFY MAGIC.

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Offline Spanish Inquisition

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Re: The MadCat and its joints
« Reply #9 on: July 22, 2011, 09:01:07 AM »
What? You think the joints are magical? Why don't you go ahead and explain how we managed to make walking machines of death fit inside a hundred tons first?

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Offline Ghiest

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Re: The MadCat and its joints
« Reply #10 on: July 22, 2011, 11:33:37 AM »

Offline GB-72AT Talon

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Re: The MadCat and its joints
« Reply #11 on: July 22, 2011, 01:08:58 PM »
unobtanium?   :o



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Offline Cloudburst

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Re: The MadCat and its joints
« Reply #12 on: July 22, 2011, 01:35:43 PM »
Seriously, this ticks the fapp out of me too. How hard would it be just to cover it up with a cylinder?
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Offline Bill

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Re: The MadCat and its joints
« Reply #13 on: July 22, 2011, 01:48:10 PM »
 ::)


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Offline CGB [CoffiNail]

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Re: The MadCat and its joints
« Reply #14 on: July 22, 2011, 03:00:21 PM »
Because the designer wanted it this way?  I think it looks no less fragile than half the mech TRO's out there.  Look at the timberwolf's arms, sorry but A gauss round would snap them off with a hit, I do not think armor is going to stand up against a slug that large, science fiction is amazing no?