• Advertisement

Mortar Cannons

Spawning, ammo restrictions, milsims. Give us your thoughts, we promise we won't judge...honest

Mortar Cannons

Postby Whar » Fri Feb 26, 2010 4:08 pm

Just an Idea, open for comments, questions + scrutiny.

I would like to bring forward the idea of creating a Mortar Cannon Station on the hill (Somewhere near Dax Point). Looking for a simple and safe Firing mechanism, something with decent firing range. Possibly a generator + Air Pump, leading into a PVC Pipe with a PSI gauge and trigger assembly. Attach the cannon to a swiveling base and create a way to adjust the firing angle with a scale (between 45+80 Degrees).

Use of the cannon could be restricted to use by certified Engineers (Create a course for people that would like to be the Engineer Class. Include Capturing Points, Disabling buildings, "Blowing Up" Bridges, blocking the road, etc.). With some testing we could also generate a map with "Coordinates" for firing on certain points.

Which ever team has control of this point could use the Mortar cannons to the advantage of their team, and if, for instance, we use engineers they would be able to Disable/Repair/Capture said point.

Ammunition suggestion is a hollowed out, or added parachute (to make lighter, therefor safer) NERF football (the smaller ones of course, and obviously given a pretty paint job [the blue, yellow and pink standard colors are just not convincing enough to be taken seriously as simulation ammunition])

Give the ammunition a 10-15 foot kill radius and the ability to "Destroy" (Disable) points of interest and spawn points (Again, engineers used to repair) would make this station a point of interest for all teams.
Primary: Jing Gong M16 RIS w/6.03, 509mm TB + TufForce 3-9x26 scope. FPS - 380-395
Secondary: Top Tech TMP5-A5 stock. FPS - 370-385
Side Arm: WE Tech Full Metal 1911. FPS - Unknown

Cpt. D.M.DIERDORF
Whar
Corporal
 
Posts: 16
Joined: Mon May 18, 2009 7:18 pm
Location: Keremeos, BC
Primary Weapon: Space too small;
Secondary Weapon: Moved to Signature.

Re: Mortar Cannons

Postby Protector » Fri Feb 26, 2010 4:54 pm

thats what i was thinking too. but theres that whole "did a mortar mortar hit us?" sorta thing itd deffenitly have to have maybe a noise maker or somthing and the dead guys could turn it off. Also i like that whole both teams can use thing but if we could make smaller ones to run around with (an engineer) so we could return/give the enemy a suprise. it could be a metal tube with a grenade launcher bottom so you toss it down the tube it sets off the gas and pshhh out the mortar or bbs go. or go bigger (pretty sure its on internet) get a bigger metal tube and install a slim propane or co2 tank down the tube have some sort of way to release the gas and there you go.. or rocket launcher style link is below:

http://www.airsoftcanada.com/showthread ... post666212

thatd be cool to have if we had vehicles driveing on the road and an engineer could take it out and just find and alternate scource for co2 like maybe put a canister in it and fill it up for quick release
all war is based on deception
Protector
Flexpass - 10pts **remember to upgrade**
 
Posts: 33
Joined: Wed Sep 02, 2009 9:16 am
Location: Oliver B.C.
Primary Weapon: G&G GR16 R4 Commando
Secondary Weapon: WE Full Metal 1911 Tactical MEU, knife

Re: Mortar Cannons

Postby Preacher » Fri Feb 26, 2010 7:29 pm

oh we have them built- they are made out of ABS and PVC and work using mobile charging bike tire compressors. We designed them with two triggers as the idea of a shell packed full uf BBs hitting someone under the chin as they loaded it was too horrific - you need to press two triggers in two different locations to fire them. We just need to replace the Solenoids for them to get a better bang (do NOT use Rain Bird sprinkler solenoids as they wont open near fast enough. Our RPGs used Orbit valves and they seem to work fine). The shells are made out of toilet paper rolls that are cut down, taped, then pinched off with a drag out the back. The top of the roll is filled with BBs and it launches similar to the sabot like that of the RPG aircannons Saint and I use. This way the BBs rain down in a burst and the 'shell' cant hurt anyone. I will bring one out on Sunday to show you if you want to use some of the ideas in your design.


Not sure we would allow a nerf one though- the small RPGs we made fire a foam warhead that hits way harder than a paintball round- we only fired it at vehicles on game day and even then we figured that if it ever missed or hit someone in the head it would f#ck them up bad so we stopped... so the idea of a heavier Nerf round being fired at higher velocity may need to be looked at (chances are slim we'd allow it in a direct fire launcher though since it is fired straight up from a mortar we might be able to figure something out to make it lighter or add a drag- course toilet paper rolls are easy to get so you may wanna consider those too lol)
There is nothing wrong with fear; you need never be ashamed of it, as long as it doesnt stop you from functioning- from doing what you need to do.
User avatar
Preacher
Leader
 
Posts: 178
Joined: Tue Dec 23, 2008 10:44 pm
Location: Penticton

Re: Mortar Cannons

Postby Protector » Fri Feb 26, 2010 9:21 pm

thatd be cool. theres so many ways to make 'em so itd be cool seeing one fired.
all war is based on deception
Protector
Flexpass - 10pts **remember to upgrade**
 
Posts: 33
Joined: Wed Sep 02, 2009 9:16 am
Location: Oliver B.C.
Primary Weapon: G&G GR16 R4 Commando
Secondary Weapon: WE Full Metal 1911 Tactical MEU, knife

Re: Mortar Cannons

Postby UltraVoltz » Tue Mar 02, 2010 11:42 pm

is there a way we could engineer a round that would release a large bang on impact like the thunderflash nades. That way its a familair sound and easily recognizable by all players. or just a cannon that shoots the whistling nerf footballs with tubes in a double helix pattern inside full of bbs so as it spins it releases a payload like the tornado's.
"Its not my fault someone put a wall in my way when i was throwing a grenade!"
UltraVoltz
Lieutenant
 
Posts: 14
Joined: Fri Dec 26, 2008 12:47 am
Location: Kelowna/Penticton
Primary Weapon: TM Aug A1 with M203
Secondary Weapon: Mp5,Ak74, tanaka P8, Riot shield, NADES

Re: Mortar Cannons

Postby Danke » Wed Mar 03, 2010 3:16 pm

A round that you would fire in the air & was fused to land on the ground and detonate is not something you want to fool around with. If it lands right next to you and cooks off you'll be sorry. Pyro like that is best left to be hand delivered by the staff. Chanes are better that no one gets hurt and no big fires start.

I've been looking at the Madbull foam rockets but haven't found the right grenade launcher yet.

I saw a ton of the Nerf Vortex footballs at the toy store in Vernon and they weren't that expensive. In theory if you lauched that from an air mortar it should have enough drag it won't cause an injury on delivery.
Danke
Lieutenant
 
Posts: 8
Joined: Sat Aug 08, 2009 10:29 am

Re: Mortar Cannons

Postby hangingg » Wed Mar 03, 2010 4:26 pm

Permantely stationed mortars that can only fire at certain angles would be good, I think. That way they can only move to certain angles. If they were staioned correctly we should be able to avoid any potential for close range impact on a player.
Limit rounds and vary amount of rounds per day/game so you dont know if they still have any or not.

Nerf is the best option but you do lose the noise effect.

Air launch system which the guys have succesfuly tested.. Make them out of hollowed out nerf that can separate and shower down safely. Thin wire will get expensive after i while though as it must not be strong enough to trip players. Yet still strong enough to seperate nerf halfs... Hmm...........


If the mortars are set to only fire at certain angles and stationary, then no player with have the oportunity to get his or her face in the way.
hangingg
Observer
 
Posts: 12
Joined: Sat Jan 23, 2010 9:58 pm
Location: Penticton
Primary Weapon: Thompson/ Scar
Secondary Weapon: WE Baby Hi-Cappa

Re: Mortar Cannons

Postby Protector » Wed Mar 03, 2010 4:50 pm

i saw a cool nerf hack lol basically you make a little slit in the side and hollow some out and put metal plates skinny light but then you put like toy cap gun caps in so when it hits the ground. bang!
all war is based on deception
Protector
Flexpass - 10pts **remember to upgrade**
 
Posts: 33
Joined: Wed Sep 02, 2009 9:16 am
Location: Oliver B.C.
Primary Weapon: G&G GR16 R4 Commando
Secondary Weapon: WE Full Metal 1911 Tactical MEU, knife

Re: Mortar Cannons

Postby Whar » Wed Mar 03, 2010 7:00 pm

Protector, you continue to ignore the fact that that we cant allow projectiles to strike the groung with force. regardles how hard. Its a safety issue, the noise would have to go off without force of collision. A timer on parichuted nerf football would be the safest way to go.
Primary: Jing Gong M16 RIS w/6.03, 509mm TB + TufForce 3-9x26 scope. FPS - 380-395
Secondary: Top Tech TMP5-A5 stock. FPS - 370-385
Side Arm: WE Tech Full Metal 1911. FPS - Unknown

Cpt. D.M.DIERDORF
Whar
Corporal
 
Posts: 16
Joined: Mon May 18, 2009 7:18 pm
Location: Keremeos, BC
Primary Weapon: Space too small;
Secondary Weapon: Moved to Signature.

Re: Mortar Cannons

Postby Danke » Wed Mar 03, 2010 7:56 pm

Even a parachuted football is an issue if the chute doesn't open. I have extensive experience with pyro and explosives and home made stuff is great way to win a glass eye or come up short a few fingers.

You can run movie style effects with charges in the ground to simulate arty, or have bangers with a whistle attached but lobbing home made charges around is just going to end in tears. The real simulators and effects are not the safest toys to fool around with in the first place either.
Danke
Lieutenant
 
Posts: 8
Joined: Sat Aug 08, 2009 10:29 am

Next

Return to Game Development

Who is online

Users browsing this forum: No registered users and 1 guest