Pushka
20-08-2005, 21:26
http://img387.imageshack.us/img387/9878/soldat66lg.jpg (http://imageshack.us)
History:
Boyevaia Uniforma # 1 or BU-1 is Union of Communist Republics second attempt at combat enhancing suites. Unlike the first attempt it is not developed secretively but instead as a part of the SUBS program to enhance all aspects of a modern army. The center for the SUBS development which is under direct control of UCR’s Communist Party Council (CPC), gave the funding to the newly formed Bureau of Cooperative Design, which was given access to many aspects of the most advanced technologies UCR has to offer. Those included the nano technologies, electronics, advanced automatic rifle and killing methods designs and so on. Gregorie Ulyanov was made the head of the development, which was given the early on name of Proyect-32456. Three years were spent designing all aspects of Proyect-32456. Testing followed soon after, results were extraordinary, Proyect-32456 was given a production name of BU-1 and taken out of the development stage, moving right into the production. Union of Communist Republics armed forces ordered 200000 units right away, and a goal was set to completely equip UCR armed forces with these suites by the end of the decade.
Design:
CPU:
The BU-GPU (Boyevaia Uniforma-Glavnie Processiruishei Unit) is the center piece and the heart of the suite, all the systems are connected to it, and it gets the readings and inputs readings into all of them, it also contains the IL itself. The IL receives and transmits information from and to the HQs, in the HQs the information accumulated from every unit with IL package on the battlefield, as well as satelite photoes of the area and so on, after this is all processed by the supercomputers at the HQs all the info is put in a single virtual model of the battlefield where every fighting unit has a representation. This way a soldier will always know where the enemy is, where he himself is and where his comrades are.
The CPU is packed into a bag pack, which is located on the soldier’s back. The backpack is armored with BP material which will be discussed later, and is kept tight against the soldier’s back by 4 clippings. The clippings are virtually indestructible but can be easily unclipped by the soldier. Even without the CPU the soldier can be an affective killing machine. The soldier will be able to access the IL, by hooking it up through a 3 meter cable to his helmet, in order to do that he has to open up the back pack by removing the 4 titanium screws that hold the top panel and hook up the cable to the outlet on the IL interface which is located behind the CPU for safety reasons. He then hooks up the cable to an outlet on the back of his helmet and the back up, microprocessor will connect to the IL net which will allow the soldier to gain access to the information on his location, on the enemy’s location and the friendly unit’s location. The thing is that if you are going to destroy the CPU you will probably need an RPG of some sort or getting really close to the soldier, a distance from which you’ll be able to kill him. If a soldier is killed or captured his CPU is remotely fried by the HQs through the IL.
Control:
The CPU that controls all the systems of the suit receives the commands by the means of neural interface, there is a special device installed in the helmet which reads the brain waves of the wearer and transfers them into code readable by the CPU.
Visibility Reducing Armor (ZPV):
ZPV or Zashita Ponijenoi Vidimosti covers the entire suit. While technologies to make it are advanced this system has a very simple principal. The suite is covered with small monitors, each one representing a single pixel, where are small, concealed video cameras on the back and the front of the suit, they tape, in real life, the environment around the soldier. There are total 12 cameras, 6 on the back and 6 on the front, the images collected by the cameras are instantaneously processed by the CPU and are outputted on armor’s surface, where the pixel screens are so close together that the resulting picture can not be identified as being different from actual environment, by human eye. It is much harder to notice a soldier with ZPV, in fact it is almost impossible to notice that soldier with a human eye because the CPU is so advanced it outputs the images without any lag that can be noticed by human visual senses. However this system becomes less affective then used in rain for obvious reasons, plus the wearer still gives off a shadow.
Another good thing about this system is that even if the soldier is shot and a bullet hits one or more of the pixel screens, it does not affect the others and the soldier still maintains a certain level of low-visibility.
The ZPV can be turned on and off; the only problem with it is that it consumes a lot of power.
Helmet:
The BU-S (Boyevaia Uniforma-Shlem) features state of the art electronics and protection.
The frame of the helmet is made of the material called Brone Plastic (BP), it is a plastic based substance, however its molecular structure was redesigned by the use of nano technology to be an effective protection against a wide variety of kinetic weapons.
The facelet of the helmet is composed of 3 layers. First layer is the ZPV layer that was discussed earlier, then the ZPV is not activated the color of the facelet is black to conceal the face of the wearer, second layer is the thin BP film layer which ensures wearers protection against small arms and a good chance against other types of arms, and the 3rd layer is the helmet display layer, which acts as a computer monitor allowing the wearer to view and access all the features the BU-1 has to offer.
The facelet can be moved up to open up the soldier’s face, it can also be moved down and locked to seal off the helmet. Than sealed the helmet does not let in any sounds except those that went through the sound collecting sensors which filter out any sounds that might be harmful to soldier’s ears, for example a sound of a artillery shell exploding few meters away, those same filters can also be used to amplify any sound, all the sounds are recorded and transferred via IL, as well are stored on helmet’s microprocessor, they can be listened to again and again using neural interface. The air that enters the helmet is first filtered and all the poisonous gasses are removed.
The completely sealed off helmet does not let out any sound, that means that the soldier can scream as much as he wants and breath as heavily as he wants and nobody will be able to hear him as long as he has his facelet on. The conversation between two soldiers can be done through a radio located inside the helmet, it is supposed to remain on at all times, but can be turned off.
The helmet can also be unsealed without removing the facelet, this way a soldier will be able to hear anything on the outside without it being filtered and talk to people that he can’t talk to on the radio, while still having the same level of protection.
The helmet has thermal sensors that are placed into the top part of it. For the sake of efficiency and saving space those sensors have no visual output for the soldier who wears them, the readings are transferred directly to the HQs through the IL package which then transfer them back to the soldier’s CPU which outputs them on the soldiers display if the soldier has accessed that option. Also there is a day/night camera worked into the helmet which functions the same way. In both cases the efficiency was increased because the readings from one soldier can be transferred to another soldier in an instance. For example while fighting in an urban area a soldier#1 notices the enemy approaching from behind towards the soldier#2 who is behind the wall, the visual info is transferred to soldier#2 and he eliminates the enemy because he knew exactly what direction and there the enemy was coming from.
The display of the helmet has a number of options, it can be used as a thermal device, as day/night viewing device, it can be used to view the virtual representation of the battlefield, and so on.
The helmet also has light/motion detectors placed all around. Those motion detectors also act as range finders and are good for 20 meters in all the directions. They let out light waves invisible to the human eye, those waves reflect from any object and send back reflected waves a special sensor picks up those reflected waves, since the waves are administered continuously the CPU can recognize the change in position of an object from which the waves were reflected a number of times, thus indicating a moving object. Also measuring by intensity of the light reflected back, the CPU can calculate the distance the moving object is from the wearer of the BU-1.
Then all those sensors work together on the same display information from all of them is accumulated and represented as a single picture. So for example if the soldier is using his day/night vision and not the thermal vision but his thermal vision sensors detect someone, the CPU highlights the object with a red square, that means no matter how good the enemy’s camouflage is he will still be detected. The motion detectors will also alert the soldier if someone is trying to come up from behind. The soldier can also access a double vision option, enabling him to view what is picked up by his ZPV cameras on his back as well as what he can see in front of him. Even in that case the enemy object will be highlighted with a red square that will change size as the object moves.
The system can actually recognize humans because all the data is sent to HQs where its matched with the virtual battlefield model and the database which contains human body characteristics and characteristics of different types of machinery. All of that info is sent back to the CPU and the human object is highlighted. What this means is that your soldier will always able to see an enemy soldier even if he is camouflaged, while the enemy soldier will have difficulty seeing your soldier.
Primary Body Armor:
There is a breastplate covering all the vital organs of the wearer, the breastplate consists of 4 layers, first layer is the ZPV, second layer is the BP layer, only about 1/3 as thick as on the helmet, third layer is 2 cm of a solid titanium plate, after that another layer of BP this one is even less thick then the first one. This armor protection is very effective against any kind of assault weapon, however it only covers from the torso to the waste.
Secondary Body Armor:
Besides the breastplate there is also another layer of armor, this one covering the whole body. Because of the advances in nano technology a new kind of ultra dense material was created, it is light weight, thin and folds like regular cloth thread, however it provides an effective protection against projectiles such as bullets or shrapnel. The molecular structure was rearranged in such away to distribute the kinetic energy of the projectile on the wide area of the armor enabling to absorb most of the pressure. It is also has the comfort characteristics of regular clothes. It comes in six pieces. The shirt part is worn under the breastplate but also covers some of the areas of the body the breastplate doesn’t, such as the arms. The gloves protect the hands (obviously). The pants protect the legs. The boots and socks protect the feet.
The Human Ability Increasing System (SUCS):
Systema Uluchshenya Chelovecheskih Sposobnostei uses a specially developed artificial fiber (P-1203) to increase the capabilities of what a human can physically do.
Bureau of Cooperative Design developed P-1203 in 2001. P-1203 is a light, durable material which is as flexible as human muscles, if a electric shock is administered to it, it contracts, if that shock is discontinued it expands, same as human muscles, where the shock is administered in form of chemical energy created by our bodies. The difference between P-1203 and a human muscle is that P-1203 outputs 100 times as much force as a human muscle then the same amount of energy is administered. The P-1203 was worked into SUCS for an efficient system which allows the wearer of BU-1 to exert forces never before exerted by humans. A layer of P-1203 is placed between two layers of isolation, with shock administering wires connected to the P-1203 at the shoulders and at the waste. The system is made so the wearer is able to do more with his arms and legs: jump higher, punch harder, carry heavier loads and so on.
The Battery:
BU has two batteries both located in that armored backpack with the CPU, if all the BU’s systems function simultaneously the battery will last 28 hours, depending on how much SUCS is used; once one battery is depleted the second one starts working. A single battery weighs about 12 kilograms. BU’s CPU can be set in a low energy consumption mode, in which it will turn off the systems of BU not used by the wearer, for example if the wearer is slowly moving through an urban environment SUCS will be turned off.
AD-112 (Automat Dragunova):
AD-112 was designed by Dragunov’s Bureau of Firearms Design, it is the only piece of BU not created by BCD. The gun is a first attempt at the new generation of multifunctional assault weapons by DBFD.
AD-112 has a microprocessor which is wirelessly linked to BU’s CPU and can be controlled by neural display just like all the other systems.
The targeting system of the gun is linked to BU’s microprocessor; it provides all kinds of information, including the range to the target and so on. The digital gun sight allows the wearer to always see there his gun is going to hit. There is also a camera attached to the gun allowing the wearer to look behind corners without having to expose his head or any vital body parts, the camera has a x500 zoom, and can be viewed on BU’s helmet display. Meanwhile the digital gun sight is still working allowing the BU user to snipe his enemy from behind the corner and never expose himself.
The gun has two functions, an assault rifle and a grenade launcher.
The firing rate in the assault gun mode is 700 bullets per minute; there are 3 options, automatic, semi-automatic single-action and semi-automatic double action. If the semi-automatic double-action option is selected the gun will fire 2 bullets each time the trigger is pulled, that is done for better penetration of enemy body armor, if the normal semi-automatic option is selected the gun will fire one bullet for each time the trigger is pulled.
Rounds fired by the gun are 7.62x51 caliber a standard round is made out of Tungsten and has good penetration, it is accurate up to 1000 meters.
In the grenade launcher mode a high-explosive grenade is launched from the grenade launcher placed below the barrel of the gun. What is interesting about this is the targeting system, once again the markers are used, however this time the computer, not the human does most of the targeting, once the marker is placed the grenade launcher is ready to fire, once the grenade leaves the launcher, 4 small wings snap-out from its sides, those wings are controlled by the transmitter attached to the gun, provided the marker stays stationary and the shot is fired in the general direction of the marker and there is no new obstacles created between the marker and the grenade after the grenade leave the launched, the grenade will hit the target. The gun’s microprocessor can cooperate with the BU’s CPU to make the marker traceable, thus increasing the odds of hitting the target even if it moves. The grenade can also be programmed to explode at the certain distance. Then you put the two options together, you get a programmable grenade that can be told where to fly to, get there and then explode. All of these increase the efficiency of the weapon.
In a fast developing situation, then there is no time to even set the marker the digital gun sight can be switched to showing the direction of grenade launchers hit to increase accuracy.
This all also works with the digital representation of the battlefield, the soldier can see an enemy on the model, marker him and fire upon him, and know if he hit or not.
The gun has its own battery, it is good for 28 hours with energy conservation, however BU-1 user may recharge the gun battery by connecting the AD-112 battery to the main CPU battery via a special cable port on the CPU backpack. This can also be used to use the gun's battery to recharge the CPU's battery. The selection is done by neural interface then the option pops up on helmet display.
Special Thanks to:
Layatreb
Soviet Bloc
History:
Boyevaia Uniforma # 1 or BU-1 is Union of Communist Republics second attempt at combat enhancing suites. Unlike the first attempt it is not developed secretively but instead as a part of the SUBS program to enhance all aspects of a modern army. The center for the SUBS development which is under direct control of UCR’s Communist Party Council (CPC), gave the funding to the newly formed Bureau of Cooperative Design, which was given access to many aspects of the most advanced technologies UCR has to offer. Those included the nano technologies, electronics, advanced automatic rifle and killing methods designs and so on. Gregorie Ulyanov was made the head of the development, which was given the early on name of Proyect-32456. Three years were spent designing all aspects of Proyect-32456. Testing followed soon after, results were extraordinary, Proyect-32456 was given a production name of BU-1 and taken out of the development stage, moving right into the production. Union of Communist Republics armed forces ordered 200000 units right away, and a goal was set to completely equip UCR armed forces with these suites by the end of the decade.
Design:
CPU:
The BU-GPU (Boyevaia Uniforma-Glavnie Processiruishei Unit) is the center piece and the heart of the suite, all the systems are connected to it, and it gets the readings and inputs readings into all of them, it also contains the IL itself. The IL receives and transmits information from and to the HQs, in the HQs the information accumulated from every unit with IL package on the battlefield, as well as satelite photoes of the area and so on, after this is all processed by the supercomputers at the HQs all the info is put in a single virtual model of the battlefield where every fighting unit has a representation. This way a soldier will always know where the enemy is, where he himself is and where his comrades are.
The CPU is packed into a bag pack, which is located on the soldier’s back. The backpack is armored with BP material which will be discussed later, and is kept tight against the soldier’s back by 4 clippings. The clippings are virtually indestructible but can be easily unclipped by the soldier. Even without the CPU the soldier can be an affective killing machine. The soldier will be able to access the IL, by hooking it up through a 3 meter cable to his helmet, in order to do that he has to open up the back pack by removing the 4 titanium screws that hold the top panel and hook up the cable to the outlet on the IL interface which is located behind the CPU for safety reasons. He then hooks up the cable to an outlet on the back of his helmet and the back up, microprocessor will connect to the IL net which will allow the soldier to gain access to the information on his location, on the enemy’s location and the friendly unit’s location. The thing is that if you are going to destroy the CPU you will probably need an RPG of some sort or getting really close to the soldier, a distance from which you’ll be able to kill him. If a soldier is killed or captured his CPU is remotely fried by the HQs through the IL.
Control:
The CPU that controls all the systems of the suit receives the commands by the means of neural interface, there is a special device installed in the helmet which reads the brain waves of the wearer and transfers them into code readable by the CPU.
Visibility Reducing Armor (ZPV):
ZPV or Zashita Ponijenoi Vidimosti covers the entire suit. While technologies to make it are advanced this system has a very simple principal. The suite is covered with small monitors, each one representing a single pixel, where are small, concealed video cameras on the back and the front of the suit, they tape, in real life, the environment around the soldier. There are total 12 cameras, 6 on the back and 6 on the front, the images collected by the cameras are instantaneously processed by the CPU and are outputted on armor’s surface, where the pixel screens are so close together that the resulting picture can not be identified as being different from actual environment, by human eye. It is much harder to notice a soldier with ZPV, in fact it is almost impossible to notice that soldier with a human eye because the CPU is so advanced it outputs the images without any lag that can be noticed by human visual senses. However this system becomes less affective then used in rain for obvious reasons, plus the wearer still gives off a shadow.
Another good thing about this system is that even if the soldier is shot and a bullet hits one or more of the pixel screens, it does not affect the others and the soldier still maintains a certain level of low-visibility.
The ZPV can be turned on and off; the only problem with it is that it consumes a lot of power.
Helmet:
The BU-S (Boyevaia Uniforma-Shlem) features state of the art electronics and protection.
The frame of the helmet is made of the material called Brone Plastic (BP), it is a plastic based substance, however its molecular structure was redesigned by the use of nano technology to be an effective protection against a wide variety of kinetic weapons.
The facelet of the helmet is composed of 3 layers. First layer is the ZPV layer that was discussed earlier, then the ZPV is not activated the color of the facelet is black to conceal the face of the wearer, second layer is the thin BP film layer which ensures wearers protection against small arms and a good chance against other types of arms, and the 3rd layer is the helmet display layer, which acts as a computer monitor allowing the wearer to view and access all the features the BU-1 has to offer.
The facelet can be moved up to open up the soldier’s face, it can also be moved down and locked to seal off the helmet. Than sealed the helmet does not let in any sounds except those that went through the sound collecting sensors which filter out any sounds that might be harmful to soldier’s ears, for example a sound of a artillery shell exploding few meters away, those same filters can also be used to amplify any sound, all the sounds are recorded and transferred via IL, as well are stored on helmet’s microprocessor, they can be listened to again and again using neural interface. The air that enters the helmet is first filtered and all the poisonous gasses are removed.
The completely sealed off helmet does not let out any sound, that means that the soldier can scream as much as he wants and breath as heavily as he wants and nobody will be able to hear him as long as he has his facelet on. The conversation between two soldiers can be done through a radio located inside the helmet, it is supposed to remain on at all times, but can be turned off.
The helmet can also be unsealed without removing the facelet, this way a soldier will be able to hear anything on the outside without it being filtered and talk to people that he can’t talk to on the radio, while still having the same level of protection.
The helmet has thermal sensors that are placed into the top part of it. For the sake of efficiency and saving space those sensors have no visual output for the soldier who wears them, the readings are transferred directly to the HQs through the IL package which then transfer them back to the soldier’s CPU which outputs them on the soldiers display if the soldier has accessed that option. Also there is a day/night camera worked into the helmet which functions the same way. In both cases the efficiency was increased because the readings from one soldier can be transferred to another soldier in an instance. For example while fighting in an urban area a soldier#1 notices the enemy approaching from behind towards the soldier#2 who is behind the wall, the visual info is transferred to soldier#2 and he eliminates the enemy because he knew exactly what direction and there the enemy was coming from.
The display of the helmet has a number of options, it can be used as a thermal device, as day/night viewing device, it can be used to view the virtual representation of the battlefield, and so on.
The helmet also has light/motion detectors placed all around. Those motion detectors also act as range finders and are good for 20 meters in all the directions. They let out light waves invisible to the human eye, those waves reflect from any object and send back reflected waves a special sensor picks up those reflected waves, since the waves are administered continuously the CPU can recognize the change in position of an object from which the waves were reflected a number of times, thus indicating a moving object. Also measuring by intensity of the light reflected back, the CPU can calculate the distance the moving object is from the wearer of the BU-1.
Then all those sensors work together on the same display information from all of them is accumulated and represented as a single picture. So for example if the soldier is using his day/night vision and not the thermal vision but his thermal vision sensors detect someone, the CPU highlights the object with a red square, that means no matter how good the enemy’s camouflage is he will still be detected. The motion detectors will also alert the soldier if someone is trying to come up from behind. The soldier can also access a double vision option, enabling him to view what is picked up by his ZPV cameras on his back as well as what he can see in front of him. Even in that case the enemy object will be highlighted with a red square that will change size as the object moves.
The system can actually recognize humans because all the data is sent to HQs where its matched with the virtual battlefield model and the database which contains human body characteristics and characteristics of different types of machinery. All of that info is sent back to the CPU and the human object is highlighted. What this means is that your soldier will always able to see an enemy soldier even if he is camouflaged, while the enemy soldier will have difficulty seeing your soldier.
Primary Body Armor:
There is a breastplate covering all the vital organs of the wearer, the breastplate consists of 4 layers, first layer is the ZPV, second layer is the BP layer, only about 1/3 as thick as on the helmet, third layer is 2 cm of a solid titanium plate, after that another layer of BP this one is even less thick then the first one. This armor protection is very effective against any kind of assault weapon, however it only covers from the torso to the waste.
Secondary Body Armor:
Besides the breastplate there is also another layer of armor, this one covering the whole body. Because of the advances in nano technology a new kind of ultra dense material was created, it is light weight, thin and folds like regular cloth thread, however it provides an effective protection against projectiles such as bullets or shrapnel. The molecular structure was rearranged in such away to distribute the kinetic energy of the projectile on the wide area of the armor enabling to absorb most of the pressure. It is also has the comfort characteristics of regular clothes. It comes in six pieces. The shirt part is worn under the breastplate but also covers some of the areas of the body the breastplate doesn’t, such as the arms. The gloves protect the hands (obviously). The pants protect the legs. The boots and socks protect the feet.
The Human Ability Increasing System (SUCS):
Systema Uluchshenya Chelovecheskih Sposobnostei uses a specially developed artificial fiber (P-1203) to increase the capabilities of what a human can physically do.
Bureau of Cooperative Design developed P-1203 in 2001. P-1203 is a light, durable material which is as flexible as human muscles, if a electric shock is administered to it, it contracts, if that shock is discontinued it expands, same as human muscles, where the shock is administered in form of chemical energy created by our bodies. The difference between P-1203 and a human muscle is that P-1203 outputs 100 times as much force as a human muscle then the same amount of energy is administered. The P-1203 was worked into SUCS for an efficient system which allows the wearer of BU-1 to exert forces never before exerted by humans. A layer of P-1203 is placed between two layers of isolation, with shock administering wires connected to the P-1203 at the shoulders and at the waste. The system is made so the wearer is able to do more with his arms and legs: jump higher, punch harder, carry heavier loads and so on.
The Battery:
BU has two batteries both located in that armored backpack with the CPU, if all the BU’s systems function simultaneously the battery will last 28 hours, depending on how much SUCS is used; once one battery is depleted the second one starts working. A single battery weighs about 12 kilograms. BU’s CPU can be set in a low energy consumption mode, in which it will turn off the systems of BU not used by the wearer, for example if the wearer is slowly moving through an urban environment SUCS will be turned off.
AD-112 (Automat Dragunova):
AD-112 was designed by Dragunov’s Bureau of Firearms Design, it is the only piece of BU not created by BCD. The gun is a first attempt at the new generation of multifunctional assault weapons by DBFD.
AD-112 has a microprocessor which is wirelessly linked to BU’s CPU and can be controlled by neural display just like all the other systems.
The targeting system of the gun is linked to BU’s microprocessor; it provides all kinds of information, including the range to the target and so on. The digital gun sight allows the wearer to always see there his gun is going to hit. There is also a camera attached to the gun allowing the wearer to look behind corners without having to expose his head or any vital body parts, the camera has a x500 zoom, and can be viewed on BU’s helmet display. Meanwhile the digital gun sight is still working allowing the BU user to snipe his enemy from behind the corner and never expose himself.
The gun has two functions, an assault rifle and a grenade launcher.
The firing rate in the assault gun mode is 700 bullets per minute; there are 3 options, automatic, semi-automatic single-action and semi-automatic double action. If the semi-automatic double-action option is selected the gun will fire 2 bullets each time the trigger is pulled, that is done for better penetration of enemy body armor, if the normal semi-automatic option is selected the gun will fire one bullet for each time the trigger is pulled.
Rounds fired by the gun are 7.62x51 caliber a standard round is made out of Tungsten and has good penetration, it is accurate up to 1000 meters.
In the grenade launcher mode a high-explosive grenade is launched from the grenade launcher placed below the barrel of the gun. What is interesting about this is the targeting system, once again the markers are used, however this time the computer, not the human does most of the targeting, once the marker is placed the grenade launcher is ready to fire, once the grenade leaves the launcher, 4 small wings snap-out from its sides, those wings are controlled by the transmitter attached to the gun, provided the marker stays stationary and the shot is fired in the general direction of the marker and there is no new obstacles created between the marker and the grenade after the grenade leave the launched, the grenade will hit the target. The gun’s microprocessor can cooperate with the BU’s CPU to make the marker traceable, thus increasing the odds of hitting the target even if it moves. The grenade can also be programmed to explode at the certain distance. Then you put the two options together, you get a programmable grenade that can be told where to fly to, get there and then explode. All of these increase the efficiency of the weapon.
In a fast developing situation, then there is no time to even set the marker the digital gun sight can be switched to showing the direction of grenade launchers hit to increase accuracy.
This all also works with the digital representation of the battlefield, the soldier can see an enemy on the model, marker him and fire upon him, and know if he hit or not.
The gun has its own battery, it is good for 28 hours with energy conservation, however BU-1 user may recharge the gun battery by connecting the AD-112 battery to the main CPU battery via a special cable port on the CPU backpack. This can also be used to use the gun's battery to recharge the CPU's battery. The selection is done by neural interface then the option pops up on helmet display.
Special Thanks to:
Layatreb
Soviet Bloc