Doug Conn wrote:
In my opinion, the turret is the most complex subsystem in the tank.
Getting the marker, trigger mechanism or electronics, elevate, CO2,
and paintball feed in that confined space takes a lot of planning and
prototyping.
Timothy Hayes wrote:
Exactly why I'm not doing a turreted vehicle.
The only "turret" sub-system not required by a tank destroyer is the
rotate mechanism ... you still have to install the marker, trigger
mechanism, electronics, elevate mechanism, CO2 and paint ball magazine.
Moreover, some tank destroyers also have a "traverse" mechanism for
the gun, which is simply a limited rotate mechanism. So, relatively
speaking, tank destroyers are no easier to build than tanks with turrets.
On the original question of where you should start, I'm of the opinion
that you should either (a) build a fully-functional chassis and drive
system first or (b) build a fully-functional turret and marker system
first, but not try to do both. Either approach will yield a working
system in the shortest period of time, allowing you to participate in a
battle with your own gear the fastest (either as a supply vehicle or a
fixed artillery piece). The other system can then be built to make a
fully functional tank.
Moreover, I'm a strong believer that mechanical systems *must* precede
electrical systems, which must precede cosmetics. If you can't get the
mechanicals working, don't bother with the rest.
Simple switches and relays can be used quite successfully to test your
motor systems without wasting lots of time and money on more complex
electronics. GPS systems, laser beams, proton guns, and whatever other
sci-fi electronics you want to dream about can be retro-fitted at any
time once the vehicle is actually working.
And, no matter how beautiful a hull you make, with museum quality
details, if you don't get the mechanicals and electrical systems done it
will just sit around a collect dust, instead of running around and
collecting paint.
Frank P.
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