One thing with BT Lore I've always wondered about was how much influence on mech movements does the neurohelmet of a mechwarrior have? I know that the pilot's and mech's sense of balance and equilibrium are largely integrated, but in the novels and other canon material when mechs are described as punching, kicking, and other humanoid movements, does the neurohelmet factor into those actions since they would require much more precise use of the controls than pointing and shooting? Also does the neurohelmet help with targeting at all? For example, if you were focusing on aiming for a specific point on a target at a relatively long distance a control stick and other cockpit controls would be rather difficult to aim with, so would the mech through the pilot's inputs from the helmet kind of be able to interpret what point the pilot was focusing on and slightly autocorrect the aim?
I'm not trying to imply that I think neurohelmets should play some big part (or any, for that matter) in MWO, but I would like to know these answers from a general BT fluff/specs aspect and I wasn't sure where else in the forums to post this.
Thank you in advance :-)


Neurohelmet Questions
Started by Riordan Lionheart, Feb 28 2012 10:28 AM
4 replies to this topic
#1
Posted 28 February 2012 - 10:28 AM
#2
Posted 28 February 2012 - 10:49 AM
From what I've read they only get pretty basic info. Balance, and clarification on what to do with joystick input. Nothing like full control as if the mech were an extension of you.
#3
Posted 28 February 2012 - 11:16 AM
It's taking the information from inner ear for balance purposes. The mech movements are adjusted acording to it to prevent falls. It also protects the mechwarriors eyes and ears from beeing damaged when the cockpit is hit by lasers or when autocanon or rocket shots make too much noise in the cockpit. It also projects the HUD for mechwarrior so it may help him with targeting if he has a designed computer for it but basicaly it only sums up the information on Battlefield for him.
That's what I've got from the Gray Death books I've read.
That's what I've got from the Gray Death books I've read.
#4
Posted 28 February 2012 - 12:08 PM
Ok, I was just wondering because from what we've seen and read about the cockpits and controls of mechs, the more human-like actions seem pretty impractical with said controls and I was just thinking that the neurohelmet might be able to pick up on the basic and very strong impulses from a mechwarrior (i.e. the mechs "flinch" with the pilot when impacts are imminent). Also using control sticks, pedals, and toggles seems ill suited to execute actions such as picking up something with the hands of the mech and other like movements
#5
Posted 28 February 2012 - 12:11 PM
From Sarna:
Also, from TechManual:
So, the neurohelmet includes a heads-up display, microphones, a balance monitor, and some limited form of brainwave monitor.
It cannot, by itself, allow for complete control of a BattleMech (a separate technology, the DNI, does that), but it can help to refine and clarify commands entered through the conventional controls.
It also (on IS 'Mechs) includes part of the security system to reduce/prevent 'Mech theft.
Quote
The neurohelmet reads the brainwaves of the pilot. The basic model of neurohelmet focuses on the human sense of balance. With a multi-ton gyroscope and powerful myomers in the limbs, BattleMechs can stand upright and remain balanced on their own, but the limited intelligence of BattleMechs and natural conservatism of their control computers means they often need to be told when it is acceptable to be off balance, which may be helpful in battle as MechWarriors push their machines. The neurohelmet also provides feedback to the MechWarrior, helping them retain their own sense of balance as they sit 10 to 12 meters in the air atop a swaying, weaving bipedal giant robot.
More advanced neurohelmets provide additional input and output beyond a sense of balance, though they never amount to "Direct Neural Interface" technology. A neurohelmet can provide the MechWarrior with a kinesthetic sense - a sense of how the 'Mech's limbs are positioned - and Star League aerospace fighter neurohelmets served to provide a weak virtual reality to the pilots. In return, MechWarriors can use neurohelmets to provide some clarification the simple commands they are supplying to a 'Mech through joysticks, triggers, and pedals.
Early neurohelmets had to be carefully calibrated to the brain of the pilot. If the calibration was not exact (or if there was the wrong pilot wearing the helmet), this could lead to a host of effects, including headache, dizzy sight, balance problems and disturbing buzzing inside your head (a very weak buzzing remains even if the calibration is correct). Such out-dated neurohelmets are still in use in Clan Sibkos and in old 'Mechs in the Periphery. Modern neurohelmets are more advanced and no longer depend on a specific pilot.
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A neurohelmet can be programmed to require a code in order to use the machine it is attached to. Some example code elements include looking at various gauges for a predetermined amount of time, or moving the Mech's arms a certain way.
The neurohelmet also has a security function, as it is tuned to the specific brainwaves of the pilot. If an unauthorized individual puts on the helmet, the wearer will receive anything from simple headaches to complete unconsciousness.
More advanced neurohelmets provide additional input and output beyond a sense of balance, though they never amount to "Direct Neural Interface" technology. A neurohelmet can provide the MechWarrior with a kinesthetic sense - a sense of how the 'Mech's limbs are positioned - and Star League aerospace fighter neurohelmets served to provide a weak virtual reality to the pilots. In return, MechWarriors can use neurohelmets to provide some clarification the simple commands they are supplying to a 'Mech through joysticks, triggers, and pedals.
Early neurohelmets had to be carefully calibrated to the brain of the pilot. If the calibration was not exact (or if there was the wrong pilot wearing the helmet), this could lead to a host of effects, including headache, dizzy sight, balance problems and disturbing buzzing inside your head (a very weak buzzing remains even if the calibration is correct). Such out-dated neurohelmets are still in use in Clan Sibkos and in old 'Mechs in the Periphery. Modern neurohelmets are more advanced and no longer depend on a specific pilot.
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A neurohelmet can be programmed to require a code in order to use the machine it is attached to. Some example code elements include looking at various gauges for a predetermined amount of time, or moving the Mech's arms a certain way.
The neurohelmet also has a security function, as it is tuned to the specific brainwaves of the pilot. If an unauthorized individual puts on the helmet, the wearer will receive anything from simple headaches to complete unconsciousness.
Also, from TechManual:
Quote
Thermal imaging, light amplification, radar and magnetic anomaly sensors are all among the primary sensors used by BattleMechs, supplemented by seismic sensors, motion detectors, chemical analyzers and a multitude of others. Despite this broad range of sensor types, MechWarriors are not deluged with raw data. Sophisticated computers streamline, interpret and prioritize this information, so that by the time the warrior gets the info, it appears as simple visual cues on the usual cockpit displays or the warrior’s own neurohelmet heads-up display (HUD).
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More complicated movements involve more complicated combinations of controls. The steering pedals don’t just push back and forth. They can also tilt and twist. Throttle control levers and fire control can also provide steering and movement input. And while neurohelmets primarily serve to correct balance, they can help clarify the MechWarrior’s intent to the BattleMech.
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More complicated movements involve more complicated combinations of controls. The steering pedals don’t just push back and forth. They can also tilt and twist. Throttle control levers and fire control can also provide steering and movement input. And while neurohelmets primarily serve to correct balance, they can help clarify the MechWarrior’s intent to the BattleMech.
So, the neurohelmet includes a heads-up display, microphones, a balance monitor, and some limited form of brainwave monitor.
It cannot, by itself, allow for complete control of a BattleMech (a separate technology, the DNI, does that), but it can help to refine and clarify commands entered through the conventional controls.
It also (on IS 'Mechs) includes part of the security system to reduce/prevent 'Mech theft.
Edited by Strum Wealh, 29 February 2012 - 09:50 PM.
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