Pseudotectonic
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Everything posted by Pseudotectonic
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Looks like it is pushed by the silver bit (is that the gearbox?)
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I just had a random thought You know those Teflon non-stick coating on saucepans and stuff What if we apply this to the inner barrel so it is less prone to dirt sticking on the inside surface thus making it "self cleaning" in normal use
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Paragon brushless motor (new best brushless?)
Pseudotectonic replied to Pseudotectonic's topic in Electric Guns
@Leo Greer I might have been the one who said Warhead has a ramping start, based on this video showing the current graph, as well as "Warhead has starting delay of ~10 ms". But I didn't say anything about the shaft snapping tho in relation to this. But separately I have heard (maybe just one guy) the Warhead Ronin titanium shaft snapping, but that is probably due to the material itself, if anything it shouldn't have happened because of Warhead's ramping start... -
Paragon brushless motor (new best brushless?)
Pseudotectonic replied to Pseudotectonic's topic in Electric Guns
I guess it's just maybe a handful of OEMs producing all the brands... Is Chaoli bad? They look like an they are an OEM... https://en.chaolimotor.com/products_details/196.html https://en.chaolimotor.com/products_details/163.html -- Just noticed on Chaoli's page they wrote they have 2 ms start up ("0.002 s"), could they actually be the OEM for Paragon? -
Very tempted to do this, what wavelengths of an LED do I need for green and/or red tracer BBs? My googlefu says I might need around 470 nm (a blue light) for charging red tracers assuming they are calcium sulfide based... but I am really not sure Anyone know the correct numbers / absorption and emission spectra? And for green ones? In the UV range?
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Looks like a US vendor just released their own brushless and it has some interesting features: (link to product page) "3 ms startup (vs 12 ms for t238 / 20 ms for Warheads)" 33k RPM with PWM adjustment to <50% (with a "dial") O type shaft for "concentricity" 9.65 mm dia motor tower 4 EZO bearings N45SH magnets "Parallel windings 0.3 mm x 8 x 6" (I am not going to pretend I know what this means) Low voltage, overvoltage, overcurrent, overheat protections (unknown numbers) First thought is it looks promising because it ticks many boxes for me especially the 3 ms start up vs 10+ from other brands which is actually quite impressive, because a 7 ms difference out of a "good" 50 ms trigger response is a rather noticeable 15% and as you approach 40 to 30 ms (top percent levels of trigger response) those 7 ms will make the difference between great and sublime. The 33k is perhaps a good balance of speed and torque. Thick motor tower is a good sign that they have done their homework and care about details. Looks to me this might become a very good brushless if their numbers are real, the only thing is they only ship from the US with a rather hefty price tag (similar to a Warhead Black as of writing) plus unknown shipping costs. Anyone wanna try it? 🐁👀
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Shouldn't take more than a minute really, as you dial it up (as the motor gets lifted up) it should gradually sound better and better until you hit the wall where it gets too tight which will be obvious, when you meet the wall, just go back a bit to where it last sounded best, trust your feeling In my head it is roughly like this:
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yeah i loctited mine, stops the motor vibrations from loosening it
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Another napkin test to see if the field is viable... Step 1 Topology initialisation There is only two problems at the site, that is the middle doors forming a choke point, and the stairs to mezzanine being another. We cannot remove these choke points so we can only loop around them. Step 2 Primary lane forming Because of the small size of the map and the middle choke point I am going for a simple symmetric layout of 3-4-2-4-3 lanes. Shortcuts are added between them while trying to maintain symmetry. While the mezzanine loop is on an entirely different floor, topologically we can treat it as another shortcut for now. Step 3 Topology fit test and basic distancing Now I am stretching the lanes to make them more or less balanced in terms of distances. We need to build a new stairs to complete the mezzanine loop. For safety reasons I am enclosing them with walls to control firefighting on the stairs. Some walls are needed to split the choke point into two lanes. Step 4 Partitioning and zoning Walls are laid out using the lanes as a guide. Due to their shapes they form different sorts of configurations that might lend to different types of environment. The left side is more organic hence we can label it a Market. The middle is more open and with the loading bay as backdrop we can call it the Depot. The right side is a bit more regular and so it can be a Mansion. The mezzanine is now Upper Floor and for gameplay balance purposes I have enclosed the mezzanine entirely and only have 5 controlled windows as sniper spots. Step 5 White boxing covers, checking distances, microadjustments At this stage the covers are put in place as placeholders, now we are only concerned about gameplay and not worrying about the environmental art. There are high and low covers to allow options of how you want to progress. Here I am also checking the distances from spawn to the objectives and try to adjust the walls to balance. If this is a real job you should also check the fire escape distances. The sniper spots on the Upper Floor are further controlled with some covers as obstacles to prevent them from being too user-friendly, I try to limit the space around each pair of windows so you cannot have too many people there, and also making it harder to dodge the shots from below. Step 6 Scenic design (not shown) "Level design is not environmental art", therefore I am not going to venture into scenic design. For the purpose of this exercise which is just to see if the field is viable there is no need to get into scenic design. Conclusions It is possible that the field can be made into a viable map, but in my opinion you need at least a new stairs and some walling off at critical places.
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yeah higher C is always better, I'd say most "airsoft sized" batteries don't actually have enough C (regardless of their marketing C) and will drop voltage as much as half during the initial surge current, so don't trust the C rating on the battery label, the capacity in mAh is probably a better indication of whether it can provide high actual C, so always get the highest mAh you can practically fit The Overlander VSRmini looks fine to me, it is a smart charger so it should do more than good enough job, any charger with a screen and has a few buttons for navigating menus and adjust settings is a smart charger, needless to say smart is almost always better than dumb
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The only thing that jumps out at me looking at these photos is you are supposed to leave a certain thickness of foam around each and every item, and also between them (also between layers), which can be as little as ~1 cm for lighter items to at least ~5 cm for bigger items, if you don't leave enough foam around the outer edges or have guns touching each other there won't be enough foam thickness to cushion an impact, in theory
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There is also a first floor: I guess they come in at the ground floor at the front sticking out bit, and go up the stairs to the safe zone / shop / reception.
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Nice find, they got some floor plans from their planning application here... Some observations: The game area is not really two stories, the middle part seems to be a double height space, and it is only towards the right hand side there is a mezzanine from that one flight of stairs near the top right corner. This is a very bad choke point from map design point of view. The mezzanine is a narrow and linear L shape overlooking the rest of the map which is obviously quite OP and difficult to integrate. The doors down the middle is another choke point splitting the map into two halves, again not very ideal. It is small. The game area is roughly 38.1 x 17.1 m which is ~650 m2 (even with the mezzanine) which is an XS sized indoor field. It is really quite small so it will be very tight spaces CQB, and the layout topology will need to be rather minimalistic to make it work. I've always wondered what Use Classes are airsoft fields. This site had gone for Class E(d) which is "Indoor sport, recreation or fitness". The shopping mall map in another thread had gone for Sui Generis. So I suppose both of these classes are usable depending on your policy constraints on your particular site. I suppose if it is an outdoor site it could also be F2(c) "Areas or places for outdoor sport or recreation".
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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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At the end of the barrel you just want the heaviest BB you can afford to be travelling at the field limit FPS and at the correct hop amount which is neither overhopping nor underhopping And if you compare two systems tuned to deliver the exactly same exit projectile of above (an x gram BB moving at y FPS spinning at z RPM), you will find the system with the longer barrel will be more accurate and more consistent than the one with a shorter barrel, simply because all angular jitters of the exit vector are contained at a smaller angle of degree, plus the longer shape allows you to have more precise manual control over where it is aiming at biomechanically speaking, that is why I say for sniping you want a longer barrel to do the same job rather than a shorter barrel
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yeah but are they sniping with it?
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i think you are confused, heavier BBs can be accelerated with a shorter barrel than a lighter BB, but it doesn't mean a shorter barrel is more efficient than a longer barrel for the same heavy weight BB which you should be using anyway with a DMR if shorter barrel is better than longer barrel we'd be all sniping with .48s with a pistol
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for aesthetics I wouldn't go less than 14.5" for a "DMR", a 16" would be even better inner barrel the longer the better (as long as the volume is matched)
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Made this chart just for a fun way of scoring your accuracy Also potentially useful for extrapolating your accuracy at long range from a close up target like 5 meters Post your rank 😛
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What manufacturing capability do you have? Or are you just distributors?
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you know what, you can upgrade the spring
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You are trying to upgrade a dollar store spring pistol Nobody can help you
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They say if it looks like a duck, sounds like a duck, but gives off that uncanny vibe, it is probably chatGPT dabbling in phishing... ...or, a seriously unqualified marketing VP at some Taiwanese toy gun dealership came up with some AI generated marketing campaign and thinks it is a good idea. (Looks like they are a real shop, see google image, so I'd give them some benefit of the doubt) -- PS any affiliation with the UK retailer JD Airsoft?
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500C heatgun didn't seem to remove the springiness on the compressed coils on my m90 Not even if I tried to get it to settle afterwards by compressing it for a week inside a torch It was nowhere near cherry colour tho, it did darken the bright shiny metal a little (could just be surface grease) -- I guess the 20 FPS loss from removing the bearing is actually because the rotational friction on the non-bearing side is slowing its decompression Try playing with a spring by hand, but twist it or keep it from spinning, the twisting itself is going to affect it wants to expand/compress, in fact you can try to compress/decompress the spring by the twisting alone