Not quite. :) Semi-autmoatic weapons are still legal in the USA. Automatic weapons have stiff controls. Even so, paintball markers are not considered weapons in the USA so any gun controls would not apply. Full size tank reloading times can be quite fast. The S-tank, with it's autoloader system, could fire 15 rounds a minute. The tank could also do automatic fire by holding the firing button and the auto-load button at the same time. I rmember watching an older video of a South American artillery that fired off 5 rounds in 10 seconds. Today's artiliery routinely can launch 6 rounds into the air and have all 6 hit the target at the same time. Need pretty quick loading to do something like that. From our perspective, counting seconds between shots would suck. I do it in the rate-of-fire limited Treaty warship combat and always hated it. Timing circuits may be the way to go, with it would be difficult to make a circuit to fit all the different ways markers are triggered. Still, lots of discussion going on. Guess there is that. :) Mike
________________________________ From: Dave D. <[email protected]> To: [email protected] Sent: Tuesday, October 18, 2011 9:31 AM Subject: Re: [TANKS] Re: just in case we need another rules question Hey Neil and all, I'm basking in the glow of self aggrandizement, from all the currently debated rule issues that now suddenly seem important, all which I had touched upon in my very first post to this forum..... Ahhhhhhh, self worth. Neil, good luck with the shot timing mechanism, I have to think that some delaying device can be made that's relatively cheap and effective. They've outlawed semi-automatics weapons in the US, (at least I think they have), so hopefully the hobby can follow suit. Gun reloading historically is minimally ten seconds or so (my OPINION, but I'll bet that number is close), for the bigger guns(75mm and up) with some of the Russian tanks taking even more time with their two part cartridges... I know the hobby doesn't want to rely on the historical accuracy, but I believe that this bam-bam-bam-bam--now your vehicle is knocked out, start heading back to base doesn't produce too much of a challenge. I would think a good three-four seconds would be a good delay for the hobby. I can just hear a faint voice saying that it's not the paint gun mechanics, but the skill of the operator... Ahhh. Anyhow, for what it's worth, I think having to pick your shots a bit more judiciously can be good for the hobby. It will certainly promote even more teamwork among same side combatants during battles. I hear that same distant voice, wait, it's getting louder-LOL. I'm glad that the hobby is maturing, so to speak. Change isn't always bad, as long as it remains grounded in reason, and improves the hobby. It is good to hear some of the founding fathers, so to speak, voicing their opinions on these issues. Hopefully, improvements will be forthcoming. And, as I've said for wome time now, these new changes can be implemented concurrent with the existing rules, as to ease the pain of the ones that are abit more resistant to change... There's that damned voice again!!! Someone pass me the basking lotion!! Dave D. ----- Original Message ----- From: "neroc" <[email protected]> To: "R/C Tank Combat" <[email protected]> Sent: Tuesday, October 18, 2011 3:17 AM Subject: [TANKS] Re: just in case we need another rules question > "we are talking about making a whole new game from what we > have now." > > No not really. > What I remember doing in previous battles is risking all to find a > good position then waiting for my foe to show a little side, then > shooting off as many hits into the side as possible in the very > limited time available, before someone reaches a position to colour my > side. > When using rc equipment to pull a 12v actuator there was a delay as > the actuator needed time to be pulled back by the spring on the marker > trigger. Using this setup I would estimate 1 shot every two seconds, > that wasnt so bad. Along with the "not knowing what is going on in > your turret" factor this created some considerable tense/exciting > moments that any battler will be familiar with. > IMO This is what makes the game so good. your shot at this point needs > to count because anybody who has been there and wants to win knows you > only get so many golden moments per game. > Although driving a ride in tank is great fun and seeing (and hearing) > incoming fire wizzing past your ears, (and hearing (and feeling) hits > on the front of the tank), knowing I can kill a 40/4 tank in less than > two seconds takes the urgency out of those priceless moments. > > I intend (or try at least) to develop a mechanical timer that only > allows the trigger to be pulled every so many seconds , I dont know > how quickly a tank crew can reload but I`ll bet 5 seconds will seem > like a very long time when you need another shot. > Maybe even do away with T078`s very well working hopper, so an actual > manual reload is required. > > Ok . i think I`ve answered my own question as Ive been typing it :) > > Neil " all in a days work " R > > > > -- You are currently subscribed to the "R/C Tank Combat" group. > To post a message, send email to [email protected] > To unsubscribe, send email to [email protected] > Visit the group at http://groups.google.com/group/rctankcombat -- You are currently subscribed to the "R/C Tank Combat" group. To post a message, send email to [email protected] To unsubscribe, send email to [email protected] Visit the group at http://groups.google.com/group/rctankcombat -- You are currently subscribed to the "R/C Tank Combat" group. To post a message, send email to [email protected] To unsubscribe, send email to [email protected] Visit the group at http://groups.google.com/group/rctankcombat
