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Published: 2017-12-14 17:53:49 +0000 UTC; Views: 5445; Favourites: 81; Downloads: 65
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Description
Although extraordinarily robust, engineered as a multi-million pound showcase project using the most advanced technologies PUE Systems had to offer, Athena isn't exempt from maintenance, as seen here from her relatively early days in her Afghanistan deployment.She is however very different from the standard military remotes used by the British army.
The first thing that her workshop technicians discovered in their training is that Athena is rather... "anatomically accurate". Although that specific detail was not widely publicised (until certain tabloids got hold of the information and made a fuss about it, anyway), it fell into the EIP-1 project's goal of creating an AI that could fully share and appreciate human experience, and could thus best understand the significance of taking human life in combat.
(Of course, as Athena points out, the flaw in this argument is that giving a 274-kilo fully armoured android any kind of sex drive has major logistical issues).
More importantly, however, as a registered sapient AI, a massive amount of red tape and procedure would be involved any time she had to be powered off. (If the procedure is incorrectly handled, powering down an AI can be considered legally equivalent to murder).
As such, she is designed to be maintained "hot", without the need to be powered down. All vital components have redundancies that allow her system to remain up at all times, and non-vital components can be hot-swapped.
Although serious repairs can be challenging, Athena's chassis is well protected, meaning that maintenance usually falls into routine wear or the occasional replacement of her armour panels.
Although the exact details of these armour panels are classified, they are known to be primarily made up of a granular ultra-hard ceramic (natural discolouration in some grains gives Athena her "freckled" look), multiple layers of a high-tensile "Kevlar-like" weave, and a self-healing impact-reactive polymer binder.
Although moderately flexible in its natural form, the plate locks into one solid shape under impact, providing considerable protection, being capable of reliable multiple-hit protection against Level IV threats, and even some resistance to 12.7mm anti-materiel rifles, even using armour piercing ammunition.
Gaps between the armour panels (necessary for maintenance and flexibility) represent the main vulnerability in the system, although these are themselves covered with an underlay rated to Level IIIA protection.
Although highly advanced, the technology was eventually deemed unsuitable for wider deployment. The cost is prohibitive for most circumstances, and to provide the maximum level of protection, the suit is extremely heavy - Athena's full armour weighs in excess of 100 kilograms.
Interestingly, due to a piezoelectric effect of the ceramic used, voltage sensors embedded in the plates provide some degree of contact and impact sensitivity, particularly when supplemented by a number of vibration sensors. Although less sophisticated than the contact sensors implemented into major areas like her hands, this makes Athena's sense of touch one of the most extensive of any android chassis.
~~~~~
"Fracturing Veil" is an in-development science-fantasy setting, set in an alternate modern day where artificial intelligence and robotics have made great leaps; While truly conscious AI remains an highly expensive and equally legislated scarcity, lesser automatons have become a familiar sight throughout the industrialised world.
But under this veil of modernity lies a hidden world of beasts and daemons, a realm kept secret by ancient pacts and concealing magics. The main story revolves around an ex-military AI prototype inadvertently discovering this underground reality, and thus finding herself inducted into a world of the paranormal.
~~~~~
Credits:
- "Athena" partially based on the (now-dead) "Daughters of ARES" mod for Fallout New Vegas.
- Other models from Resident Evil, Blacklight:Retribution and unknown. These characters are not being used in their canonical roles.
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Comments: 5
Clankerflak [2021-01-06 11:59:41 +0000 UTC]
👍: 0 ⏩: 0
Wild-Cat144 [2019-09-05 14:18:12 +0000 UTC]
Can I ask where you got the multicam female fatigue models? I would love to know!
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RagnarokEOTW In reply to Wild-Cat144 [2019-09-05 16:40:32 +0000 UTC]
They're custom.
They started as the male models, which were at one time available on the SFM workshop (although fairly quickly disappeared - I believe the reason was that Bohemia Interactive filed a copyright takedown) - decompiled in Crowbar, then disassembled, reshaped and re-rigged in Blender to fit the uniforms to the android.
The other model is actually still the android model* with the head of an Ada Wong model frankensteined on.
* At the time, I'd included bodygroups/skins for her to have a holographic disguise, although that idea was abandoned as the story was refined and I had to start stripping out parts to optimise an increasingly complex model.
The original textures were I believe supposed to be 1980s era US uniforms, but I edited them in Photoshop to be modern British MTP camouflage.
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SayaAyane [2018-04-21 19:32:09 +0000 UTC]
I'm actually rather curious as to how you modeled the parts under her plating. That isn't part of the typical Daughter of ARES model, right? Anyway, very nice images here. You put a lot of thought into some really nifty worldbuilding, and I dig that. : D
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RagnarokEOTW In reply to SayaAyane [2018-04-22 00:01:02 +0000 UTC]
Indeed, it's not part of the default Daughter of ARES model - nor was it actually part of my customised version of the model either.
I am working on a proper "internals" model for Athena that can be used when necessary, but when I did this I just loaded some various techy looking gubbins from my Source Filmmaker library (gibs from Portal robots and HL2 machinery) and positioned them in place to add some extra detail.
What you see here isn't actually what's supposed to be the final version of her internals, but the picture still needed some "greebles" to make it more interesting.
~~~~~
For some slightly weird trivia about the models and related corner cutting though, Athena's mechanic here is actually also Athena's model (with the head of a model of "Ada Wong" from Resident Evil swapped into place) - I've configured her model with a "human" skin, because it's sometimes useful to have a human that can wear clothing I've fitted for Athena.
However, there's also stupidly pedantic stuff, like deliberately making several variants of my texture file so that the characters in the scene aren't all wearing exactly the same layout of camouflage on their uniforms. (It is also specifically British camouflage - this is the "MTP" variant that started to come in from March 2010).
Most people probably won't notice, and others probably won't care, but I like that kind of internal consistency. A lot of Fracturing Veil has come from just thinking about minutiae too much - questions like "so where do centaurs go on vacation?" might not be important in most fantasy settings, but they actually can have very interesting answers.
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