More TF info again^^

Nov 01, 2010 22:21

So, dislocated hips more common, been a bit sick and school is chaotic to say the least.

Here's the most recent information I've come up with, a few weeks old but I finally got a chance to put it up now.

One thing to remember with many words that we ‘hear’ in Transformers is that we’re probably either hearing it translated into English (or Japanese, or Spanish, etc as the case may be) or the Transformers might have been in a bit of a rush (or simply not cared much) when switching a Cybertronian word to English (odds are that ‘megamile’ and ‘cyber-chickens’ and ‘moose-bot’ are just ‘what I’m talking about is close ENOUGH to this human term for the situation at hand)
=====================================================
=====================================================
~ means 'about' if you see ~1 kilometer or ~1 mile that means it's a rough estimate of the length in human measurements. (blah) means that what you're seeing is the 'equivalent' (foot/meter) means that it's the transformers equivalent of a foot or meter, not that it may be the exact length of a terran meter or foot.

TF LENGTH MEASUREMENTS
I’ll be honest… I used the old roman length units for how to divide TF scales rather than the more modern incarnations. The length measurements hailing from the first war all have several similarities that tie them together vocally (Klep, Kil, Kix)
Divisions of a Cubit/Pekhys
Meion (millimeter)
1/1000 cubit
~0.036 inches or ~0.1cm

Centum (centimeter)
10 Meions
1/100th cubit
~1cm or ~0.36inches.

Pinne (Autobot/Second War ‘short inch’)
20 Meions
2 Centums
1/50th cubit
~0.70 inches or ~2cm. About the diameter of an average ‘pin’ used in Transformer joints for ease of rotation and more space/less material.

Folm (Autobot/Second War ‘Inch’ and Decepticon ‘short inch’)
100 Meions
10 Centums
5 Pinnes
1/10th cubit
~10 cm or 3.6 inches. The depth (from back of hand to palm) of an average combat-class transformer’s hand, which is (usually) about 1/10th the length of their forearm, and is the primary division of a cubit.

Span(Decepticon/Second war-‘long inch’)
Demicubit (Autobot-‘short foot’)
500 Meions
50 Centums
15 Pinnes
5 Folms
1/2 a cubit
~0.5 meter or ~1.5 feet.

(Foot) CUBIT or PEKHYS
Cubit=(Autobot/Second war-‘foot’)
Semipekhys=(Decepticon-‘short foot’)
2 spans/Demicubits
~ one meter or ~three feet
combat class foot/cubit (2 spans, ½ a dicubit) A measure that is the average length of a combat class transformers forearm from ‘elbow’ to ‘wrist’, in use it is close enough to the human ‘cubit/pekhys’ length that the term ‘pekhys/cubit’ is used when the transformers take the time to do research on length measurements. During the time of the second war, combat class transformers were the most populous, which resulted in this being the ‘average’ measure of length. It is still used as the average length that other lengths are divided from or multiplied upon. A transformer who is translating in a hurry to a human, or who is not paying much attention will often translate this as a ‘mechanometer’ meaning a mechanical meter, as a Cybertronian cubit is ~one meter in length. The first war word for this unit of length has been lost, however it is known that the measurements were the same.

Dicubit=(Autobot/Second war-‘Long foot’)
Pekhys=(Decepticon-‘foot’)
2 Cubits/Semipekhys
~two meters or ~6 feet
command class cubit/pekhys (4 spans/demicubits). A measure that is the average length of a command class transformers forearm from ‘elbow’ to ‘wrist’, in use it is close enough to the human ‘cubit’ length that the term ‘pekhys’ is used when the transformers take the time to do research on length measurements. In the Decepticon army, this is the average ‘foot’, due to the larger number of command class TFs. The first war measurement of this length has been lost, however it is known that the measurements were the same.

MULTITUDES of CUBIT/PEKHYS
Passus (pace/yard)
Bipekhys (Decepticon-long ‘foot’)
4 cubits/2 pekhys
~12 feet/~4 meters. Hailing from the second war and is the measure of a full stride of combat-class Legionaries from the position of the rear of the pede when it is raised from the ground to the point the same pede is set down again at the end of the step.

Klep
10 cubits
2.5 Passus
~10 meters/~34 feet. Actually a first war term, when the rebel slaves had their most success in battles (after the Quintessons simply began to shut down all the guardian robots rather then let them come under slave control) out in the Sea of Light and the Sea of Mercury, taking out the energy and supplying stations. A single Klep was the depth the rebels had to be under the mercury waters to avoid detection by Quintesson technology. Blackarachnia defined the location of a utility tunnel as six hundred kleps (~6km/~4mi) down in "Homecoming".

Vun
100 Cubits
25 Passus
10 Klep
~336 feet/~102.4 meters. A second war phrase, again hailing from the water based battles both on and off Cybertron. This was the relative depth that transformers had to be under ‘water’ to avoid detection by Cybertronian technology (when translated to terran, it is often to 'Fathoms' due to it's 'watery depths' connection).  Mentioned in the Marvel comics' story "the Magnificent Six!", the shock-wave from a nuclear explosion blew the Autobots into the air the last few vuns to beyond Yuss' limits.

Kil
1,000 Cubits
250 Passus
100 Klep
10 Vun
~1,024 meters/~3,360 feet or ~kilometer/~0.6 miles. A first war term, it is the depth beneath the ground surface a tunnel must be to avoid being detected by surface scans of Quintesson (and actually later Cybertronian) technology. Nosecone noted an energy trace to be located fifty-two kils (~52 km/~31mi) underneath Cybertron's surface in "Stormbringer #1". (Sometimes engineers such as Rhinox will use the term ‘microquad’ for this distance, as it is 1/6 of a Quadrans) In the Beast Wars episode "The Web", Cheetor made contact with HQ through the new, experimental comlink when he was at a distance of over five microquads (over ~5 km/~3mi) away, which meant a good result to the previous ~5m.

Kix (mile)
10,000 Cubits
2,500 Passus
1,000 Klep
100 Vun
10 Kil
~10 kilometers/~6.5 miles. Another First war term, this is the distance that quintesson technology can detect energy signatures without making/relying on visual contact. While difficult to make out the letters, it seems Fusion measured the distance between him and some Decepticon jets in kix in "And There Shall Come...a Leader!". It is used (mispronounced/misspelled) in the Marvel issue "City of Fear!", and then later in BW, both misusing the word Kix as ‘Klicks’

Hic (long mile)
100,000 Cubits
25,000 Passus
10,000 Klep
1,000 Vun
100 Kil
10 Kix
~ 102.5 kilometers/~63.5 miles. While the word Hic is a second war term, the measurement itself comes from the first war, based on how long the land based, non-transforming troops of both the Quintessons and rebels could walk in about a megacycle. First mentioned in the Marvel comics' story "The Magnificent Six!", three hics was the distance between the town of Yuss and Fort Scyk. A quick and sloppy translation to ‘english’, of this word, based off its ‘usage meaning’ of a long/large mile=megamile. The bridge to Iacon, for example, was approximately a megamile away from the city according to Wheeljack in the Generation 1 episode "More than Meets the Eye, Part 1".

League
1,000,000 Cubits
250,000 Passus
100,000 Klep
10,000 Vun
1,000 Kil
100 Kix
10 Hic
~1024 kilometers/~636.5 miles. While the original word has been lost, this measurement comes from the first war, based on how long the land based, non-transformed combat-class troops of both the Quintessons and rebels could walk in about an Orn.

Quadrans
¼ of the outer edge/circumference an average city state, (which are often circular in design) or ~67,500 miles/~102,500 km, a rarely used measurement, usually only used by engineers who are/were/tend to be/want to be involved in city-state designs.

----------------------------------------
SPATIAL DISTANCES
Millen Rek:
~a light second

Rek:
~a light minute

Solar Rek:
Mentioned in the unofficial story "Alignment", it is ~a light hour.

Galactic Rek:
~a light year
-------------------------------------
UNITS of VOLUME and MASS
These terms are used both for volume AND for mass.
The prefix Astro- indicates mass, thus If something masses ~95kg, then a transformer will say it masses/weighs an Astrogill, no matter what shape the item is.
If the prefix Astro- is not used, then the word is being used to indicate volume.  A beaker will be marked with the volume increments of Siliqua to an Dram (to use common beaker sizes).
The words are the same, it is simply the prefix that tells you if it is volume or mass. 
The weight/mass measurements are based off the mass/weight of mechfluid in the named volume, which weighs about the same as fresh water in the same volume.  Energon is insanly light weight, coming in at 1/8th the mass of mechfluid.  An Astrodram of energon masses ~24 kg, or about the weight of a dalmation, as opposed to the ~189kg of mechfluid.

Astromillitine (drop) For measurements smaller than this, the proper prefix will simply be ‘added on’ to Tine, much as Deci-, Centi- and Milli- were
.0001 astrodram or 1/10,000 of a dram
Volume:~0.000675 kg/~.675 g
Mass/Weight:~19 g

Astrocentine (gram/pinch)
10 astromillitines
.001 astrodram or 1/1000th of a dram
Volume:~0.00675 kg/~6.75 g
Mass/Weight:~ 189 g

Astrodecitine (teaspoon)
100 astromillitines
10 astrocentine
.01 astrodram or 1/100th of a dram
Volume:~0.0675 kg/~67.5 g
Mass/Weight:~2 kg

Astrotine (tablespoon)
1,000 astromillitines
100 astrocentines
10 astrodecitines
.1 astrodram or 1/10th of a Dram
Volume:~0.675 kg/~675 g
Mass/Weight:~19 kg

Measurements of more than an (ounce) and less than a (pint)
Astrosiliqua (ounce)
12 Astrodecitines
Volume:~0.85 cubic feet of liquid/dry material
Mass/Weight:~24 kg (About the weight of a Dalmatian)

Astromina
2 Astrosiliquas
Volume: ~1.7 cubic feet of liquid/dry material.
Mass/Weight:~48 kg (about the weight of a Malamute)

Astrogill
4 Astrosiliquas
2 Astrominas
Volume: ~3.4 cubic feet of liquid/dry material.  (This is the average ration size of a scout class transformer)
Mass/Weight:~95 kg (About the weight of large jaguar)

Astrodram (cup/kilogram) The average mixed ratio/the average mass measurement
8 Astrosiliquas
4 Astrominas
2 Astrogills
An average ration of mixed energon and mechfluids for combat and command class transformers, usually shortened to ‘dram’ in common language, and sometimes called a ‘drum’ or ‘barrel’ due to the cylindrical shape of the metal container that most mechs drink their rations out of. A transformer that is prepping for, or recovering from, battle will have an astrodram of mechfluids as well as a seperate astrodram of energon.
Volume: ~6.75 cubic feet of liquid/dry material
Mass/Weight: ~189 kg (About the weight of a Shetland pony)

Measurements of a (pint) to a (gallon)
Astroscruple (pint/pound)
2 Astrodrams
Volume: ~13.5 cubic feet of liquid/dry material (The average ration size of a voyager class transformer).  This is also the volume of the average compressed astrocubes (3’x1.5’x3’)
Mass:~378 kg of water (About the weight of an Arabian horse)

Astrocube (Quart)
2 Astroscruples
An average sized energon cube, mostly shortened and called a ‘cube’ in common language.
Volume: an average cube (A cubit/semipekhys cubed or 3’x3’x3’) which holds about ~27 cubic feet of liquid/dry material
Mass/Weight:~756 kg (About the weight of a large Warm-blooded horse)

Astrocongius (half gallon)
4 Astroscruples
2 Astrocubes
Volume: ~54 cubic feet of liquid/dry material (a compressed Astrodualum cube, 6'x1.5'x6')
Mass/Weight:~1,512 kg (About the weight of a large black rhino)

Astromodius (gallon)
8 Astroscruples
4 Astrocubes
2 Astrocongius
Volume: ~108 cubic feet of liquid/dry material
Mass/Weight:~3,024 kg/~3 t (About the weight of a female Asian elephant)

Astrodualum (two gallon)
16 Astroscruples
8 Astrocubes
4 Astrocongius
2 Astromodius
Volume: ~216 cubic feet of liquid/dry material (The large cubes, 6'x6'x6' are Dualums)
Mass/Weight: ~6,048 kg/~6 t (About the low end weight estimate of a triceratops)

Astrocentum (hundred weight)
100 Astroscruples
50 Astrocubes
25 Astrocongius
~12 Astromodius
Volume: ~1,350 cubic feet of liquid/dry material
Mass/Weight:~37,800 kg/ ~37 t (About the estimated weight of a large Apatasaurus)

Astrotonne (small ton)
1,000 Astroscruples
500 Astrocubes
250 Astrocongius
125 Astromodius
10 Astrocentums
Volume: ~13,500 cubic feet of liquid/dry material
Mass/Weight:~ 378,000 kg/~378 t (About the displacement/weight of the 1887 Destroyer Destructor, and more than half-again the weight of a blue whale)

Astroton (large ton)
10,000 Astroscruples
5,000 Astrocubes
2,500 Astrocongius
1,250 Astromodius
100 Astrocentums
10 Astrotonnes
Volume: ~135,000 cubic feet of liquid/dry material
Mass/Weight:~3,780,000 kg/~3,780 t (About the weight of a full WWII Tank Landing Ship/LST and more than the weight of 18 blue whales)

==================================================
==================================================
Battle Directions/Targeting Grid:
The horizontal and vertical circular grids used by Transformers to target items that they are planning to attack, spy on, go to the aid of, etc… These two circles are broken up by increments of 700 called roms. This means that 700 roms is equal to 360 degrees, and 175 roms are equal to 90 degrees. These two intersecting circle-grids will both start (and end) at the same point, meaning that the space between 700 and 1 roms will take up the same ‘square’ of the targeting grid. The targeting grid used by the Maximals in Dark Voyage is a very simple version of the Battle grid, made up of increments of 100 calls vectors, also in DV each Maximal was using the direction they were currently facing as their starting points, hence why Rhinox was really only giving a vertical reading for each team-mate, relying on the direction they were facing to provide the horizontal reading.
When on a planet the ground provides the plane that the horizontal grid is parallel to, such as the ocean providing the horizontal plane, with a set compass direction being the starting point of the roms (on earth this is usually north or south).
When in space, but within sight of a planetoid, the planet’s axis provides the plane that the vertical grid is parallel to, with a set direction being the starting point of the roms (either the ‘top’ or ‘bottom’ of the axis ‘line’, with the ‘top/north pole axis’ being the norm).
When in space but not within sight of a planet, but within sight of a spacecraft, the spacecraft ‘lies’ on the horizontal plane like a ship laying on the ‘plane’ provided by ocean waters. If there is more than one ship in sight, then either the flagship will be used, or a predetermined spaceship. This means that a space battle with a Decepticon and Autobot flagship will have both factions using different points of reference for their grids, which adds a needed complexity for any enemies that might be listening in to the frequency, with the direction the ship’s prow is facing being the starting point of the roms.
When in deep space, with no transport shuttle, the flyers (if there's more than one) constantly update each other, using distant reference points (like stars) to figure out the horizontal/vertical planes as well as the starting point of the roms. If a space-based transformer is by himself, he will provide his own horizontal and vertical planes as well as the starting point of the roms.
1 Mark - 700 Mark: Starting straight ahead on the horizontal plane (1 Mark) and continuing along in a clockwise manner (starting from where you face and heading to the right) along the circular path until reaching 700 Mark and then 1 Mark again.
Mark 1 - Mark 700: Starting straight ahead on the vertical plane (Mark 1) and continuing on in a counter-clockwise manner (starting from where you face and heading up, then behind, then coming 'forward' from below) the circular path until reaching Mark 700 and then Mark 1 again.
Usually in a battle situation this terminology is used like "Slingshot! 12 Mark 5!" Meaning 12 Mark ‘right’ and Mark 5 ‘high’, an almost direct frontal assault.  In this phrasing, it is used to refer to a stationary target or a moving target that is heading directly towards the transformer in question (Slingshot in this case). 
If a target is heading away from the transformer in question, or is moving at an angle past them, the terminology would be "Slingshot! 12 Mark 5 vector 689 Mark 700!" which gives the targets current location (12 Mark 5) and then the point that the target's line of motion intersects with.
=====================================================
=====================================================
Antigravs
I think everyone HAS these but more often then not it's 'magic', it can do everything and anything with no limitations or complications, no side effects positive or negative. They just fly around with no trouble... so...
Some basic rules
A highly complex system and well beyond any technology known to Earth, it is a specific type of flight ability, only seen in robot modes thus far, and almost exclusively a Decepticon trait. There are three variations of the anti-grav system: the most common ‘one-point’, a ‘two-point’ and the incredibly rare ‘three-point’.
The way that it works, to use the common one-point anti-grav, is that the tansformer in question has a centrally located anti-grav generator located in their body. Using this generator the transformer in question can either ‘pull’ or ‘push’ off of the gravity of another object or being. A highly simplified way to look at it is imagine the gravity fields as magnetic fields and the generator as a smaller magnet… No, they’re not really using magnets to fly it’s just a ‘rough simplification’.
As with magnets, the mass (and thus ‘power’) of the object plays a part. If a transformer tries to ‘pull’ himself towards another object that masses one tenth of his weight, he will not only move himself, but he will pull the object towards him at the same time. A seeker trying to ‘pull’ himself towards a scout-class jet like powerglide will actually drag the enemy towards him an inch for each foot the seeker advances unless the scout-class flyer uses his thrusters to counter the pull.
However, the amount of mass is greater than the transformer then he will be able to push/pull off the objects gravity-feilds without effecting the object in question, such as when a seeker ‘pushes’ off the planet he is flying over. As he passes overhead a human might feel a strong pressure change and if the seeker is low enough the human might get a faint static charge, but that would be the extent of the reaction, no transformer that can lock his anti-gravs onto a humans mass can exert enough pressure with said system to damage the human.
Anti-gravs cannot ‘lock’ onto a target that has less then 1/12th mass than the Transformer in question, and the item must have a mass of 1/10th or less before they will be moved by the anti-grav systems (for instance a seeker cannot lock his anti-gravs onto a car former and ‘pull’ him off the ground and into the air all helpless and such, the car-former might feel a very faint pressure ‘pulling’ him forward, but it’d be like a mild wind to his back), and a human is too small for a seeker to lock-onto. This hard-wired safety feature exists to prevent a Transformer from accidently trying to ‘push’ off an object that does not have enough mass to keep him air-borne.
Transformers with a one-point anti-grav system have a single generator in their body and can push or pull off the gravity field of a single object at a time. This is usually done by the Transformer in question (for example the constructicons) pushing off the planet beneath them and then using their foot or backpack mounted thrusters for directional flight. Most Decepticons with ground-based or naturally-stationary alt-modes will have only a one-point system. Megatron and Shockwave are exceptions to this rule.
A transformer with a two-point system will have two generators in their body and can thus push or pull off the gravity field of two objects at a time. For instance Skywarp could push off the surface of the moon and at the same time pull himself towards Silverbolt to attack him. All Vosians have a two-point anti-grav system minimum, as do most transformers with a flight based alt-mode. Three-point systems are reserved for transformers with space-based, or space capable, alt-modes so that they can maneuver well in space, Starscream being an example of a Vosian 'air-based' transfomer with a three-point system.
All the anti-grav systems require space and memory within the CPU in order to be used, resulting in many Autobots (who are often designed to do a specific function and lack the clear CPU space/power to add on something as complex as this) cannot use an anti-grav without a major re-writing of their programming and redesign of their code, not the least of which is the massively complex and memory hogging ‘guidances’ that form the many rules and ethical codes that many Autobots (especially Praxian and Iaconian) have as a 'vital', and often hard-wired, part of their programming.
============================================================
============================================================
Previous post Next post
Up