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In lugnet.build.mecha, Andrew Todd Amacher writes:
> Plus , they're rather costly to acquire. Furthermore,(and I hope Brian
> Cooper takes no offense to this observation because I love his work) the
> time it takes to pose the limbs on a gear box-based mecha is counteractive
> to playabilty.
Yes but they're scale models, not toys.
(I have to keep reminding myself of this ;-)
Actually once you go with gears, a non-geared
joint just isn't as much fun, not as realistic,
though technically a real mecha wouldn't use gears,
more like direct drive electric motors and
electrohydraulic actuators. Gears are an archaic
technology for power transfer and torque augmentation
(useful only if your power source is something quaint like a
waterfall, a coiled spring, or a reciprocating engine).
"K"
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Message has 2 Replies: ![](/news/x.gif) | | Re: Mecha Joint Tech
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| (...) Well, this maybe true... But actually, I have spent a lot of time building models that "feel" like toys; not so much because I'm going to play with them, but because someone else is undoubtedly going to try and move the joints the "natural" (...) (22 years ago, 16-Jan-02, to lugnet.build.mecha, lugnet.lego.direct)
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Message is in Reply To:
![](/news/x.gif) | | Re: Mecha Joint Tech
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| (...) Good point. They are too weak not be doubled up in large mecha and that technique limits the flexability- especially in the arms. (...) Plus , they're rather costly to acquire. Furthermore,(and I hope Brian Cooper takes no offense to this (...) (22 years ago, 15-Jan-02, to lugnet.build.mecha, lugnet.lego.direct)
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46 Messages in This Thread: ![My top 10 -Jacob Sullens (10-Jan-02 to lugnet.build.mecha)](/news/x.gif) ![](/news/246.gif) ![Re: My top 10 -Dave Johann (10-Jan-02 to lugnet.build.mecha)](/news/x.gif)
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