
Pseudotectonic
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Everything posted by Pseudotectonic
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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
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Just to add a note about the heatgun method, if I were to do it again I would do it in the middle part of the wider coil section (see image below) And I wouldn't make the spacing narrower than the existing narrow parts Because I did it on the narrow coils side and now when it compresses those coils can "bottom out" which I suspect is causing some very minor ringing noise after each shot (probably harmless, or maybe not even related) And if you do it in the middle section you won't oxidise the end coils flats (easier to clean up in middle) nor bottoming out the end coil And you will minimise the changes of any coils "bottoming out" by keeping some minimum spacing
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Could someone help me identify my glock please
Pseudotectonic replied to UntoldTruth's topic in General Discussion
yeah the logo is ASG brand, probably a glock 17? -
In my case I've actually tried heated up one end of the spring (with 4-5 coils compressed with a pliers) and aimed a heatgun at it at 500C for like 10 seconds, and held it for a minute or two until it cools down, and after it cools down it keeps its shape in the compressed form (had to do several passes to get the shape right because of pliers being uneven and to get the FPS down enough) I ended up able to reduce the overall length from ~170mm to ~155mm and bring down my FPS from ~355 to ~340 which is hopefully more chrono friendly So yeah, heatgun worked for me, no cutting, and you can fine tune it gradually if you do it in several passes The ends are still flat, there was some very minor surface oxidisation which I buffed out with sandpaper, but the original end coil flats are still there
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Weird It looks to me it will still interfere because the groove on your selector plate doesn't look deeper than the 1.12 mm that you need, because the upper surface is supposed to be touching the gearbox surface when installed, so the grooves need to be deeper than your protruding bearing to go over it But, you can just swap the bearings around, put the thicker one below and the thinner one above, problem solved And just to check, you haven't inserted the bearings from the outside, right?
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G&G Armament EMG Seekins Precision SBR8 - high failure rate.
Pseudotectonic replied to BM900's topic in Electric Guns
what gun? what battery? what charger? btw at 11.1V it is not fully charged, it should be closer to 12.6V when full -
@Leo Greer 1 FPS variance is really impressive, very curious does it change at all based on your environment e.g. workshop vs the site? And weather and so on?
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Wh is just the total energy capacity, literally, mAh x Voltage = Wh Let's say there are two batteries, one is 7.4 V and one is 11.1 V, both are 1300 mAh, the 11.1 V one will have more total energy in Wh than the 7.4 V
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Actually, why not invite him in here for a chat
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(most already pointed out above) "Reasonable adjustments" is a legal duty, so the site will pretty much have to do it, even tho understandably it may be a hassle. Printing out safety briefing is very easily done and not at all unreasonable. Make it known to the other players so they can understand the situation and adjust their expectations with hit calling. Marshals can keep an eye out in-game and pay a bit more attention and watch out for hit calling / issues with other players, again not difficult to do and something they should already be doing anyway. On the deaf person side, wear non-padded clothing for hit detection, so preferably a minimal loadout like a belt rig perhaps. Put up his arm for hit calling, not necessary through shouting "hit". Same for his targets, just watch for hands raising. A shadow is a good idea, just so he can receive grenades and announcements and so on, and have a "translator" just in case. I think there are probably situations where playing as a duo is actually an advantage. His biggest enemy may actually be a fogging eye pro. May be a chance for him to fully embrace the speedsoft look and get a dye mask (which I heard is good with fogging).
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The stock one seems to be a 11.5" barrel while the new one might be a 14.5"
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Nuprol "High Torque" Motor is definitely not high torque, it says it can only handle m110 which is something a low torque motor does. For the same money I'd get a Chihai 22 or 28 TPA motor from aliexpress. I would say no need to replace inner barrel, outer barrel, and hop chamber, because there is not much improvement you will get (these parts either work, or don't, there is little to gain), but will most likely get compatibility issues. A 13:1 gear should be drop in and play, you don't need to remove any teeth (aka short stroking). Personally I would prefer Perun hybrid with the Perun clicker (great fun) than a hair trigger with Aster. But this is personal opinion.
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just noticed the abbreviation is a little unfortunate i'd say