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the shape of things to come

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<strong>the</strong>se are not yet widespread items. This is why so many warriors<br />

go in<strong>to</strong> battle wearing uniforms more appropriate for <strong>the</strong> beaches<br />

<strong>of</strong> planets with minimal nudity taboos than <strong>the</strong> cockpit <strong>of</strong> an<br />

armored combat vehicle.<br />

It’s worth noting, by <strong>the</strong> way, that if <strong>the</strong> ’Mech’s fusion engine is<br />

shut down for whatever reason, most life support units incorporate<br />

ports for conventional personal battery packs that can keep<br />

<strong>the</strong> life support system running for hours.<br />

DIAGNOSTIC INTERPRETATION (DI) COMPUTER<br />

The unsung hero <strong>of</strong> <strong>the</strong> BattleMech is <strong>the</strong> diagnostic interpretation<br />

(or DI) computer. This little gem pretty much acts as<br />

<strong>the</strong> ’Mech’s au<strong>to</strong>nomic and higher nervous system, and is <strong>the</strong><br />

last component that I want <strong>to</strong> talk about before describing how<br />

BattleMechs are brought <strong>to</strong> life. The short form is, <strong>the</strong> DI computer<br />

is a network <strong>of</strong> distributed computers that moni<strong>to</strong>rs and coordinates<br />

<strong>the</strong> basic functions and components <strong>of</strong> a BattleMech.<br />

By Whatever Means Necessary<br />

When I described several components earlier, such as <strong>the</strong> armor<br />

and internal structure, I think I mentioned <strong>the</strong>y were webbed<br />

with optical data lines and sensory fi bers. If I didn’t, well, <strong>the</strong>y are.<br />

The DI computer uses <strong>the</strong>se lines and fi bers <strong>to</strong> keep tabs on <strong>the</strong><br />

health <strong>of</strong> <strong>the</strong>se components, tracking a ’Mech’s integrity and<br />

feeding it <strong>to</strong> <strong>the</strong> battle damage assessment computer (BDA) for<br />

<strong>the</strong> warrior’s information.<br />

But <strong>the</strong> DI is more than a status indica<strong>to</strong>r. It can also use <strong>the</strong>se<br />

lines and webs as a back-up data feed <strong>to</strong> o<strong>the</strong>r components. For<br />

example, if a BattleMech’s forearm is nearly severed, <strong>the</strong> DI computer<br />

can determine <strong>the</strong> status <strong>of</strong> <strong>the</strong> hand actua<strong>to</strong>r dangling by<br />

a thread <strong>of</strong> armor through data lines in <strong>the</strong> armor. The BattleMech<br />

wouldn’t be able <strong>to</strong> do much with <strong>the</strong> hand because <strong>the</strong> forearm<br />

myomer groups and structure are destroyed, but it would be able<br />

<strong>to</strong> communicate with <strong>the</strong> hand…<br />

I probably could’ve picked a better example. At any rate, this<br />

“bypass capability” enables BattleMechs <strong>to</strong> continue functioning<br />

even when suff ering from massive internal damage.<br />

The DI computer itself is quite damage <strong>to</strong>lerant as well. While<br />

it does have some key hardware in <strong>the</strong> cockpit, many <strong>of</strong> its components<br />

are scattered throughout <strong>the</strong> BattleMech closer <strong>to</strong> <strong>the</strong><br />

systems <strong>the</strong>y control. These sub-processing units are heavily<br />

redundant and able <strong>to</strong> take over for damaged counterparts. For<br />

example, DI processors located in <strong>the</strong> engine may end up coordinating<br />

leg actua<strong>to</strong>rs after a “Golden BB” lobo<strong>to</strong>mizes leg DI processors<br />

without harming <strong>the</strong> actua<strong>to</strong>rs.<br />

Manager<br />

The DI computer is <strong>the</strong> manager for all <strong>the</strong> systems in a<br />

BattleMech. Each component has its own controlling computer,<br />

brought <strong>to</strong>ge<strong>the</strong>r by <strong>the</strong> DI system. For example, <strong>the</strong> DI distributes<br />

orders <strong>to</strong> actua<strong>to</strong>r MCUs that create smooth limb motions.<br />

It also compares <strong>the</strong> health <strong>of</strong> multiple systems <strong>to</strong> keep components<br />

from damaging <strong>the</strong>mselves, like changing engine operation<br />

when <strong>the</strong> ’Mech suff ers from heat sink damage. Or it can<br />

override <strong>the</strong> “common sense” <strong>of</strong> <strong>the</strong> individual components. For<br />

example, when <strong>the</strong> MechWarrior demands it, <strong>the</strong> DI computer<br />

will run <strong>the</strong> engine hot even when <strong>the</strong> engine control computer<br />

wants nothing more than <strong>to</strong> cool down.<br />

So, when a MechWarrior jams <strong>the</strong> throttle forward, it is <strong>the</strong> DI<br />

computer that adjusts <strong>the</strong> engine power, applies <strong>the</strong> gyro and co-<br />

ordinates actua<strong>to</strong>rs. When a BattleMech gets shot up, it is <strong>the</strong> DI<br />

computer that reconfi gures leaking heat sinks, bypasses severed<br />

myomer fi bers and routes power <strong>to</strong> disconnected weapons.<br />

Security<br />

The DI computer handles o<strong>the</strong>r ’Mech functions, <strong>to</strong>o, but <strong>the</strong><br />

last one I’m going <strong>to</strong> point out is security. This typically involves<br />

<strong>the</strong> MechWarrior thinking his way through several commands<br />

while wearing a neurohelmet, as well as voice recognition or o<strong>the</strong>r<br />

codes. The DI computer even determines whe<strong>the</strong>r or not <strong>to</strong> fry<br />

a would-be thief with <strong>the</strong> neurohelmet, which refl ects an Inner<br />

Sphere MechWarrior subculture paranoid about “Dispossession.”<br />

The Clans tend <strong>to</strong> skimp on this aspect <strong>of</strong> ’Mech security, since,<br />

according <strong>to</strong> <strong>the</strong>m, <strong>the</strong>re are no thieves in Clan society. Even if<br />

someone did steal a Clan ’Mech, <strong>the</strong> MechWarrior will simply be<br />

assigned ano<strong>the</strong>r one.<br />

ALIVE! IT’S ALIVE!<br />

Ahem, excuse me. I always wanted <strong>to</strong> say that. I’m a Frankenstein<br />

fan—that’s a s<strong>to</strong>ry that just gets better with age…<br />

So, you’ve got all <strong>the</strong>se separate components. The structure, actua<strong>to</strong>rs<br />

and myomers for mobility; <strong>the</strong> protective armor; <strong>the</strong> balancing<br />

gyroscope; <strong>the</strong> fusion engine; <strong>the</strong> commanding cockpit;<br />

and <strong>the</strong> managerial DI computer. If a neurohelmet isn’t a direct<br />

brain-machine link, what actually brings all those systems <strong>to</strong> life?<br />

After my last <strong>to</strong>pic, you shouldn’t be surprised: it’s <strong>the</strong> DI<br />

computer.<br />

BattleMechs are very capable and smart robots, with most <strong>of</strong><br />

<strong>the</strong>ir intelligence embodied in <strong>the</strong> DI computer network. But<br />

<strong>the</strong>y are not truly au<strong>to</strong>nomous. Partly because <strong>the</strong>y have so<br />

much fi repower and could cause so much destruction if something<br />

went wrong, virtually all <strong>of</strong> <strong>the</strong> higher decisions are left<br />

in <strong>the</strong> hands <strong>of</strong> MechWarriors. MechWarriors decide when <strong>the</strong><br />

BattleMech moves, where <strong>the</strong> BattleMech moves <strong>to</strong> and whom<br />

<strong>the</strong> BattleMech shoots. Frankly, it is diffi cult <strong>to</strong> code all that decision-making<br />

for computers, at least in real-world environments.<br />

This, despite claims <strong>to</strong> <strong>the</strong> contrary by…are <strong>the</strong>y here? Kaumberg<br />

Komp Quarterly journalists?<br />

Anyway, <strong>the</strong> Terran Hegemony managed independent operations<br />

for its WarShip-sized Caspar robots, but even those<br />

had shortcomings that precluded <strong>the</strong>ir use in ’Mechs. So don’t<br />

worry, folks; <strong>the</strong> MechWarrior isn’t just a safety system preventing<br />

BattleMechs from taking over us puny organics.<br />

But BattleMech computers do handle an incredible amount <strong>of</strong><br />

lower-level decision-making. The T&T system, for instance, sorts,<br />

processes and interprets sensor data for <strong>the</strong> MechWarrior, who<br />

only has <strong>to</strong> look at his screens or HUD <strong>to</strong> get a concise picture<br />

<strong>of</strong> <strong>the</strong> battlefi eld. When targeting, a MechWarrior merely uses a<br />

control stick <strong>to</strong> aim a crosshair on a display that shows <strong>the</strong> enemy.<br />

It is up <strong>to</strong> <strong>the</strong> BattleMech <strong>to</strong> actually aim <strong>the</strong> weapons with all <strong>the</strong><br />

calculations that entails.<br />

It is also mostly up <strong>to</strong> <strong>the</strong> BattleMech <strong>to</strong> compensate for <strong>the</strong><br />

recoil <strong>of</strong> its au<strong>to</strong>cannons or <strong>the</strong> blasts <strong>of</strong> hostile fi re while moving<br />

in <strong>the</strong> direction a MechWarrior sets. Yes, a MechWarrior can correct<br />

<strong>the</strong> BattleMech on its balance, such as telling <strong>the</strong> BattleMech<br />

when <strong>to</strong> ride with <strong>the</strong> blasts ra<strong>the</strong>r than leaning against <strong>the</strong>m,<br />

or when <strong>to</strong> throw itself <strong>of</strong>f -balance and in<strong>to</strong> ano<strong>the</strong>r BattleMech,<br />

but a lot <strong>of</strong> <strong>the</strong> decision-making gets done by <strong>the</strong> DI computer.<br />

Speaking <strong>of</strong> movement, this is ano<strong>the</strong>r task that <strong>the</strong> BattleMech<br />

sweats over. As massive as BattleMechs are, <strong>the</strong>y cannot depend

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