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Short stroke gas piston concept

screenshot of the scene

Author: yuras12

Group: Default

Filesize: 153.29 kB

Date added: 2014-01-23

Rating: 6.8

Downloads: 6743

Views: 700

Comments: 8

Ratings: 5

Times favored: 1

Made with: Algodoo v2.1.0


Scene tag

I've made this one a while ago, I didn't think it was worth uploading since it works bad. Its just a simple concept for short stroke gas piston - the only difference between this one and the usual long stroke ones is that the piston is used only to unlock the bolt, and spring contained within the cartridge casing pushes it all the way back. Since it wasn't really made for uploading, I haven't bothered with optimization - and so it lags like hell. Also it likes to randomly explode from time to time;)

But still, its better to leave it here than to keep it on my hdd and never get back to it again.

Things that work:
- Fire mode selector switch
- Trigger (right arrow or drag tool to fire)
- Magazine release (pull to the left)
- Bolt lock (no button, you have to pull the bolt all the way back to unlock it)

Have fun.
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Good to see an upload from you again!! The simulation runs pretty well, you just need to increase sim frequency to 100 or so. The ejection system could be improved as well.

As far as the gas piston, it has some really great potential. It is more realistic, as the piston in real firearms are only used to cam the bolt lock out of the locked position. The expanding gases do the rest to cycle the action (that, or the kinetic energy of the bolt carrier flying backwards, bringing the bolt with it.)

I like this concept a lot. Do you mind if I use similar concepts in the future for my gas-operated mechanisms?
I don't mind at all, that's what concepts are for. ;)
Maybe you'll find a way to improve this system.
So, I have a question about the sim frequencies. I don't mind if others use high frequencies for their scenes, but I know some people think of it as cheating. A lot of my guns, almost all, depend on the more stable physics of higher frequencies. Could you tell me what you are doing to make your guns stable at lower frequencies?
Increasing the size and mass of objects usually helps, also using only basic shapes for moving parts (circles and rectangles) improves their collisions. Look at this scene for example - I had problems with spent case extraction (extractor was jumping over the rim of the cartridge because of the low sim frequency, so I've made the extractor hook and casing rim much thicker (thick rim is invisible).
That makes sense. Thanks!:tup: :tup:
awesome weapon and concept :tup: :tup:
fucking sucks
Care to explain why?