StaticDet5 wrote:Hey, just an aside. What kind of airsoft equipment do you folks have?
StaticDet5 wrote:I Mee_n_Mac, good luck. Big time good luck.
One of my original projects was to build an electrically controlled airsoft gas rifle, for range. I ran in to too many hurdles. First was the ammo. I wanted to use custom made ammo, and that wouldn't have worked on the fields I typically played on. For my team, it would have been great, but that's about as far as that would have gone. Second was the gas control system. I found a great looking valve (good flow rate, 12v electrically controlled, max PSI of 300, etc) for $70. Then when I finally had the money, I couldn't find it anymore. Tragic. I still eyeball pneumatic control valves every once in awhile, but the issues just kept stacking up against the project.
The final issue was one that I can't fix: The sport relies on people feeling their hits and registering them. I had a really nice spring rifle that could put rounds down range. When everything was right, I could get a round to go almost 100 yards (250 feet being the longest, paced out hit on the field). I actually had "gun cam" footage of a guy being repeatedly hit, but not realizing that he was being hit. Every couple of seconds this poor guy stopped, or slapped at his clothes, or something. Seven hits over the space of a minute and a half. Maybe he was shrugging, but I'll give him the benefit of the doubt, and believe that he wasn't "feeling the hit".
Hop-up is the death of the long range shot. I used to give safety lectures on this topic (You can also find me on YouTube, talking about other safety aspects). With no wind at all, an airsoft pellet can go one hundred yards, according to physics. Hop-up doesn't really help with range (don't yell yet), it helps make the round move in a flatter trajectory, thanks to something called the Magnus Effect or Magnus Lift.
When these little BB's get out there, they're sacrificing velocity for lift. They run out of velocity, they literally fall out of the sky over an incredibly short distance. It's also really hard to see it, from the shooter's point of view (Your eye tries to "follow" the round in a flat path, but misses the sudden drop).
During this terminal "drop" period, the round is almost floating in air (it only weighs around .2grams). Wind, foliage, even a thought bubble (ok, maybe not that last one) will alter an airsoft pellet's trajectory, but during this terminal period, they're exponentially more influential.
Finally, during that terminal period, the round has almost no forward energy. Even if it does hit the target, they're going to have to be working real hard to feel it (.2gram projectile moving at under 5-10meters per second. At that speed, your clothing will stop it before it hits skin, never mind all the gear they're wearing). Couple it with the issue that these shots are fired very slowly, a couple of rounds per minute, and they're easy to write off.
If you don't believe the "terminal period" premise, go out, and have your friend shoot you (wear the safety gear!!!). It should be easy to find this friend, all of mine just line right up for the opportunity. Then go out PAST the range when they have any chance of tagging you, and start walking in as they shoot. You'll get to a spot where you can leisurely watch the rounds coming in, and fall in front of you. It stunned us when we saw it, but you don't really hear my guys saying "Call your hit" anymore.
All that being said, if you get a long range system working, PLEASE post up about it. I personally think hop-up is the devil, and learning the ballistic drop will get you where you need to go. A spin stabilized round would straighten the trajectory, but also introduces some very real safety concerns. I'll try to find my old tests and documentation, but I think they all went away in the big hard drive crash of 2010 (My computer blew a gasket DURING the backup process. Two drives entered.... none left. Twenty years of data...)
StaticDet5 wrote:Now we come to the current issue on the AEG Computer... I can't get this display and the Arduino to talk to each other. I can get either one to talk and respond over my desktop's terminal program, but I can't get them to recognize serial communications to each other. I've tried different baud rates, different communications methods (Decimal, Hex, etc). I've started from a clean slate three times now. Nothing.
Users browsing this forum: No registered users and 8 guests