Saturday, September 20, 2014

Voberry Dart After-Action Report

These low-cost darts that I had previously described as "not competition grade" went to the USF stock class war today, and I am impressed. They may not be competition grade, but they are a hell of a product and certainly have their place, and I will likely buy more.

First of all, they shot perfectly fine. I was using the Tacmod, shooting 90-100fps with these. They are not at all inaccurate darts nor are the ballistics anything undesirable. I would consider them on par with lightly used Hasbro Elite Standard. Overall they are like shooting slightly more accurate Streamlines.

Second, reliability was perfect. I had a bit of an issue with J-code Elite not playing well with my mags this game, and this is not the first time. I don't think I am buying any more of that stuff - for a while I liked it, and it is true that modern J-code is not the disastrous Elite of 2012, but it does not have that great a reliability record and particularly when worn it can be a jam fest. These however... Forget malfunctions. Even the "competition grade" ZS Elite cannot measure up - the Voberry design is inherently a high-reliability design by the selection of a slick tip compound rather than a tacky one, and ZS Elite, lacks this inherent safety. You will not manage to make Voberry darts jam no matter how carelessly you load your mags.

Third, durability. The foam held up amazingly. All tips stayed tightly glued on, and the larger OD foam seems to reduce flywheel-related wear. These look new but they are not - they were just a few hours ago shot at some fellow Floridians. Fresh J-code would not look like this after a game of use!



Overall, based on the order I received, I highly recommend them for any use where maximum accuracy is not a primary consideration and you don't mind shooting a heavier dart. These would be a perfect dart for community ammo supplies, field rentals (Dart WarZ, that means you!) and HvZ service - cheap, reliable and built to last.

However, some reports of weak/inadequate tip glue from certain suppliers exist. I had zero tip glue problems with these darts - note the Amazon link in my original post from which I obtained them! Many eBay sellers are hawking Voberry-type darts and those seem to be the trouble source.

Elite CS Piston Mod

I recently did some maintenance on my Retal, and aside from all the dirt, I found one slight issue with the long term use of stock internals, which that the bolt eventually crushes the edges of the webbing inside the front of the piston head where it makes contact. Bit a design flaw if you ask me, it's an extremely small area to take the full spring force on priming and even with a stock spring the loading there is bound to cause plastic deformation of the edges of that webbing, and eventual trouble as that is a critical dimension.

In this instance, the catch engagement had started to get a bit less certain as the webbing collapsed and the bolt carrier hit the end of its travel.




I Devconned a disc of approximately 1/32" scrap ABS in there on top of the webbing. Problem solved. No more of the bolt end munching into that webbing and a little extra margin for catch engagement than stock.

I haven't chrono'd it yet, but the amount of added mass is very small and some dead volume (inside the webbed area) is also eliminated since I made sure it was sealed around the edges.

Thursday, September 11, 2014

Voberry Dart: Not competition grade.

A little less than a month ago, I was alerted to the appearance of a new low cost Chinese dart on Amazon, from a vendor called Voberry.

Link to product.

At first glance, the image and the "6.7cm" in the description led me to believe these were just more of those cheater-length hard plastic tipped junk darts, but reading the reviews posted on Amazon suggested otherwise, with claims that these were "slightly longer than" Elites and "durable" with no mention of tip glue problems, so I gave them a shot with a 100 round test batch.

Price wise, these are currently at $4.11 shipped per 50 rounds giving a cost of 8.22 cents per round, which is certainly excellent, and competitive with any of the other low-cost darts sold in bulk at the time (such as the well-known "koosh dart" and the "7.2 cm" knockoff Elites).

The seller I purchased from (JLTech1) seems to no longer stock these; however, 2 other sellers do.

The seller shipped via China Post. No functional tracking was provided. The package arrived in about 2 weeks.

Only a few deformed foams were found on opening the package which did recover.


As is standard for bulk darts from Asian vendors, they arrive in 10-round plastic packets.


The foam quality and density is excellent, probably superior to all Nerf brand foams of the modern era. These should last a good long time.

Of note is the foam OD, which is larger than typical .50 cal "stock" foams. I would guess these are a medium spring fit in .530 bore or so.



Fits in Nerf's stock barrels are unusually tight, but within optimal range for springers (whereas most "stock" foams are on the low end and tend to become a match or an overbore and thus underperforming and falling-out as soon as they wear out even a little).


The tip appears to be entirely constructed from a plasticized PVC compound of similar hardness to the thermoplastic elastomer used for genuine Elite tips. This is in common with clone Firefly streamline and elite sold by happyeverydaysales (HEDS) near the end of their dart sales.

The dome has much less tack than said rubber tips, however. This is beneficial for reliability and smooth feeding. These are excellent in magazine compatibility.

The tips are solidly installed on the foam with no dreaded glue faults.

A cross-section reveals the tip construction:


Like Elite tips, these are a 2-part design with a hollow cushioning/ballistic tip dome, vented by a small air hole to allow deflation on impact, with a dense "squib" of a second material forming the core and containing most of the mass.

In this case, the squib material appears to be identical to the dome, however, unlike a real Elite, but like an old-style Streamline.

The two appear to be mated by an overmold process as they are very well welded together and inseparable.

I cannot confirm the mass of these at the moment, but it feels (and shoots like, see chrono data) greater than that of a Streamline - perhaps 1.4g. Also, note the core length, shorter than a Streamline but about twice that of an Elite.


The overall length is very close to that of a Nerf brand full length streamline, not longer as some reviewers suggested.


As usual I put a bunch of these over the chrono. I do not have my full arsenal to test everything at the moment, so certain somewhat important concerns remain unaddressed (such as reliability in mag-fed springers) but at least Update: These have been tested with a Retal and a Stampede and ran fine suggesting no problems with magfed springer breech systems, and functionality of the barrel fit is confirmed with the troublesome Strongarm, which is a bit of a surprise.

Note how low the velocities are. That is consistent with a heavier projectile. I suspect these to be excessively heavy for stock class use. Consistency was OK, but given a heavier mass and lower velocities, I would not rate these well for consistency with a few bothersome numbers seen during this session. The Tacmod snap test numbers were also all over the place and I don't feel as confident with these as with Elite.

Preliminary accuracy observations were not impressive. These feel like Streamlines to shoot. It's like time traveling back to 2011. Elites, at least good ones, definitely have the edge in both time on target and accuracy.

Now here's where things go from OK to a bit sketchy.

Out of the 20 unused darts that I unwrapped for the test shoot, THREE of them came right out of the factory with the tip dome feeling SOLID.

Like it had been pumped full of hotglue by a noob, solid!

Visible through the vent hole was clear material, as used in the tip core...








Here you can see some of it through the split vent hole.


...And cutting one of these in half reveals the cause.


The tip core of this dart has been assembled incorrectly to the dome, apparently by some kind of overmolding process error. No air pocket is left. The weld is still solid as usual. Strange indeed.

Comparison to a normal tip.


Weird!

Such darts are still perfectly functional (if a bit more painful), but do you want to use these where it counts if this is the state of quality control? I don't.

Also, here is a tip half removed from a dissected dart. The glue was easily broken and is applied only to the core, not under the dome. It seems to be the core length and barbs that hold it in place - and the fact that the glue is at least cured, unlike Koosh and many other poorly manufactured Chinese darts.



In the end, I have mixed feelings about these. The quality control and particularly accuracy problems, and the somewhat unhappy figures for velocity and flywheel snap response, mean I will not be buying more of these unless I discover something unknown when I take them to a game.


It is, however, nice to see:

  • A dart (any dart, even versus expensive ZS Elite!) with such good quality foam;
  • Another legitimate dart for under 10 cents a round;
  • A low cost bulk dart WITHOUT a major tip adhesive issue.
If all you need is a cheap dart that will last, these are an excellent choice, perhaps for loaner, backup or rental ammo. However, these are not quite there when it comes to serious gameplay, and ultimately it's a bit a shame because they come very close.

Pending: Magfed springer reliability test. Combat test in next game.

Also, next I will be giving koosh darts a good honest shot (with reglued tips).

Tuesday, September 9, 2014

Concept Demolisher Underslung Launcher Relocation

A quick one.

Stock Demmo:



Proposed launcher position change:


Original image credit: Prop Weapons Coop


The number one complaint about the Demolisher's launcher installation is that the overall system is very tall and ungainly. This is not necessarily inherent. The stock launcher location obviously is constrained by the flywheel cage and the desire to place it as far back as possible, as well as the need to accommodate the flange on some types of handguard sets of barrel extensions when installed on the twist-lock.


To that beef I add that there is no natural support hand position except on the ungainly launcher pump grip. The launcher blocks the front of the mag and magwell entirely.


The concept moves the launcher forward and upward, closer to the inner barrel and in front of the flywheel cage, theoretically remedying both the ergonomic and the aesthetic shortcomings. The twist-lock is rendered useless by the launcher barrel's proximity; but in practice I consider this twist-lock of zero practical use and would install a nice big tacticool flash hider instead. Also, the typical Hasbro cheek rails are taken out (likely entirely removed in an actual build, as in the Tacmod) which is similarly just fine as these rails' position renders them practically useless for lights.

Monday, September 8, 2014

RS Tacmod external charge connector

Seeing as there is no easy way to make a RS stock battery "user removable", I planned to add a connector for charging the pack in place from the start.

Here I used a surplus 5 pin DIN panel mount connector and a molded cable assembly that matched.


Any simple charge connector install will have battery voltage on it continuously, so choosing a connector that properly guards against short circuits is imperative. Generally, that means pin-based designs should have a female connector on the gun.

Also, if you are going to use your charge connector to supply power to anything external, be sure to use a connector rated for whatever current is involved.

Finally, you need the correct number of conductors to charge your battery. For nickel chemistries, this is 2, and you can use a cheap and small DC barrel jack (but only a barrel jack, not some audio connector such as a 3.5mm TRS, RCA or 1/4", as I have seen some nerfers use incorrectly for power).

For lithium-ion, regardless of what anyone else tells you about charging these, nowadays it is considered mandatory to balance charge, or at least use a charger that monitors individual cells. This requires 3 more wires than there are cells in series - you need 5 wires for a 2S pack. Go look at a lipo and note the total number of pins on both connectors - yes, do you need all of them. More about that later.

This is the connector installation in the receiver.



And the cable plugged in.


Remember what I said about needing access to every single wire coming out of a lipo (or other lithium-ion pack with multiple cells in series) in order to charge it properly?

A Li-ion balance charger typically has 2 separate connectors that are attached to the pack.

One is the balance tap connector, which has one wire for each interconnect between cells plus each free end of the series string - 3 wires for a 2S pack, 4 for a 3S, and so on - and these wires are supposed to terminate as close to the actual cell as possible. This is used to sense cell voltage as well as charge or discharge individual cells to balance the pack.

The other connector plugs into the pack's discharge leads and is used to pump charge current through the pack.

Note that this arrangement minimizes or eliminates the portion of the main charge current path that is shared with the balance connections. Wiring and interconnects have resistance, and when charge current is forced through resistances, voltages appear across those resistances. If these voltage drops are included in the cell voltages measured by the charger, they constitute errors. Even if we are talking about large power wires and Deans and the like that really don't have much resistance relative to the charger current, even small voltage errors are a big deal in Li-ion charging.

This is why balance connectors have "seemingly redundant" connections to the pack, namely the ones that duplicate the pack positive and negative leads.


When you install wiring for charging a Li-ion pack, it is important to maintain this separation, and not share wires - for example using 3 wires to charge a 2S and just cheating by hooking your innermost and outermost balance connections to the main leads at the charger.

That is however, what I did here. Go ahead and boo and hiss.

I found out my surplus cable has one pin unconnected and I needed this rig working now. That it does, but charging at too high current will give the charger fits, and balancing isn't perfect either. Moral of the story this is not just theory the RC people talk about with balance wiring!

This bad cable will be replaced and the wiring switched to use all 5 pins and separate balance wires in the near future. Hell, probably in the very near future, as the kludgeness of this thing grates on me.


Anyway, here's it charging.


As a footnote, charging LiPo while installed in something is strongly frowned on. If you use LiPo (and not LiFePO4, NiMH, or hybrid Li-ion like me) you should avoid this type of setup entirely.

Thursday, September 4, 2014

[Rant] Human organization, discipline, and trust

Let's talk about something that annoys me: careless human HvZ players who mess up other players' game.

Recently, at Waterloo's first invitational, I went on missions with several different groups of humans, with varying levels of organization, varying levels of human reliability, and, as a result, dramatically varying levels of success. Case in point: when the Windsor group secured and completed a puzzle in a small atrium, they did so with no losses and in good time - the zombies pestered us heavily, but that's all they could do as there were people watching all of the entrances at all times - versus a ragtag group milling about and failing to find a bottle in a different atrium, with several people being lost to a few opportunistic zombies.

There are a few specific people whose carelessness has inspired this rant. I'm not going to name names but, if by any chance any of you are reading this, you know who you are.

Let's clarify one thing right now: I'm not saying that there isn't a place for goofing off in HvZ, or that the serious/"milsim" approach to play is the only right approach. In fact, the opposite is true - HvZ is a game. We play it because it is fun. Approaches to the game cover the full spectrum from the immersive and serious to the goofy and careless. There is most certainly a place for goofing off and for being reckless in HvZ.

What I am saying is that group operations are not that place.

Waterloo: Pictures!

As it turns out, someone brought a camera to Waterloo's recent game - and they took some really good pictures. Link.

I'm the person in the orange shirt with two Stryfes; you can see me getting stomped by the tank, and a sockwhip-user coming to my aid just a little too late (mostly my fault; I really should have turned and ran, or noticed the armbands sooner and switched to socks).

Those duck tape magazine holders that you can see me wearing deserve special mention. I've been experimenting with different ways to make duck tape magazine holders for a while now, and I've almost reached the stage where most of my dissatisfaction comes from the design of the magazine itself rather than the holder. Duck tape holders are fairly quick to make - the ones that you see me wearing were made the night and morning before the game - and will be the subject of a future post.

More pictures of the magazine holders can be found here. Credit goes to . . . um, darn it, I didn't get the name of the person who took those pictures for me. (If you're reading this, please speak up in the comments. )

The blue bag was supposed to be a dump pouch, but it didn't work as planned. Magazines didn't fall out of it when I tested it by jumping around the house, but they did fall out during the game. This goes to show that HvZ is very, very unforgiving of cut corners in terms of equipment security.

Sunday, August 31, 2014

Game report: Waterloo's first invitational


Last weekend (on the 23rd), Waterloo hosted a day-long invitational game of HvZ. This was Waterloo's first invitational, and my first game since graduating from Mount Allison.

Pre-game


Waterloo's rules allow sockwhips, which are commonly used as they are good for clearing corners. I had never played a game with sockwhips before - and for that matter, have not used throwing socks much, as I prefer blasters. As Waterloo has special zombies which require socks to stun (more on that later), and does not allow high-velocity modified blasters, I decided to do some minimal mods (lock removal and parasitic resistance zapping) on some new Stryfes that I had lying around and attach sockwhips to them.

Although the game was well-organized overall, there were some issues - in particular, there was some confusion over what modified blasters could be used and whether and how blasters could be combined with sockwhips. The rules PDF, as a moderator told me after the game, was written hurriedly and was a compressed version of a compressed version of the rules for Waterloo's regular weeklong games. It was vague and, in some parts, contradictory. I had asked one of the moderators for clarification before the game and, to make a long story short, not all of the details of the rules had been hashed out before the game, there was overall poor communication on the subject, and as a result I ended up finding out only the night before the game began that attaching sockwhips to the front of dual Stryfes would not be allowed.

Needless to say, this was disappointing - I was looking forward to being able to seamlessly transition between melee and ranged combat, while having weapons appropriate for all zombie types ready at all times.

Since this was Waterloo's first invitational, some issues are to be expected and, aside from this one thing - which AFAIK was only a problem for me - the game was well organized, well run, and well balanced. So, overall, no complaints.

The campus


The campus was a very good one for HvZ, and featured plenty of terrain that favored zombies. The game area was limited to the portion of campus surrounded by ring road, plus building E5. You can see a map the campus here. The blob-shaped road which surrounds a dense cluster of yellow buildings is ring road. As you can see, this area of campus is complicated and convoluted - but what the map does not clearly show is the extensive system of overpasses (which are shown as yellow lines indistinguishable from the buildings) and tunnels (which are not shown at all). Fortunately, I had the foresight to make a small map of the area which I attached to my arm, but even with that, it was easy to get lost.

Much of the area outdoors consisted of gaps between buildings which were narrow enough to allow humans to be hemmed in yet wide enough to give zombies plenty of room to maneuver. The one exception to this was ring road; as it was the edge of the play area, attacks could only come from one direction, and there was enough space between the road and the buildings to give the humans plenty of opportunity to fire on approaching zombies.

The indoors areas also favored the zombie side - or, perhaps I should say that they favored the human side, but less than indoors areas usually do. Many of the corridors had nooks and crannies and there were plenty of doors, all of which made for great ambush spots. There were also some small atriums with many entrances; areas of this sort require good organization on behalf of the humans to clear or defend.

Human groups often traveled along ring road both because it is relatively safe and easy to navigate, and indoors because, despite the abundance of good ambush spots, this was still safer than being outdoors and away from ring road.

Special zombies


There were two types of special zombie in the game: wraiths and tanks. Due to good performance on the part of the humans side early in the game, the zombies only had the one wraith that they had at the beginning of the game, and then gained only one tank later.

The wraith had two long sockwhips which could be used to tag humans at a distance. This made them extremely effective at ambushing humans in stairwells or walking under balconies - or so I heard. I only saw the wraith once, and that was outdoors.

The tank was immune to everything except for socks and missiles, and had two (narrow) blue armbands in addition to the usual headband. This made the tank difficult to quickly identify - especially for people who are used to only looking for headbands, and very much especially at night. Ultimately, it was the tank who zombified me - by the time I noticed that the zombie charging me had the armbands, it was too late to switch to socks. To make matters worse I reflexively swung my blasters as I would if they had sockwhips attached to the front. The lesson to be learned here is that you should always, always, practice with *exactly* the loadout that you intend to use - assuming that you can, of course (*cough* poor communication *cough*).

Combat


Combat at Waterloo was markedly different from combat at Mount Allison. At Mount Allison, during missions, the humans tended to travel in a small number of large groups, which the zombies would ambush and charge opportunistically. All play took place outdoors; all academic buildings were safe zones and hiding in them during missions was strongly discouraged. (Sneaking through them to grab a bite from a human group backed up against the doors, on the other hand . . . I had some fun as a zombie that way.)

At Waterloo, the zombies had a strong presence right from the start, the mission goals required the humans to split into smaller groups (or, sometimes, they split anyway due to poor organization), and the campus was convoluted enough that it was possible to run away from the zombies, turn some corners, go through some doors, and loose our pursuers (and sometimes also get lost ourselves). The campus was also large enough that it was possible for human and zombie groups to simply never meet, especially if the humans were traveling indoors.

All of the encounters where zombies spotted a human group that I saw ended with the human group running indoors. There were some good clashes, though - all of which occurred because the humans needed to access an area which the zombies occupied. I wish that there had been more.

While I can't say from firsthand experience what most of the game was like from the zombie side, I heard from other players that it was a little frustrating, as the humans were hard to find and even harder to confront. During one mission, the zombies didn't manage to find any of the humans at all!

If I had to summarize my experience as a human at Waterloo, I would say that it was like playing a survival horror game, whereas I am used to (and prefer) first-person shooters.

The missions


There were a good variety of mission types in the game - surviving for a period of time before the human HQ (which was a safezone) opened, finding and retrieving some maps, securing and escorting some NPCs, collecting items ("dynamite", represented by bottles), and finally assaulting a set of three insta-zombie-respawn circles, each of which could be destroyed with a pack of dynamite.

There were also some filler missions in between these, where the humans were kicked out of the human HQ and told to just survive while being given no clear goal. Each time, the group that I was in spent these missions holed up in an out-of-the-way classroom, and didn't see a single zombie. The high-tension waiting wasn't boring, and it made a nice change of pace from the other missions, but I think that the game could have been improved for both sides if these missions had been replaced by something a little more active - such as, perhaps, defending the human HQ against zombie entry.

There was only one seriously problematic mission: the bottle retrieval one. During that mission, a stunned zombie carried away a bottle that out group was transporting after the person who was carrying it was bitten (a clear rules violation - stunned zombies cannot interact with the game in any way), another bottle simply could not be found, and a human-turned-zombie lied over his cellphone that the three bottles which his group was responsible for retrieving had been found and delivered (a possible rules violation - it hadn't been made clear whether lying about all game-related matters was forbidden, or whether it was only lies regarding one's status as a human, zombie, or stunned zombie were forbidden).

As a result, two bottles were declared to be out of play, and the humans were given one extra bottle to compensate. I remember hearing from a moderator that bottle missions - that's what they call retrieval missions, presumably because they always use bottles - have always been troublesome at Waterloo.

During the final mission, the humans split into four groups - one assaulted each of the three aforementioned circles and one stayed behind to protect a set of NPCs which the humans needed to stay alive in order to win. This was a mistake - the humans had plenty of time and they could easily have had one large group tackle each circle in turn. As a result, the humans were wiped out and the game was declared a zombie victory. At the end of the game, there was one circle left intact, two humans left alive, and one pack of dynamite. The moderators decided to end the game and declare a zombie victory because they saw no chance of the humans succeeding, it was getting late, and they couldn't get in contact with one of the two remaining humans.

Human organization


There were several groups of humans who each tended to stick together, and the degree of organization varied considerably between groups. Since I was the only person there from York, I travelled with different groups throughout the first half of the game - until I was on the same team as the group from Windsor University, who were very well-organized; from then on, I stuck with them whenever I could.

During the first mission - which was to simply survive for a period of time and then enter the human HQ - I ended up with a small group who were abandoned by a larger one. The larger group was watching the back of the area where we had all decided to make a stand, while the smaller group watched the front. The larger group simply left without telling the smaller one where they were going. I happened to be with the smaller group at the time, and decided to stay with them (rather than chasing the larger group) to make sure that they had sufficient firepower.

After we lost some people to a charge, we decided that a change of strategy was in order, and hid inside a building. We took the long way around, though the buildings, to human HQ. By the time we arrived through an underground tunnel, the first mission was over.

I joined the same team as the Windsor group during the third (or was it the fourth?) mission; our team had to secure one of three mad scientists and escort them back to the human HQ. I must say, I was very impressed by how well-organized the Windsor group was - we moved through the corridors in formation, with sockwhip-users at the front and blaster-users supporting each sockwhip-user. In order to persuade the mad scientist to come with us, a sudoku puzzle had to be completed. A small number of people took turns attacking the puzzle while the rest of the team each watched one potential route of entry. It was very nice to be able to focus on the stairwell and to trust the other members of the team to watch each of the other entrances.

The Windsor group only started taking serious losses when they split in order to ensure that each of the four human teams during the bottle mission had sufficient firepower (the humans decided to split into four teams, with each being responsible for all of the bottles in one of four areas of the campus).

During the bottle mission, I was with a large group of people who needed to search a multi-floor atrium for a bottle. This was not a well-organized group. Most of the people milled about the atrium, with each person trying to watch all of the nearby entrances while searching for the bottle, and some people wandered onto higher or lower floors than the bulk of the group. Some of these people were lost to opportunistic zombies, and the bottle was not found. At the time, we thought that the bottle had been removed and it was declared out of play, but we later found out that it was there all along and we simply had not found it. I am quite sure that, if we had put a two-person team on each door and on the stairway, had the rest of the humans do a sweep search, and then repeated that procedure for each floor, we could have found that bottle with no losses.

There is a lesson to be leaned here - trust is paramount, and trust requires at least some degree of organization and discipline. I've more to say, but it would be better to save that for another post.

In summary


It was fun. There were some communication issues pre-game, but nothing too serious. The game itself was very well balanced and, overall, well run. Given that this is the first invitational that Waterloo has ever hosted, I'm impressed by how smoothly everything went.


Thursday, August 28, 2014

Shelf watch: Boomco in Toronto

After moving to Toronto almost a year ago, I've finally found a store (this one) that sells Nerf within walking distance. That took long enough, eh? Recently, Boomco blasters have also appeared on their shelves - suddenly, and in large numbers.
  • Stealth Ambush: $40
  • Rapid Madness: $60
  • Farshot: $13
  • Clipfire: $10
  • Twisted Spinner: $30
  • Pack of 16 darts: $7
Now, compare those prices to these - that's not too bad a markup. Oddly, Walmart.com only listed the RM as being in stock. Also oddly, all of the prices ended in .97 (I've rounded them up) - Nerf's prices trailing digits tend to vary.

There were a surprisingly large number of Z tek bows on the shelves, including several Firetex bows, which I hadn't seen before - no pictures because I forgot my camera, but you can see it here.

This store had a decent stock of the new orange-scheme Stryfes - emphasis on "had", because when I visited the same store again the next day, they went from having more Stryfes than I cared to count to two (and then to zero because, well, I like orange and I like Stryfes). They also had Demolishers (which were not flying off of the shelves; the fact that the Demolishers cost $50 each IIRC probably has something to do with that), Thunderbows, a few Centurions, the new white-coloured Rough Cuts, and a few other miscellaneous blasters - Strongarms, Triads, Jolts, Slingfires - not a bad selection!

Here's something to watch out for when buying Strongarms, if they come in an open box like this:


This design of box makes it possible for kids to prime them while in the package, and leave them primed on the shelf - and, yes, people actually do this - but fortunately it's just as easy to check for this sort of abuse. (Don't they know that's bad for the spring? Dumb kids. *Grumble.*)


Sunday, July 6, 2014

Grav-fed vortex magazine developments

So, this thing:

This was supposed to be a new and improved type of gravity-fed vortex magazine. Traditional gravity fed vortex magazines lack any way to prevent the follower from colliding with the pusher rod, short of reloading before the mag is empty; this was supposed to fix that problem. The basic idea was simple: make a grav-fed vortex mag and, instead of cutting off the guide tabs on the follower, cut guide slots in the tube. This would allow the guide tabs to halt the motion of the follower in the proper place, as they do with stock vortex magazines.

Things didn't go as planned.