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In which you build giant fighting machines for the betterment of your pride as a giant fighting machine designer.
A List of Mecha of the World (circa 1927)
Great Britain
Designers of heavy, bullish mecha; generally with a focus on shell-firing guns and steady platforms.

African
-15 tons
-1x 57mm gun, 1x Vickers gun
-Crew: Pilot.
Notes: The first 'proper' bipedal mecha, widely regarded as a flop. The 57mm gun packed insufficient explosive fill, and the then-revolutionary loading system was prone to breakdown. Resourceful Tommies would frequently hang off the back, beating the gun into action in exchange for a ride behind the protective armor. It was quickly retired after the Great War.

Bermudan
-35 tons
-1x 57mm gun, 3x Vickers guns.
-Crew: Pilot, Loader, Gunner-Commander
Notes: The first English quadrupedal mecha, this design was the real war-winner, according to the Armored Cavalry. Despite insufficient gun fill, reliable operation of the weapon by an internal crew mitigated this flaw and integral ride-along provisions allowed the mecha to deposit a half-platoon of descant infantry anywhere on the battlefield in relative shelter.

Columbiad
-40 tons
-1x 75mm gun, 6x Vickers guns in three double mounts
-Crew: Pilot, Loader, Radioman, Gunner-Commander
Notes: The finest refinement of the quadrupedal mecha in the world, this platform brings the heaviest mounted firepower to bear, both in general and ton for ton. The addition of a radio ensures these mecha never work unsupported. In addition, they frequently serve to transport platoons of descant infantry atop their backs.

Russia
Designers of fast, rocket-spewing mecha. Resistance to fire is less mandatory than the ability to deliver it.

Perun
-9 tons
-1x Maxim gun, 40x 65mm rockets
-Crew: Pilot
Notes: The first mecha to weaponize salvo rockets, contained in four wing bins. While Imperial Russian doctrine emphasized the press of engagement- to close to as little as 500 meters- before salvoing off each bin sequentially, the Soviet doctrine is instead to fire two bins together with the rest of the platoon in a preperatory salvo, then engage with the remaining bins on an individual basis.

Comrade Sokolov
-18 tons
-1x Maxim gun, 120x 65mm rocket
-Crew: Pilot
Notes: The first Soviet-designed mecha, this shows a clear inheretence of design from the Perun. In this case, however, the vehicle carries twelve bins, with the Maxim moved to the chin in an unusual mechanical turret configuration. While aim is debatable, what is not is the additional endurance the mecha brings over its smaller sibling, especially as Soviet commanders tend to use platoons of them to cover their smaller brethren as they retreat to rearm.

United States
Designers of a superlative number of mecha; many of which are not listed for brevity.


M19 Spider
-35 tons
-1x 37mm gun, 4x M1917 machine guns
-Crew: Pilot, Gunner, Machine Gunner/Loader, Machine Gunner/Loader
Notes: A copy of the French Araignée, this walker substitutes as many French components for American as possible. They number in the hundreds, but frequently are found broken down for repairs due to inferior articulators.

M22 Lightfoot
-20 tons
-1x 37mm gun, 4x M1919 machine guns
-Crew: Pilot
Notes: While nobody's quite sure how the Americans managed to get all these weapons into a single-pilot platform, the fact of the matter is the Lightfoot is the most heavily-armed single-pilot mecha in existance. Dripping sophistication from the secrets of the arm system to the weaponry loadout, this machine is tiny, but incredibly fierce.

M23 Wetfoot
-20 tons
-1x 37mm gun, 2x M1919 machine guns, 2x flare/smoke projectors
-Crew: Pilot
Notes: A waterproofed and ruggedized version of the M22 Lightfoot for the USMC, with two of the machine guns replaced with flare or smoke projectors.

Italy
Designers of artisanal mecha, few of any are alike. Due to extreme differences, only the overarching types will be listed here.


Ca.G120
-12 tons
-4x Mg 08/15 machine guns, Munitions Satchel
-Crew: Pilot, Gunner
Notes: Armed with two fixed machine guns for the pilot and two for the gunner, the Ca.G120 is a light, mountain-trotting terror. Field armorers would frequently replace the original Fiat-Revali machine guns, until after the Great War it was decided to standardize on German Mg08/15 guns. The munitions satchel is noted as Italian engineers would frequently ride-along, using the mecha to transport large quanities of explosives, mines, or even in some cases trench mortars to problematic positions.

Mc.J410
-18 tons
-2x Breda 12.7mm machine guns
-Crew: Pilot, Gunner
Notes: A very conventional gunner-over-pilot arrangement gives the Mc.J410 an almost uninterrupted field of fire, and the high-caliber machine guns allow it to reach out and touch targets at unprecidented distances. Often refered to as the Great Marksman, these mecha are dangerous from places many wouldn't expect a mecha to attempt to engage from.

Japan
A new competitor in mecha, this country has a gift for light, powerful designs.


A28 Shinden
-16 tons
-3x Type 3 machine guns
-Crew: Pilot, Gunner/Mechanic
Notes: A late entry into the mecha arms race, the Shinden doesn't seem much, until the question of endurance comes up. Equiped with piles of ammo and a bounty of fuel, the Shinden can stay operation in the field for days at a time. Frequently, pilots will add additional weapons, including Bangalore torpedoes, grapel launchers, flare projectors, and on one notable instance a flamethrower.

France
A well-regarded mecha designer, this country frequently fights with itself over what constitutes ideal design


M.1917 Araignée
-35 tons
-1x 37mm gun, 4x Hotchkiss Portative machine guns
-Crew: Pilot, Gunner, Machine Gunner/Loader, Machine Gunner/Loader
Notes: The first hexapod mecha, and still one of the best armored mecha available in regimental strength. Recent refits to the M1925 standard make this old spider a far more dangerous threat than many would expect, however, and few underestimate the vehicles resilience twice.

M.1918 Lièvre
-10 tons
-2x Hotchkiss Portative machine guns
-Crew: Pilot, Gunner
Notes: A light reconnaissance mecha, the Lièvre was the first dedicated artillery spotting platform designed and built as a motorized unit. While not incredibly dangerous like her big brother, the French obsession with terrain crossing is visable here as this mech can cross any broken country with ease.

M.1926 Requin
-16 tons
-2x Hotchkiss Portative machine guns
-Crew: Pilot
Notes: A move away from multi-crewed mecha, the Requin looks in large part like the Lièvre, until one discovers the unmanned upper weapons position is actually controlled from the cockpit. While most consider it a curiosity, the future implications of this are quite important, considering the fact discussion has been made on several occasions of slaving heavier weapons to the system.

M.1927 Fourmi
-20 tons
-1x Hotchkiss Light machine gun
-Crew: Pilot, Gunner
Notes: A move back towards the tradition of the Araignée in its hexapod leg configuration, this mecha is actually far more kin to the light Requin and Lièvre designs. Armed primarily with a radio, this heavy scout mecha is impossible to dislodge once planted, and has the terrifying trait of being neigh-impossible to confirm kills on: especially as a 'dead' unit will frequently still be radioing in corrections to a barrage.
 
How Gyros Work (circa 1927)
So then, leg armour as follows?
1: 7mm, no extra shielding but (possibly) best potential articulation
2: 5-7mm, partially shadowed by body
3: 5-7mm, plus 4mm skirt

And is the upgraded gyro likely to help in balancing Pattern 1?

There's no differences in articulation from armor schemes, but otherwise correct. As for the gyro, the upgrade doesn't quite work like that. I'll explain, since we don't have an Engineering Person to do it for us yet.



The problem is pretty fundamental: if you want a gyroscope to provide a stabilizing force, it has to be both moving fast, and have high rotational momentum (mass times velocity). Or in other words, RPM times Weight. Once your gyro is up to speed, it automatically takes input changes and normalizes them against its own momentum, thereby loosing effective momentum in the form of speed loss.

What this means for your- and everyone else's- mecha right now is that one gyro stabilizes a mecha on one axis. Since all your mecha are one-gyro designs, that axis is roll. A mecha will pitch forward and backward like a drunkard, but with a halfway competent operator it won't fall on its side- and a competent pilot with a winch can get himself back upright if he's willing and able to get an anchor point.

Now, going back to rotational momentum. Whenever the gyroscope has to do work, it eats speed, which the engine has to replace. When you're turning, the gyroscope actually has to spin down, to destabilize the mecha enough to naturally 'bob' through the turn to make up for the fact hips can't really articulate yet. It then has to speed back up to keep everything upright instead of the bob turning into a roll turning into a turf'd mecha. This means adjusting rotational momentum, again, through adjusting speed of the gyro. Brakes to reduce speed, engine thrust to increase speed.

What your upgrade does is it takes all that, and hucks it out a fucking window, because rotational momentum has the caveat of Demon Leverage in there. The further a point on a circle is, the faster that point is when a constant rotation is applied. One kilogram of mass at one meter from the axis spinning at 1 RPS is making 6.28m/s, and thereby providing 3.14 newton-seconds of momentum. Yes, the unit is silly, welcome to SI. It's accurate at least. Now, we take that same kilogram of mass at two meters from the axis spinning at the same speed, and suddenly shit gets spicy. That kilogram is now making 12.56 m/s, and thereby making 12.56 newton-seconds of momentum.

For the low, low price of doubling the size of our gyro, we have doubled the output for a given RPM. Much wao, many happy. We can also double the RPMs to get the same effect too, but shhh. Big gyro go brr. However, Real Life would like to step in: we're limited on gyro mass for both minimum mass (or else the mecha tips over), the maximum mass (the legs can't move it) and the maximum RPMs (or the bearings/driveshaft go kerput).

What this upgrade allows us to do is, in short, change the size of the gyro disc on the fly. When you want a low-momentum disk, say, for turns or starup, then the gyro can be set to minimum distance from axle for the weighs. When you want a high-momentum disk, say, for running a straight sprint, you can set them to maximum distance to maximize momentum. Most importantly, however, when you want to suddenly increase or decrease RPM for other reasons, you can adjust weight position to increase effective mass (through leverage) and thereby control speed that way. This saves horsepower, this saves brake power, this saves work in general. And every little bit of work you can save, you can then put to work somewhere else.

So yeah. This isn't 'oh an upgrade', this is me telling you that the rules for a major subsystem have fundamentally changed. That's how important this is.
 
Contest 2: Cavalry Mech, Road March Times
Christie-Ford LightfootLeaderIntervalMultiple tip-overs, self-rights easily
Renault-8min-8minNo tip-overs
Hotchkiss Shop 1-18min-10min
Hotchkiss Shop 3 (You guys)-20min-2min
Renault (13th)-27min-7minOne tipover
Hotchkiss Shop 3 (13th)-38min-11min
Hotchkiss Shop 1 (13th)-42min-4min
Christe-Ford Lightfoot (13th)-46min-4min
FCM-54min-8minDumped weapons, blocking
FCM (13th)DNFDNFHead injuries due to fall

No results for the 13th were mentioned except the DNF, so I consulted about those with 7734 to get numbers into the table. There won't be a chart for destructive tests because those are hard to categorize for me.
 
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