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Old 2013-03-26, 22:14   Link #1221
gordol
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Wait a moment this is just a dirty shop of the anime scene where Legilis debuts with Ezelcunt, this means we're getting Legilis R for the final battle with Asemu? Since the tweet mentions this image is just for reference.

If so, that's cool
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Old 2013-03-26, 23:32   Link #1222
Skye629
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Originally Posted by gordol View Post
Wait a moment this is just a dirty shop of the anime scene where Legilis debuts with Ezelcunt, this means we're getting Legilis R for the final battle with Asemu? Since the tweet mentions this image is just for reference.

If so, that's cool
No cuz Memory of Eden is only during Gen 2 I believe

Perhaps it will appear only briefly or something, unless Memory of Eden retcons everything that follows (which would not be too bad)
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Old 2013-03-26, 23:40   Link #1223
Rising Dragon
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Memory of Eden may be a flashback or recounting of sorts during Generation 3.
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Old 2013-03-26, 23:40   Link #1224
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I think Memory of Eden will be Dark Hound VS the (lazily photoshopped) Legillis, and then we got flashback to their pasts (episodes), ending with Asemu killing Zeheart
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Old 2013-03-27, 00:44   Link #1225
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It would save a lot of costs if it was just lazily edited.
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Old 2013-03-27, 02:51   Link #1226
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Old 2013-03-27, 16:39   Link #1227
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I'm getting a better appreciation of the AGE-1 Unit 2 with the Full Jacket equipment with those HQ pics. And I guess it's good to have Lagran get it after all that time piloting an supporting the Diva in that Genoace of his.
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Old 2013-03-27, 16:41   Link #1228
Rising Dragon
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Wait, what? That's a second AGE-1, and Largan pilots it?
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Old 2013-03-27, 17:22   Link #1229
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Yeah it is, it was made after Ambat from what I've heard.

The original AGE-1 Normal with the Assault Jacket equipment can also be seen in the smaller lineart in the bottom left. The visual difference between the two can be seen with their different feet color. Unit 2 has blue feet instead of red as you can see. Assault Jacket was also not an AGE System creation and in later years would have new inspired iterations like the Equioment set we see AGE-1 has in Gen 3 (name is eluding me ATM).
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Old 2013-03-27, 17:24   Link #1230
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Gransa + Glastron Launcher.
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Old 2013-03-27, 17:42   Link #1231
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Yeah, that's it. It slipped my mind for awhile.

There designation that separate the two as well. Also wondering whether Unit 2 keeps the Assault Jacket equipment on all the time, but I guess we don't know yet whether the profile elaborates. It already has the yellow eyes that Flat gets later it seems.
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Old 2013-03-27, 17:50   Link #1232
Rising Dragon
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So apparently the Legendary Gundam was reconstructed as a commemoration to the end of the war, and its main weapon is Excalibur, which was based off of the Gundam in the portrait having a sword. Apparently its specifications were acquired both from documents left in the Asuno family home that Flit found, and from information stored in the EXA-DB.
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Old 2013-03-27, 18:09   Link #1233
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Yeah, also heard that there's no other data for its other weapon anywhere.

I actually never noticed that it had a sword on the back in the original painting. I guess only the small hilt is visible and in the absence of an actual blade, can be mistaken for the traditional RX-78 saber hilt. I guess it's fitting for a symbolic legend Gundam for it to be depicted like that in the painting. Sure looks better and more regal than a beam rifle.
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Old 2013-03-27, 18:20   Link #1234
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Thanks to solidvanz for uploading clean images, I could do a much more thorough cleaning. There's nothing I can do about the smaller sizes, though.

Spoiler for Assault Jacket:


Spoiler for Legendary Gundam:
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Old 2013-03-28, 11:52   Link #1235
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so we basically have like three AGE-1 units?
if the treasure star manga is considered cannon though
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Old 2013-03-28, 12:04   Link #1236
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Something like that, though only two of them had the AGE System installed, and the original one had the AGE System uninstalled after the AGE-2 got it.
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Old 2013-03-29, 21:32   Link #1237
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No cuz Memory of Eden is only during Gen 2 I believe

Perhaps it will appear only briefly or something, unless Memory of Eden retcons everything that follows (which would not be too bad)
I believe they've said its Gen 2 and then Gen 3 but from Asemu's point of view.

Since there's over an hour of new footage I assume they're going more into Asemu's time as captain Ash before he started hanging out with Flit and Kio again.
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Old 2013-04-22, 13:47   Link #1238
X207
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im sure this question has been asked before but is there any sort of info on how the controls of any MA/MS work in the Gundam universe? ive come up with ideas, some more manually intensive, others more simplified and OS augmented to reduce pilot workload.
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Old 2013-04-23, 03:57   Link #1239
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I think Mark once para-translated a UC manual that explains it in detail.

Quote:
Originally Posted by toysdream
Here's the summary I typed up based on the pilot's manual in Entertainment Bible 1.


MS PILOT MANUAL
Paraphrased from "Entertainment Bible 1: MS Encylopedia, One Year War Edition"


1. Console Explanation

An introduction establishes that, yes, this is the cockpit of the Gelgoog Jaeger. The images on the four main monitors are derived from the 12 cameras distributed around the mobile suit's body, to present the external world as if you were sitting in its head. (You're warned not to forget to protect the torso, where you're actually sitting.)

The communications monitor on the top console is used to communicate with the deck crew and operators aboard your carrier ship. Thanks to Minovsky interference, you can only get visuals over short distances; after that, it's voice only. Although there's a dedicated rear-view display, you'll get an automatic verbal warning if an enemy gets behind you, and you can then use the controls on the left console to put the rear-view image up on the main monitor.

Most of the mobile suit's critical functions are handled by the control sticks and foot pedals. The sticks control the flight direction, and also house the trigger and weapon selector, while the foot pedals provide throttle and braking functions. Even in combat, most of the mobile suit's functions are computer-controlled; as a result, even a grade-schooler could operate it.


Panel and Console Diagram

A diagram calls out the major controls in the mobile suit cockpit. The diagram is based on the latter-model Zeon cockpit used in Gundam 0080 (and the manual as a whole uses the Gelgoog Jaeger as its example mobile suit). The cockpit consists of a seat and four monitor panels - front, top, left, and right. The front and top monitors sport small control consoles, and the other instruments are built into the seat or its side consoles.

The top monitor console includes two smaller screens - a rear-view monitor and a communications monitor (on the left and right sides respectively). In between are a set of sensor mode selectors.

The front monitor console bears, left to right, generator starter switches; a threat warning panel; and monitor toggle switches.

The left and right armrests of the seat sport almost identical controls. Each side has a sliding control stick - I think the right is for weapons, and the left for steering, but there may be some functional overlap - plus a row of ten buttons for manually activating the apogee motors. The left armrest also sports a throttle lever, which seems to function something like a gear shift for the thrusters. Additional side consoles are attached to the armrests; these contain controls for communications and external monitor modes (on the left), drive/fuel system mode selectors, and warning monitors (on the right). A mysterious "index sub-console" dangles off the right console.

Finally, there are the two foot pedals - brake on the left, throttle on the right. The throttle pedal functions like a car's accelerator. (Note that the upper limit of your thruster output is governed by the throttle lever on the left armrest.)


2. Launch Sequence

When you enter the cockpit, first buckle up your seatbelt! Then turn on the generator (via the front console), check the warning monitors (on the right console), and use the monitor toggles (front console again) to switch to systems check mode. If anything's wrong, holler for the deck crew.

Now you're ready to get on the catapult. Set the drive system mode to "walk" (via the right console) and proceed to the catapult as per your operator's directions, picking up your weapons on the way. Use the throttle pedal to walk forward, the control sticks to turn, and the brake pedal to stop. (I think you're meant to keep the brake pedal down until you're ready to launch.)

Once you're on the catapult, it's time to warm up your thrusters. First set the drive/fuel system mode to "catapult shoot" (right console again), then release the lock on the throttle lever (left armrest) and slide it into "idling" position. Check the warning monitors again, and set the throttle lever to "taxi-ing" position. (This lets you use your thrusters to pick up a little extra speed during launch.)

When your operator gives you the signal, you're clear to launch. Just release the brake pedal, and you'll be shot into space. Using your thrusters as little as possible (to conserve propellant), join your teammates in formation. You can use the index sub-console (attached to the right console) to load pre-programmed mission routes, including your return course at the end of the mission.

(Note: From the following chapters I gather that, after launch, the throttle lever position should be set to "idling" - zero thrust - and the drive/fuel system should be set to "cruising" mode, but it's not clearly specified. I guess that's covered in the omitted Chapter 2.5, "Flying in a Straight Line.")


3. Combat Sequence

The warning panel (on the front console) will alert you to approaching enemies - in this example, because your mono-eye's infra-red sensors have picked up their thruster flares. Set the sensor mode to "scan" (via the top console), and the mono-eye will automatically seek out enemy targets. As you enter battle, set the drive/fuel system mode to "combat," and crank up the throttle lever for bursts of propellant-burning speed.

Set the combat mode selector on the right control stick to "shooting," and release the trigger lock. A targeting reticule will then appear on your main monitor, while enemy units will be tagged with target symbols. Use the control stick to move the reticule onto the desired target, get a lock-on, and pull the trigger. In close-quarters combat, set the combat mode selector to "melee." Go a few seconds at full throttle - can't waste propellant! - to close the distance, then pull the trigger to swipe with your beam sword.

In the course of this chapter's combat example, there's some discussion of dealing with battle damage. You can use the index sub-console to switch hands, the manual activation buttons will turn red to indicate lost apogee motors, et cetera. Also, as you use up your propellant, you should adjust the throttle lever to reduce your thrust.

Once combat is over, you can return to your mission route. Set the drive/fuel system mode back to "cruising" while you check for damage and glance at your propellant levels. All clear? Set the sensor mode back to "warning" (via the top console), put the throttle lever back into "idling" position, and continue on your course.


4. Escape Sequence

This chapter details the workings of the emergency ejection mechanism, which is activated by opening a box under the seat and pulling on the "escape ring" inside. The mobile suit's chest armor blows off, and then the seat is launched about a quarter of a second later. The seat's rocket motors fire for up to 30 seconds, with a peak acceleration of 16 gees; within five seconds you'll be a kilometer away from the mobile suit, safely clear of the blast radius. (I note that these figures indicate an average acceleration of 8 gees.)

Once you've ejected, you can maneuver the drifting seat with its built-in apogee motors. The life-support systems provide five days' worth of air, and three days' worth of food and water (presumably delivered in-helmet), while a beacon signals to friendly rescuers. Or unfriendly ones - thanks, Antarctic Treaty!

The chapter closes by discussing how the ejection mechanism can be employed in other environments - inside space colonies, on Earth, on the moon, et cetera.


5. Return Sequence

Assuming your mission went well, you now get to return to your carrier ship. Your operator will guide you through the final stage of the approach. Once you reach the ship's hull, turn on your foot magnets, set the throttle lever to "idling," and set your drive/fuel system mode to "walk." Then, once you're safely back in the hangar, switch the drive/fuel system to "maintenance" mode. This will shut down the thrusters, lock all the drive systems, and finally power down the generator. Good job!


-- Mark
You pretty much had the right idea with the OS to reduce pilot workload; at least in UC. My guess is that AD takes this a few steps further with their Veda based operation systems, which involves having an advanced quantum computing network to help. The have been praised and awed by some pilots onto what they can do, like Tieria when he fought Garazzo in S214. Switching to a stand alone operation system has also been described to "increase the loads on the pilots" according to Sumeragi in S1. When the Veda backup applied to the GN-XIV for example, its been described to have evolved its operating system considerably compared to older GN-X generations that didn't have it. I have limited experience with Seed but the operating system made a big difference for Kira at the beginning, and he had to do some on-the spot reprogramming to adapt it when needed to.
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Last edited by SonicSP; 2013-04-23 at 04:13.
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Old 2013-04-24, 17:02   Link #1240
X207
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thank you very much, that was very informative and spot on for what i was looking for. i can extrapolate how the work load reducing functions would take over previously manual controls. i was looking for the "hands on" version where there is less workload reducing features.

given "an elementary student" can pilot an MS. does it mean that more manual OS systems or even the first federation CE era OS systems were a bit too broken up (commandwise) to the point where simple movements took too long to input?
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