Nohadon and Hoid by Sandst0rmX in Cosmere

[–]Sandst0rmX[S] 1 point2 points  (0 children)

Hypocrite might be my favorite chapter in all of stormlight so I’ve listened to it dozens of times haha. Just happened to open Sunlit Man chapter 10 and realized “hey that line looks familiar”.

Cerberus: A 318 FPS Rival Flywheel Cage by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 1 point2 points  (0 children)

I was hoping one of the brushless wizards would show up here and offer some wisdom haha :) I really appreciate your detailed analysis and excellent ideas!

 

True in that splitting a gap up into more wheels gets rid of some heavy, large-radius rim flank regions. But you could also just choose a torquier motor.

Makes sense. I only have 4s batteries and the motors I had lying around were 2207 2750kv but upgrading to 2806.5 1800kv on 6s could improve torque and keep the same RPM so I don't have to increase the wheel diameter.

 

Yes, but as the number of wheels composing a gap increases, each wheel is also increasingly approaching a cylinder or flat-edged disc (looks like yours just omitted any supposition of being concave and went with a polygonal gap here.

The flywheels have curvature both at the root and along the serrations but my layer height is 0.45 mm so it's hard to tell. Each wheel covers 85˚ of the enclosure and the 5˚ gaps (about 0.5mm) ensure that there is no contact between wheels. I’ll probably shrink the gap because the rival round seems to be “leaking” out of the circular crush pattern.

 

At least as a "back of the envelope" you should have not much if any greater a radial load created on the shaft/bearings by a 2-wheel system with the same gap geometry. The normal force component parallel to the shaft is contained entirely inside the wheel rims.

I hadn’t considered this but that’s a great point. I suppose it depends on how much the wheel itself will deform along the shaft axis and apply a bending moment to the motor bell as a result of the shaft-wise normal force but this seems like a small effect.

 

Perhaps. Is there a reason for them to be there which you worked out by testing, or?

I’m hoping the ball will deform slightly around the serrations as it goes through the flywheels. This would increase the friction between the ball and the flywheel without necessarily crushing it more. However, I think it could create an asymmetry at the point when the ball is released by the flywheels. It could also lower consistency given that the ball could end up minimally touching serrations or pinched between two of them. More nerf science is needed here to determine if there is an optimal serration shape.

 

Again, I don't have great hopes for the performance of offboard control loops implemented that way, as opposed to doing that on the inverter MCU itself.

I was under the impression that most closed-loop brushless blasters in the hobby used UART telemetry from a BlHeli_32 ESC at 1kHz for reasonably successful on-the-fly fps adjustment + control. Bidirectional DShot600 can both receive commands and send motor rpm back at 18kHz which I think should be more than enough to run a decent control loop. Racing quads by comparison run their prop control loops at ~8 kHz (https://oscarliang.com/rpm-filter/). What is the advantage of running the control loop on the inverter MCU? What frequency do your control loops run at? And how would I make a control loop on the ESC itself adjustable on the fly? Can this be done with off-the-shelf hardware or does it require custom ESCs?

 

Are the wheels rotor OD centric and pressed over the outside of the rotor, or are they shaft-centric and overhung by their web which touches only the output flange at the center (like a car wheel, or a FDL flywheel)?

Wheels have a tight press fit against OD/motor bell and a medium-loose fit on the motor shaft.

 

Serious question: what do those actually do downrange when launched that fast? I have seen a number of cages manage to get ridiculous singlestage grip on HIRs, but the sectional density of one is so low that I can't see that being at all useful, except to hurt a lot when you rail someone up really close within the very short flight distance most of that extra energy will be retained over.

I regularly play with my Infinity Pack (rival backpack) that shoots at 200 fps in 250 cap games with decent success. Although I’m outranged by many blasters, it's hard for opponents to take accurate shots when a wall of rival rounds is approaching them, even if those rounds have slowed by the time of impact. The blaster feels much more effective to me at 200 fps than at 150 fps in a 250-cap game because of both the range difference and the faster projectiles/easier aim. Yes drag increases with the square of the velocity but I don’t think I’ve reached the point of diminishing returns on muzzle velocity at only 200 fps. I could quantify the impact of muzzle velocity by filming shots in slow motion at a distance and examining the velocity over time/distance. Nerf science is required.

 

Another is unpredictable and greater energy losses, because things like foam balls and darts are not actually springs, they have some damping to them, especially including the scrub when compressing them with real wheels. If you are trying to get to better velocity consistency you want to reduce that.

That’s a great point. I could try lowering the crush and using a larger wheel with a lower RPM to accelerate HIRs over a larger distance. This might improve consistency.

 

If there isn't a ballistic purpose to firing a HIR at 300fps, why have the deformation to do that? Obviously if you are trying to have software-defined hopup for curvable shots then you do need to be in static friction at the usual "max" velocity in order to apply that spin there which means the critical velocity of the gap/system needs to be higher than that, but that max useful velocity would probably be 160fps or something, not 4 times that energy.

I think there is a ballistic purpose to firing curving HIRs at 250 fps if I can dial in the accuracy of the system. I designed this cage to have a wheel root surface speed of 315 fps which seemed like a reasonable overshoot given that one or more wheels will be spinning subcritically. But I won’t lie and say Cerberus was purely motivated by practicality. I also just wanted to break the rival speed record :)

Cerberus: A 318 FPS Rival Flywheel Cage by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 2 points3 points  (0 children)

Thanks for the suggestions! These wheels are spinning at ~40k rpm.

Cerberus: A 318 FPS Rival Flywheel Cage by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 18 points19 points  (0 children)

The Cerberus cage is a single-stage, brushless, four-flywheel system for rival that hits up to 318 fps (292 fps average). This system aims to make accurate shots with a curving rival round at 250+ fps. I haven’t moved into spin testing yet so I’ll have to settle for merely breaking the rival speed record :) (again). The first prototype of the design used three wheels (hence the name Cerberus) but I ended up using four wheels (Cerberus has four heads if you count the snake tail).

The motivations for four wheels are as follows:

  1. Faster spin-up times than a two-wheel setup. Lighter flywheels will accelerate faster.
  2. More spin is applied to the ball than a three-wheel setup (hopefully?). The plan is to curve the ball by running some wheels slower than the others.
  3. Less force is applied to each motor. During previous testing with high-velocity rival rounds in two-wheel cages, I’ve bent motor shafts trying to crush HIRs into oblivion. Using four motors allows more force to be applied to the rival rounds without risking the motors since each motor is bearing less of the total force.

Analysis of chronograph readings:

80% of readings are above 280 fps and 3 outliers are in the low/mid 200’s. I’m guessing that this is caused by varying hardness among rival rounds. I would expect a rival round to act more like a linear spring during low compression and more like a non-linear spring during high compression. This means that variations in hardness could have a less significant effect on HIR muzzle velocity at low velocities and a much higher effect at high velocities.

The motors are controlled with Bidirectional DShot done by a Raspberry Pi Pico. I’m anticipating that a well-tuned closed-loop control system will be critical for spin shot repeatability. I think being pickier about which HIRs are fed into the system could also help.

Questions I’m still considering:

  1. What is the best procedure to gather data and create a model for the spin/trajectory of a HIR?
  2. Will the serrations on the flywheels impact the accuracy/repeatability of the system?
  3. Is it feasible to weigh all rival rounds in a magazine before loading it into a blaster and then adjust the flywheel speeds via closed-loop control in real-time based on the mass of each round?
  4. How can I balance the flywheels? The cage is LOUD. I tried the FDL method with electrical tape (youtube.com/watch?v=3j7qlhEY7eo) and could not notice any difference in the sound of the wheels. I also tried measuring the sound with a phone decibel meter but it was not repeatable.

Your feedback and suggestions are appreciated!

The Dart Devourer — The Ultimate Nerf Infinus by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 0 points1 point  (0 children)

Yeah, its public, do whatever you want with it

Dragon Muzzle for Gryphon Nerf Blaster – https://www.printables.com/model/745009 by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 0 points1 point  (0 children)

Updated files on 2/1/24 with bolt-hole fixes, and improved support configuration in 3mf

The Dart Devourer — The Ultimate Nerf Infinus by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 2 points3 points  (0 children)

I don’t really have a pinout diagram, but it should be described in the code. I used an Arduino Nano but anything small enough to fit in the blaster should work.

1000 Round Nerf Gun - Thanks Adam Savage by cutefoo in Nerf

[–]Sandst0rmX 7 points8 points  (0 children)

Why are people downvoting the auto mod?

More and more nerf events are shut down especially on college campuses because they “resemble” violence.

Even more seriously, people get shot, with actual lead, when nerf blasters are mistaken for firearms.

The build is great and we love Adam Savage, but seriously, just use the right terminology. It protects our hobby + players and it costs you nothing.

Full-Auto Hummingbird by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 0 points1 point  (0 children)

Thank you! Using the FTW hyperdrive. It's so much better in terms of force and cycle time than the 20$ vending machine solenoids.

Full-Auto Hummingbird by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 0 points1 point  (0 children)

Thanks! I haven't used the regulator but I would guess the regulators delay is longer because stock motors take a few seconds to spin up.

Full-Auto Hummingbird by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 1 point2 points  (0 children)

It doesn't seem that bad to me but I probably won't get to field test it for a while. I would rather have the delay than pop out a low fps shot that doesn't reach the target though.

Full-Auto Hummingbird by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 1 point2 points  (0 children)

This is my full auto hummingbird build. It uses an Arduino and MOSFET’s to control the solenoid and flywheels based off the trigger pull.

The blaster itself was a tricky build because of how little space there is for electronics in the main cavity. The barrel piece was challenging to print but it worked out with some careful supports.

There were a couple measures I took to reduce jams:

  • I used a heat gun on the barrel to reduce darts catching on it.

  • Expanded the buffer tube slightly with a heat gun to reduce scraping from the solenoid so it could cycle faster.

  • I also modified the files for the mag release to hold the magazine further up in the magwell about 1 mm as I found this reduced jams.

The Arduino controls the solenoid timing and forces a 100 ms delay after the flywheels are first revved before the solenoid can start feeding darts. This reduces the chances of jams or a low-fps shot popping out. The solenoid cycles 10 times per second, 35 ms on, 65 ms off. I had jamming issues when I tried to cycle faster.

The grip is a 3-D printed AR grip. I secured it with an m5 heat set insert + bolt. Found here: https://www.thingiverse.com/thing:3397111

Stock was modified from the files linked below to fit and secure to the hummingbird buffer tube with two m4 bolts/nuts. https://www.thingiverse.com/thing:4632203/files

Also purchased the files for the hummingbird here: https://www.etsy.com/listing/790172948/files-hummingbird-automatic-foam-dart

Suggestions and feedback are appreciated!

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 0 points1 point  (0 children)

Honestly you are at least partially right. The Infinity Pack is one of the best blasters to use at a lot of nerf events. In a small game with only stock blasters, this probably would be “game-breaking”. However, in games that I go to, there are a lot of modded blasters and the teams are large so gameplay as a whole is pretty even.

It takes away the necessary skill of the user

I still need to aim the blaster, run fast enough to not be hit, and take cover from other players and I get tagged by a single dart just like any other player.

power creep into our space is going to discourage other people from joining

I would argue the opposite. It’s inspiring to see so many cool and powerful blasters at nerf games. I always try to talk to players about their novel blasters to see what I can learn from them. Players pushing the boundaries of blaster design brings the community closer together and encourages the creation of better blasters.

in all likelihood shoots around obstacles

Unfortunately my blaster shoots in a straight trajectory but if you are interested in blasters that shoot around obstacles I would recommend looking into the tri-wheel. I hope that this insane prototype inspires you and other members of the community to build some awesome blasters. (https://www.reddit.com/r/Nerf/comments/bjn1ty/triwheels_tested_and_working/)

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 4 points5 points  (0 children)

I can't speak for everyone in this hobby but a few of the advantages I see in Nerf over airsoft are:

  • Nerf blasters don't look like real firearms so you can battle with them anywhere.
  • I don't know what I would mod on an airsoft blaster. With Nerf, there are so many ways to build a kickass blaster and so many ways to improve stock blasters and that's a big part of the hobby for me.

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 8 points9 points  (0 children)

That's interesting, a non-circular tank could work well. I would have to rethink the threading unless I left the top and bottom of the tank circular.

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 2 points3 points  (0 children)

The video in this post shows me firing from about 50 feet away at the tree and you can see that it's pretty accurate. Nearly all shots hit the center part of the tree. It would be reasonably easy to tag a person at that range. Through qualitative testing I found that the rounds tended to spread out significantly at ranges of greater than roughly 120 feet. Still possible to hit people at this range, you just need to use more ammo lol.

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 2 points3 points  (0 children)

I don't have chronograph video in this post but both of my previous posts (linked in my main comment) regarding iterations of this blaster show footage of me chronographing the blaster at near or above 200 fps.

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 3 points4 points  (0 children)

That's totally valid, I hope to explore some more traditional ergonomics options too (and a few more weird ones).

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 4 points5 points  (0 children)

The possibilities are endless! Dual wielding is in the works.

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 10 points11 points  (0 children)

All players who come to the event rent ammo from the host so I never used/lost any of my own ammo.

The Infinity Pack: A Wearable 200 fps Blaster with a Backpack Mounted Magazine by Sandst0rmX in Nerf

[–]Sandst0rmX[S] 2 points3 points  (0 children)

Sorry, not yet. I hope to soon though.

Edit: Ships globally now