If you'd follow anatomy when doing a realistic future human soldier then you should try to follow mechanical layout when doing a realistic future tank/mobile artillery unit.
sorry, can't help it. been working far too long creating 3d models of military-themed vehicles to simply be able to overlook blatant tactical misconstructs in fantasy vehicles with a semi-realistic feel to them. besides, he mentioned hydraulic pistons....
dejawolf: Are you serious? I don't think you're helping SHEPEIRO here... Similarly, Illusions, I don't think that's the case at all. It all depends on what you're trying to do. Sure, if you're making a realistic human, stick to real anatomy. But if you're designing a futuristic alien thing from the planet Zongulon, you can…
Steakhouse has had some very sensible advice, but not all of it appropriate to factoring into a design of this nature. the guiding focus for this design (as with most all videogame related designs) is believability, not realism or necessarily making good sense. once you start applying good and sensible design…
here are the specs >>-main engine delivers 500flippawatts to subsiduary >>magnetic tracts, that provide roughly 1000 (shire horse) >>BHP per wheel and really quite alot of torque in the >>joints. the main engine delivers around 500 flippawatts? the highest unit of power i could find was yottawatt, which is 10^24 watts.…