Subject:
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Re: Quarterback Passing Efficiency?? -- Hear me out!!
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Newsgroups:
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lugnet.build.mecha
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Date:
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Mon, 21 Feb 2005 01:09:40 GMT
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Viewed:
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823 times
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In lugnet.build.mecha, Brian Pilati wrote:
So I am back with more information. As I have started to think this through I
have determined, IMO, that what we are trying to do is score our Mech/Mecha
against the figurative Perfect Mech in the areas of Articulation, Speed and
Strength and optionally Weaponary.
Articulation
Here are my first steps to creating the system. The perfect Mech should be able
to have the same movement as a human (hence, the term humanoid). But then we
get into different areas: Marks reverse knee, Eric Chili, etc.
So we really need to look at the ideal for Mech movement compared with different
styles. I have come up with three styles, so far: Bipedal, Reverse Knee and
Quad.
I have, again, IMO, determined what type of movement each should have by looking
at different Mech from some of the master builders. If you think a particular
style needs more or less, please let me know.
Bipedal
1- Left Ankle 2 (x and y)
2- Right Ankle 2 (x and y)
3- Left Knee 1 (x)
4- Right Knee 1 (x)
5- Left Hip 3 (x, y, and z)
6- Right Hip 3 (x, y, and z)
7- Torso 1 (z)
8- Left Shoulder 3 (x, y, and z)
9- Right Shoulder 3 (x, y, and z)
10- Left Elbow 2 (x and z)
11- Right Elbow 2 (x and z)
12- Head bonus (most are cockpits)
13- Left Wrist bonus (Most have weaponary and no hand)
14- Right Wrist bonus (Most have weaponary and no hand)
Bipedal Total- 23 joints
Reverse Knee
1- Left Ankle 2 (x and y)
2- Right Ankle 2 (x and y)
3- 1st Left Knee 1 (x)
4- 2nd Left Knee 1 (x)
5- 1st Right Knee 1 (x)
6- 2nd Right Knee 1 (x)
7- Left Hip 3 (x, y, and z)
8- Right Hip 3 (x, y, and z)
9- Torso 1 (z)
10- Left Shoulder 3 (x, y, and z)
11- Right Shoulder 3 (x, y, and z)
12- Left Elbow 2 (x and z)
13- Right Elbow 2 (x and z)
14- Head bonus (most are cockpits)
15- Left Wrist bonus (Most have weaponary and no hand)
16- Right Wrist bonus (Most have weaponary and no hand)
Reverse Knee Total- 25 joints
Quad
1- Left Front Ankle 2 (x and y)
2- Left Back Ankle 2 (x and y)
3- Right Front Ankle 2 (x and y)
4- Right Back Ankle 2 (x and y)
5- Right Front Knee 1 (x)
6- Right Back Knee 1 (x)
7- Left Front Knee 1 (x)
8- Left Back Knee 1 (x)
9- Left Front Hip 3 (x, y, and z)
10- Left Back Hip 3 (x, y, and z)
11- Right Front Hip 3 (x, y, and z)
12- Right Back Hip 3 (x, y, and z)
13- Head 2 (x and y)
Quad Total 26 joints
Now for the percentages. The system would add up the total number of joints and
then divide it with the ideal mech for that particular style.
For example:
If a bipedal mech had the following joints:
1- Left Ankle 1 (x)
2- Right Ankle 1 (x)
3- Left Knee 1 (x)
4- Right Knee 1 (x)
5- Left Hip 2 (x and z)
6- Right Hip 2 (x and z)
7- Torso 0
8- Left Shoulder 1 (y)
9- Right Shoulder 1 (y)
10- Left Elbow 1 (x)
11- Right Elbow 1 (x)
12- Head bonus 0
13- Left Wrist bonus 0
14- Right Wrist bonus 0
Total joints: 12
Their percentage on Articulation would be: 12/23 (23 is ideal, under this
scenario for bipedal) or 52%
Now, of course someone could get all the joints plus a few bonus joints and have
a score over 100% ... Great. Great Score! Great Mech! You are an articulation
Master!
Brian
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Message has 1 Reply: | | Re: Quarterback Passing Efficiency?? -- Hear me out!!
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| (...) Okay, I am back with more information. Speed and Strength ===...=== IMO these two are really inverses of each other. A speedy mech is not strong becuase it lacks the ability to carry enough armor. Now on the other hand a strong mech, because (...) (20 years ago, 21-Feb-05, to lugnet.build.mecha, FTX)
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