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Gas Blowback Proof-of-Concept 3000

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Author: kwikdeth

Group: Default

Filesize: 76.3 kB

Date added: 2018-09-21

Rating: 5

Downloads: 4273

Views: 401

Comments: 2

Ratings: 1

Times favored: 0

Made with: Algodoo v2.1.0

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A simple open-bolt mechanism, put together to tinker around with gunpowder-based ammunition. Feel free to tinker yourself, and let me know about your improvements. Please note that the scene needs to run at 1200Hz for things to work as intended. I built it at 1200Hz and 0.1 sim speed on a 5-year-old i3 laptop.

The "powder" is ignited when it is touched by something with reflectiveness = 2.0 , as you will notice is the case with the "firing pin". A bit of a cheat, I know. Since the bullets have a diameter of 43.75cm and the case is 100cm long, I named this calibre "44x100", or, if you will, "44 kwik". It has most likely already occured to many of you, but I didn't realize until now that for gun builds, a 40:1 scale makes for roughly 1m per inch, so I guess you could call it ".44 kwik", or "11x25mm". If you end up using it in your own projects, be a pal and call it "44 kwik". That's all the phame I crave.

There is one variable used in the gunpowder thyme code:

scene.my.burntime = 0.65

It merely sets the timeToLive on each grain of powder after being ignited. Too short, and the gun won't cycle or casings eject, and too long and the action will get clogged.

Also note that there two almost invisible blocks that keep the pressure contained in the chamber and barrel, and three around the ejection port, that make sure empty casings don't fall back into the action, and are also supposed to move them to the back, but for some reason zDepth won't set to zero for me.

SHare and enjoy!
Last edited at 2018/09/21 14:23:02 by kwikdeth
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nice as a start, but it can be improved a lot on the frequency front. At least in my case I prioritized sim time rather than actual gun performance, and my guns worked with 200 Hz. you might want to check out the gunpowder to see how it works, the best config was making it ignite after considerable time

The shotgun was the best one imo:
http://www.algodoo.com/al … ?id=102353
Thanks for your input, Linkage.

I think we're looking for different things. I'm not too concerned with frequency, etc, I'm using algodoo as a physics simulator to explore firearm mechanics. I want to get away from abstractions as much as possible, such as using springs and thrusters.

As for delayed ignition, that is sort of how shotgun ammunition works. I simplified the code for the powder to make it go immediately to full expansion rather than the slower expansion I used at first, which makes for a more realistic pistol calibre energy development.

Either way, this was my first successful attempt at dialling in powder, bullet mass, recoil spring and bolt mass in such a way as to get the action to cycle and casings to eject.