A 5 second delay before allowing another shot is an interesting concept. BUT
it might have an effect on the "Frontal Exclusion" issue that Steve is
talking about: "if I face an opponent, on a standstill, and then get a hit
or miss from that opponent, I know I have 5 sec to make a move before he can
fire again. So I turn around the opponent and shoot it point blank". I think
the limiting fire rule, albeit difficult unless there is an automated
feature controlling the firing rate, also brings the issue of "the last one
to fire wins, so I will hold my fire"

 

It would be an interesting concept if ONE HIT  = ONE KILL. But since it
takes several hits to get a kill, I'm interested in shooting as much as my
ammo will let me. Plus, it's harder to hit in the field, then on a
theorizing discussion group. So limiting the rate of fire might limit the
fun

 

Another "thinking of mine" is that I am an "accurate" guy. I love accuracy:
historical, technical, etc. At first I did not like the 3 or 4 shots to
kill. But since we can shoot away, then, truly, 3 or 4 hits in a second or
two is just the same than getting an accurate one-shot-kill. It is then an
even play field.

 

My 2 cents from a rookie

Loic

 



 

From: [email protected] [mailto:[email protected]]
On Behalf Of isaac goldman
Sent: Wednesday, December 18, 2013 10:55 AM
To: [email protected]
Subject: Re: [TANKS] Limiting rate of fire

 

How would we determine and enforce the rate of fire rules?

Is your device 24 volt tolerant? 

On 2013-12-18 11:27 AM, "Mike Lyons" <[email protected]> wrote:

Over the years there has been sporadic discussion along the lines of the
following:

----

On Tuesday, December 17, 2013 10:30:17 PM UTC-5, RocketMan wrote:

... One rule I wish we had but is probably unenforceable is a rate of fire
limit. It's ludicrous to let tanks fire a few times per second. ...

----

 

I have developed a small, cheap device that sits between an R/C receiver and
a servo (or compatible device), and is capable of (among other things)
modifying the servo signal.  I have named it the Servo Signal Analysis and
Modification Unit (SSAMU).

 

One potential use for this is limiting the rate of fire of paintball markers
operated by R/C. On detecting a "fire" signal the device would pass it
through, then wait some fixed period before looking for a subsequent signal.
For the sake of discussion suppose the complete cycle time was 5 seconds.

 

A prototype has been submitted to RCTCHQ for evaluation.  A first-run
production batch is being assembled - I've completed and tested one and
several more will be completed "soon" at which point I will submit samples
to the Committee for Review of Advanced Prototypes.  Time is the greatest
enemy, as always.

 

This solution requires NO modification to the asset (other than unplugging
the servo from the receiver, plugging the device into the receiver, and the
servo into the device).  The device is programmable so the input signal
threshold, output signal value/s and duration/s, and cycle period can be
adjusted as needed.  A nice side benefit of this device is that it can
provide consistent triggering (and resetting if needed) - for example it
could be programmed to move the servo to an "on" position for 0.25s, a
"reset" position for 0.5s, and then back to an "off" position for the
remainder of the cycle.  (If the asset owner wishes to retain manual control
over such functions the device can pass through all signal levels other than
the rate-limited "fire" signal).  It can also provide "semi-automatic"
firing - if the input signal stays above the threshold the SSAMU can
generate the "fire" signal once every cycle.

 

If there is interest in trying this solution in battle I will donate the
devices and provide on-site programming.

 

Note: Based on an online survey
<https://groups.google.com/forum/#!topic/rctankcombat/pii27bEJUFk> , Web
site pages, and battle observations it appears most if not all mobile assets
use servos (or compatible devices such as R/C switches) to fire their
markers and would be suitable for this device.  A different solution will be
needed for assets which use direct switching or other non-servo activation,
e.g. some field artillery.  Researchers at the DOD
<http://www.rctankcombat.com/teams/DOD/>  labs are scratching their heads
over this as I write; a proposal
<http://www.urbandictionary.com/define.php?term=Mississippi&defid=3413474>
to verbally announce ordinal numbers alternating with the name of a southern
U.S. state has been rejected as being overly complex and geographically
insensitive.  The potential solution space appears to be quite large - other
posters have apparently enumerated at least 555 designs.

 

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