![]() It’s like playing QWOP, but add another dimension to it. If a pilot with these sort of controls would have a direct control of walking, he would need to bend each joint separately to walk. Walking is an unconscious act from our part and is essentially controlled falling forwards. ![]() Again, remember that mechas are more akin to an auto shift than manual shift car. While these remind fighter jet controls to an extent, the fact is that massive number of operations are required to be automated. The thing is, controlling a humanoid shape with this sort of controls isn’t effective. Most likely eye-tracking became a standard around the same time as panoramic cockpits hit the scene. The image above with Zaku II’s cockpit does seem to have hat switches on them, meaning that they were a thing. Because the handle bars have no extra hat switch, we can assume that targeting is done by eye-tracking. Additional tweaking, like disabling the auto-warning, is done from the control panel in front. This is how most Mobile Suits are controlled in most Gundam series the keys on the handles work as macro function and option selectors that are directly affecting motion and movement. He then pushes his left control bar forwards in order to boost. Gundam Unicorn has a good scene early on, where a Stark Jegan pilot dismisses the computer’s auto-warning system and engages numerous macro options. Notice the rails the sticks run on, and the numerous switches on them Most Mobile Suits in Gundam utilise dual-stick setup, like this Zaku II’s cockpit shows. That, or pick up Twin-Sticks for Virtual-On for some TSF gameplay. If not, get yourself two joystics, one for each hand, and boot up Descent in dual-stick control mode. These controls rely on the basic idea of any control jokes, and I’m sure most people have played some sort of flight simulator with a joystick to understand the basic functions. You can find these from pretty much any Gundam outside G Gundam, in Muv-Luv’s TSFs, Macross and so on. Joysticks or similar handles are likely the most common form of controls. The level of sophistication that’s gone in the design can always be appreciated, but in the end there’s nothing much else to it. Often these are mixed and matched with each other to produce a more sensible and maybe even a more plausible way of controlling your giant robot, but in the end all of them are just as bullshit. For the sake of simplicity, mecha controls can be divided into three category control jokes, direct trace input and mental control.
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