3.2 software w/ shot buffering

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  • zeke1975
    Registered User
    • Feb 2003
    • 260

    #61
    AGD,

    If you recall 3.2 what will you do with the markers already in the shop waiting for the 3.2 upgrade? I sent my marker in last week to be flashed? Will you flash them with 3.2, return them to the owners then recall them later when the new SW is available?

    Thanks!
    AO DAY WESTERN NY

    Comment

    • Dayspring
      aka- The Day Wang

      • May 2001
      • 9664

      #62
      Shot buffer has room for 1 shot only.

      Comment

      • AGD
        The man from AGD

        • Oct 2000
        • 5916

        #63
        I am in the middle of looking into the problem as we speak (or post actually). Its looking more complicated than I first suspected. I can not give you a clear answer at this time. Please stand by for further info.

        thanks

        AGD
        sigpic

        Comment

        • MantisMag
          Dim Sum
          • Dec 2001
          • 1895

          #64
          thanks dayspring. anyone know the answer to the second question?

          Comment

          • barberjohn
            Old guy
            • Dec 2002
            • 1702

            #65
            hmmmmm, thats funny, my three year old morlock board has had this ever since. and to think you people call this new software .
            Tequila Fade Defiant w/ mad ups F/S CHEAP!!!
            ao feedback
            I am 60% addicted to Counterstrike. What about you?

            Comment

            • Miscue
              Super Moderator

              • Oct 2000
              • 7105

              #66
              Well, the SHBF in Q1.1 is a debounce setting. It does not look for a 'new' trigger pull until after the debounce expires... regardless of what firing state it is in. A 'new' trigger pull is first a trigger release, and then a pull... so after the debounce expires, the first thing it looks for is a trigger release.

              3.2 is similar, the SHBF correlates with the delay for when a shot can be buffered.

              Only one shot is buffered.

              For mine, the detection of a trigger pull and turning on the solenoid happens within a few instructions... thousandths of a millisecond. The debounce timer and such starts from that point. A second buffering can't happen until the debounce has expired for the second shot - if that happened to be a buffered shot, then it's that one.

              Originally posted by MantisMag
              a few additions to dayspring's explanation:

              For example, a complete firing cycle takes 50ms. That's from trigger pull all the way to relocking the sear and regassing the air chamber.

              50ms is the time between shots at 20 bps. 1 second divide by 20 shots gives you 50ms per shot cycle.

              With anything before 3.2- if you pulled the trigger during that 50ms, the gun would ignore the shot.

              With 3.x (includes Q 1.x), you can set the time between the first shot and the next opportunity for you to pull the trigger.

              The lower the setting on the gun, the shorter the time frame between firing and the gun looking for another pull. The higher the setting, the longer the gun will wait to accept a new trigger pull.

              i.e. a shot buffer setting of 4 will wait 4ms after the first trigger pull and then look for another pull.

              i.e. a shot buffer setting of 100 will wait 100ms after the first trigger pull and then look for another pull.


              we'll use the 4ms example. let's say you happen to pause right at the point of detection. you get off two pulls with only 2ms between them. that second shot gets ignored. now let's say you do a very fast double tap and get one 10ms after the first. that's after the buffer setting but before your max rof cap. that gets saved to the buffer. the marker waits the remaining 40ms (50ms between shots. you've already waited 10ms since the last shot fired) and then fires.

              i do have two questions though. how many shots can be buffered at once? it'd be interesting if you had a long queue of shots buffered and the xmag kept firing for a significant time after you stopped pulling.

              how does the software measure the time for the buffer delay? is it when a shot is fired or the last recorded pull? for example how would it deal with this situation. let's say the buffer delay is set to 20ms. the max rof is set to 20bps. you pull once every 30ms. you pull once it fires. you pull the second time it gets buffered. at 50ms from the first pull it fires the buffered shot. at 60ms you pull again. that's only 10ms after the shot fired. less than the 20ms buffer delay. but it's 30ms since the last time you pulled the trigger. what does it do?
              Last edited by Miscue; 12-03-2003, 08:41 PM.

              Comment

              • MantisMag
                Dim Sum
                • Dec 2001
                • 1895

                #67
                sooooo if the debounce expires while there's a shot buffered but before it fires, then the next possible shot recorded is immediately after the marker fires and clears the buffer. this pull would go to the buffer and wait for the next firing cycle. yes?

                Comment

                • Miscue
                  Super Moderator

                  • Oct 2000
                  • 7105

                  #68
                  Originally posted by MantisMag
                  sooooo if the debounce expires while there's a shot buffered but before it fires, then the next possible shot recorded is immediately after the marker fires and clears the buffer. this pull would go to the buffer and wait for the next firing cycle. yes?
                  Err, I think so.

                  It works kinda like this:



                  empty shot buffer

                  TRIGGERLOOP:

                  If shot buffered then
                  -empty buffer
                  -turn on solenoid
                  -go to CYCLELOOP
                  else
                  -if there is a new trigger pull then
                  -- turn on solenoid
                  -- go to CYCLELOOP
                  -else
                  -- go back to TRIGGERLOOP

                  CYCLELOOP (has a running timer):
                  -if SHBF dwell has passed then
                  -- if new pull detected, buffer shot

                  -if solenoid dwell has passed
                  -- turn off solenoid

                  -if ROF time has passed
                  -- repeat TRIGGERLOOP
                  -else
                  -- repeat CYCLELOOP
                  Last edited by Miscue; 12-04-2003, 12:01 AM.

                  Comment

                  • MantisMag
                    Dim Sum
                    • Dec 2001
                    • 1895

                    #69
                    heehee ok. i don't know how many other people understood that but i found that bit of pseudocode very helpful toward understanding how the whole shot buffering thing works. looks like the answer was a yes. thanks miscue!

                    Comment

                    • Evil1
                      Registered User
                      • Nov 2003
                      • 979

                      #70
                      3.2 software

                      What version of software has the 24bps mode and does that have the shot buffering?

                      Comment

                      • Gunga
                        Former AGD Factory Tech
                        • May 2001
                        • 1497

                        #71
                        Re: 3.2 software

                        Originally posted by AGDFlash
                        What version of software has the 24bps mode and does that have the shot buffering?
                        2.1 has the 24 BPS, but no shot buffering. You're not going to shoot 24 BPS anyway, so don't worry about it.

                        Comment

                        • Miscue
                          Super Moderator

                          • Oct 2000
                          • 7105

                          #72
                          Originally posted by MantisMag
                          heehee ok. i don't know how many other people understood that but i found that bit of pseudocode very helpful toward understanding how the whole shot buffering thing works. looks like the answer was a yes. thanks miscue!
                          Cool, glad it helped.

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