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mr.satire

Member Since 10 Apr 2011
Offline Last Active Dec 15 2013 01:07 AM
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Posts I've Made

In Topic: New pmr "proto rail maXXed"

05 December 2013 - 02:43 PM

Return of the Son of the PMR Special Edition: Why update the marker itself when you can just throw on a bunch of accessories and call it something else? (Not saying that the original PMR didn't need accessories...but, still...)

I know that nobody likes the look of the trigger, I personally don't, but owning a rail i can honestly tell you its not that big of an issue. The spring is so light that the geometry doesn't matter as much. 

 

I am for one happy they changed it, should it have been sold that  way originally yes. Would more people buy it if it had a different trigger yes. But i gotta say the UL frame is the only thing that makes me like it as much as i do


In Topic: Pulse RDR - New loader by GI

05 July 2013 - 06:36 PM

 

Going to need sources for news 

(Orange you said you has answerz?) 

 

Also Sir Predator Fourty Seven. 
How would you count how many have been loaded? It doesnt matter if you start the loader at 0 and go up ( 0,1,2,3,4,5....->)
or if you start the loader at 190 and go down (190,189,188,187....-> ) (would it go negative?) 
 

because The hopper capacity is not exact, and each pod will have a different number of paintballs in it. so after 2-3 pods you could be off as much as 20 ish paintballs in any estimation, The loader might read 50 but you really ave 30 or 25 left, Or the other way, 70 or 75. 
Going by a pure shot count would be silly and cause more problems then solution's

A more complex way would be to make the entire bottom tray a weight scale, zero the scale out, put one paintball in, and set that mass as 1 paintball. Then as you add more paint the loader will simply get the total mass (normal force bitches!) divide by the 1 paintball and round to the nearest whole number. Which would be a fairly good estimate as a Vast majority of paint through the day will be about the same mass. 

when you add a loader if you have 139 or 140 or 141, the mass difference should account for that. 
Now that being said, adding a scale to a hopper isn't the lightest thing, and would probably be more expensive then actually useful. 

I dunno, Unless its main selling feature is 
"We have a Total Shot counter! YAYSORZ!" (Which BTW like 95% of Electronic guns have a shot counter also...just saying) 

shot counter doesnt make sense, I'm ruling out the shot counter, Anyone who says

"It has a Shot counter!" You better damn well have something to back it up. 

A scale is ridiculous, but a shot counter in the manner I'm thinking of could be done and work out. You're right, keeping track of the exact amount of paint in the loader is difficult at best, if not impossible. But instead of an exact count, you could simply count the number of balls loaded and go from there.

 

Let's say they make the loader have a capacity of 200 balls. The shot counter would simply have to count out approximately 140-150 balls loaded, because at that point you would be able to fit another pod into the loader, regardless of how many you started out with or exactly how much is left. 140 balls are known to have been ejected from the loader, and that means another pod will fit in. The loader does not need to tell you how many balls are left exactly, it will simply just tell you when you can reload.

 

You may ask how the loader can tell the quantity of balls that have been loaded. It's fairly simple, all you would have to do is put a set of eyes into the feedneck and offset them. Allow me to demonstrate with poorly drawn pictures:

 

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The black circle is the feedneck and the red line would be the beam of a break beam eye system, which can be found on most paintball guns. Because the paintballs are round, there is a gap in between them.

 

1d0cb600-24a5-4fda-a25d-0c29fda0fbb5_zps

The black lines represent the feedneck, and the red dot would be the beam and obviously the paintballs are loaded into the feedneck. This means that every paintball that goes through the feedneck will break the beam, and each time the beam is broken the loader can tell that a paintball has been loaded.

 

At this point, all it has to do is count out, without displaying on the screen, 150 or so paintballs, or a quantity that can be set by the user. And once the loader senses that the set amount of paintballs have been loaded, it will notify the user to reload.

 

TLDR; It's doable, but in my opinion it is still unnecessary and gimmicky. I would rather remove all nonessential components and use that space for more paint if it were me.

 

I see the easiest way of doing a shot counter by using an accelerometer to count shots, or with a mic.

 

Much less complicated and more a question of editing the software and adding a screen


In Topic: best brand of paint

19 April 2013 - 05:18 PM




On a related topic, I will be doing testing, on different paints, but the goal will not be to determine the best brand of paint but rather the best qualities for a paintball.

Im doing this as my senior project for college, and the hope will be to design a theoretical ball, that has a lower drag, better lift..and possibly better accuracy.

If anything I should be able to get a computerized flow model, and determine what causes the inaccuracies in a paintball.

I will be posting the data and results here, but I wont be testing until the Fall


I would caution not to lose sight of the fact that the ultimate measure of a paintball's "quality" is its ability to eliminate other players. A rock-hard perfect sphere that shot extremely accurately but only broke 1/10 times would make a poor paintball. A paintball with clear fill would also make a poor paintball (under normal field conditions).


The focus is on the shape of the ball rather than all of its qualities, basically the goal will be to figure out what is the ideal spherical single seam object, in terms of flight dynamics.


Yes that has traditionally been the focus and it has not been very fruitful. When there are much greater differences in paintball effectiveness that IMO people are overlooking.

I agree with what you are saying but how a paintball breaks and fill is down to the gelatin composition. I am mechanical engineer so I dont really know that stuff, fluid dynamics I do thus my focus on the shape and flight path

In Topic: best brand of paint

18 April 2013 - 04:24 PM


On a related topic, I will be doing testing, on different paints, but the goal will not be to determine the best brand of paint but rather the best qualities for a paintball.

Im doing this as my senior project for college, and the hope will be to design a theoretical ball, that has a lower drag, better lift..and possibly better accuracy.

If anything I should be able to get a computerized flow model, and determine what causes the inaccuracies in a paintball.

I will be posting the data and results here, but I wont be testing until the Fall


I would caution not to lose sight of the fact that the ultimate measure of a paintball's "quality" is its ability to eliminate other players. A rock-hard perfect sphere that shot extremely accurately but only broke 1/10 times would make a poor paintball. A paintball with clear fill would also make a poor paintball (under normal field conditions).


The focus is on the shape of the ball rather than all of its qualities, basically the goal will be to figure out what is the ideal spherical single seam object, in terms of flight dynamics.

In Topic: best brand of paint

17 April 2013 - 07:28 PM

On a related topic, I will be doing testing, on different paints, but the goal will not be to determine the best brand of paint but rather the best qualities for a paintball.

Im doing this as my senior project for college, and the hope will be to design a theoretical ball, that has a lower drag, better lift..and possibly better accuracy.

If anything I should be able to get a computerized flow model, and determine what causes the inaccuracies in a paintball.

I will be posting the data and results here, but I wont be testing until the Fall