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Welcome Unfortunately there's no correct answer to this as it depends on a few things such as temperature
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Need your review on this automatic bb loader
Adolf Hamster replied to edge_of_city's topic in General Help
I've met a couple of folk who use that style, usually they speak of modding them to get them to work. But the odin and its clones are a better design -
Not 100% sure on this brand but I'll say 30 mags minimum, always good to have 2 bottles on you if you plan to use it alot (as a primary idk)
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40mm Grenades not releasing all their gas properly
DanBow replied to CzechMeOut's topic in General Help
Ive no idea but my first thought is a sticky valve. I reckon a strip, clean and oil will sort it. -
There is no definitive answer. You are better off asking how long is a piece of string. Welcome by the way. 😁
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Time Left: 6 days and 23 hours
- For sale
- Used
Very lightly used G&G. This has got a replaced metal G&G handguard/rail system. Usual reinforced polymer body, the crane stock was 2 tone but has been acetoned to remove it and painted black. All working and shooting a healthy 315-320 fps on 0.2g on the chrono. Pick up Rayleigh or can post £12 via parcelforce . Buyer to cover PayPal fees please.£90
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No, i mean how many times i can charge my mags (apologize my poor English)
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Rogerborg reacted to a post in a topic: Franchi Spas 12
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Out of interest I have tried to do a field design based on this site, using the information available on the planning portal. Particularly I wanted to test whether the very linear layout of the existing mall could be made into something more playable. So I tried to implement some theories from video game level design and see if they can be applied here. The below is an illustration of a possible design and the steps I had taken. Step 1 Design preparations First we need to allocate space to the safe zone and game zone etc. There are two main existing entrances to the mall but the escalators to the south in my opinion will not be suitable because they cannot function as stairs nor fire escape, so if they are permanently turned off this entrance cannot be safely used. Therefore we can only use the north entrance as the main entrance, accordingly the safe zone (and its size requirement for 50 visitors) is placed next to the entrance lobby. The lobby has enough space for a small reception and waiting area and probably even a small shop. Staff and guest toilets are upstairs from the safe zone. My design is heavily based on the concept of "lanes" in game level design which refers to the overall pathing network of the map. The immediate issue is too many dead-ends, which is an absolute nono in level design, so before we can even design anything we need to eliminate these dead-ends by creating loops. This is achieved by demolishing the existing partition walls (where structurally permitted) to create openings near the end of these dead-ends, so they can continue their paths and loop back into the map. At the bottom space where it is only reachable via a choke point, I have walled off the path to effectively create another loop that can be meaningfully progressed from one side through another. This becomes the basic "topology" of the map that we can start to work on. Step 2 Topological interventions Looking at the topology it is immediately obvious the central lane is too connected and will attract too much action from everywhere, in game level design terms this is too many options for the player to choose from. Three precision cuts can prune this network into several distinct sectors with an acceptable number of optional paths to progress through. Due to the shape of how this is arranged, it seems natural to place the two team spawn points on left and right, so there are multiple optional sectors and paths for them to fight through. If the spawns are top and bottom it would appear too much choke points will be in the middle and the winding paths near the two spawns will not see too many action therefore wasted space. Step 3 Cover placement and distances With the schematic from the previous step we can start to sketch out where to put the covers and checking the distances. At this point I was only concerned with the gameplay itself and not think too much about scenic design, which will come later. For example I am only placing the high or low covers based on how the space can be progressed through, and trying to have a variation of tactical options for each situation. For areas near the two spawns I would also try to give advantage to the home team to try to help them progress back towards the middle. There are 4 Point Of Interests (for objectives) placed in each zone, and by measuring the distances from each spawn their positions can be tweaked for balance. By happy accident only two can be balanced and the other two is giving each of the team a slight advantage, which should be good for various game modes (e.g. bomb diffusion). This is also when fire escapes distances could be checked to make sure at every point from the map there is a suitable escape route for fire safety reasons and compliance with regulations (drawing illustrative only, not fire safety advice). (Disclaimer: This post is not professional advice. To comply with building regulations and dealing with planning conditions and other stuff please consult professionals.) Step 4 Scenic design Once we have the schematic of roughly how the tactical gameplay is conducted, we can start to make it pretty and immersive. The four "sectors" of the map makes a good template for different biomes or themes to take place. In this example I have made up some themes like "Mall" and "Factory" and "Office" and "Airfield". This can then guide how we can choose what objects to put up as cover, and what kind of non-functional decorative doodads to put up on walls and so on. For example in the "Mall" each of the rooms can be a different vendor with different themes e.g. restaurant or fashion shop or phone shop etc. which influences the atmosphere or feel or even distribution of covers of each space. Again for example the "Factory" can be heavily decorated with fake pipes or barrels. And in the "Airfield" with decorations associated with an airport like check-in counters or duty-free shops and so on. Notice I have put the "Airfield" to the south area to make use of the high level of natural lighting to suit the atmosphere, and the "Factory" in the middle so it is darker. Step 5 Detail designs and construction and so on (no image) The remaining steps are just realising the interior design, prop design, signage placement, lighting, etc. to generally follow the themes of each zone or room. I don't have a drawing here because this can be heavily influenced by the aesthetic taste of the business operator and their budget and so on. This is also where the practical and safety details to be added like fire escape signage, or transitional thresholds from safe zone to game area, or special floor markings etc. In this example there may also be visibility concerns because the glass curtain walling to the south (facing the high street) may need to be blacked out to prevent pedestrians from seeing the RIFs, so is the entrance lobby to the north. In terms of construction, the decorations and covers and props and other doodads can be simple pieces of woodwork or metalwork. There could even be interactive elements e.g. electronic or manually operated installations. It can be really creative and use savaged car parts or heavy machines and so on as cover or decoration. Once construction is complete and the necessary props added, the site should be functional and playable and rest is getting outside of the scope of map design. In conclusion, this is just a sketch exercise for me to dabble into airsoft field design but I think this map that I have drawn should play fairly well and look fairly immersive given some creativity and budget. Any criticism and suggestions are very welcome.
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Ahoy and welcome. Loads, is the short answer. It'll depend on temperature and such, but even with moderate CQG pistol use, I buy new gas cans (I use ASG ULTRAIR Power Green Gas 520ml) so infrequently that I couldn't even guesstimate a cost-per-mag. Gas pistols aren't free to run, but they're so cheap compared to other airsoft costs that it's just not a consideration.
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Need your review on this automatic bb loader
Rogerborg replied to edge_of_city's topic in General Help
Ahoy and welcome. No, not personally. I assume that's the LayLax automatic BB loader. UK prices seem to range from £50 (if they had any) into the £60s (if they had any). There's shill review here which shows it working out of the box, but it's not that fast and clearly struggles to half-fill and EPM1. The comments aren't very complimentary. Nice that it comes with multiple adaptors, but I'd stick to an Odin or clone, given that replacing Odin internals costs a fraction of throwing one of these away when it breaks. Also, Odins and clones are available, but it seems nobody has bothered re-stocking these. -
Hello everyone. Just bought my first sidearm Glock 17 with 3 mags 22rnd each, now im interested how many times i can fill mags with 300g bottle of nuprol green gas. Maybe you do?
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Hi, guys. I was told I may seek advice here about anyone who owns this kind of automatic bb loader. Pros and Cons,pls Much appreciated.
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edge_of_city joined the community
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TheFull9 reacted to a post in a topic: What have you made?
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TheFull9 reacted to a post in a topic: What have you made?
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I have a couple of ASG 40mm shower shells that both aren't releasing their gas fully in one go, as the video shows. They did used to work (over a year ago probably) and I've tested on a couple of different launchers along with making the firing pins way longer than they need to be. I'm assuming being left in a box with no maintenance has possibly caused some lubricant to gunk up? I've looked around but I can't find any info on this problem, just gas leaks. Before I take them apart, has anyone ran into this problem before? Thanks! 20240427_122754.mp4
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Time Left: 6 days and 21 hours
- For sale
- Used
This was a 2 tone painted slide which has been stripped and repainted to a good standard. All working and shooting but is suffering from what I can only describe as a light hammer action so doesn’t get the proper kick when firing, hence boneyard. Could be a bad seal ?? No interest in fixing it as not a lover of 1911’s. Pick up Rayleigh or can post £5 via Royal Mail. Sorry no offers as priced to sell, thanks£35
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RaboonTheBaboon reacted to a question on an advert: G&P M4 SF “Fire Pig”. Boxed with Extras. No Gearbox.
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Jez_Armstrong reacted to a post in a topic: Boneyard Ares Thompson
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Looks like king arms bud, worth a pretty penny now! Sadly not of use to me, as I need the military A1 for my impression. Really do appreciate it though, thank you so much!!
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Time Left: 6 days and 19 hours
- Wanted
- Used or as new
Hi all , I'm in a bit of a 1911 faze atm and I'm after a couple of parts to finish off a 1911a1 Tm or guarder slide stop block with the screw would be a bonus. Guarder 1911a1 rear sight Tbh if you have any random guarder 1911 parts let me know and always looking for projects/ broken guarder 1911s Thanks johnNO VALUE SPECIFIED
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