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Tank battles
Posted: Wed Dec 12, 2012 9:38 am
by Jan_Donadoni
Some time ago I red about the possibility to fight some tank battles.
The original idea was to use the small Tamiya system for IR tank battles.
Actually I was not very fond about it, due to the very short range of the system, too short to look barely realistic.
But recently I came across the Laser-Tag system, which derives from the military Miles-Tag system.
The range are more acceptable, up to 3-400mt (that would be near 2,5km in scale) and allows to give different damage, based upon the simulated gun.
I do not know, if it could be possible to enhance an interface with the motion pack electronics, thus simulating the damage to a track, or the impossibility to rotate the turret, but I believe the system would still be worth a try for some more realistic fighting.
http://en.wikipedia.org/wiki/Laser_tag
Re: Tank battles
Posted: Wed Dec 12, 2012 11:53 am
by sean kerambrun
I have had similar thoughts.
Any thing can be done with time.
Micro controllers give you lots of possibilities. If you can program the battle system you could just use solid state relays to interrupt signal between receiver and servos/ ESCs.
I would love to do it here but not enough people with large tanks.
Cheers
Sean
Re: Tank battles
Posted: Wed Dec 12, 2012 12:37 pm
by Adrian Harris
> interrupt signal between receiver and servos/ ESCs.
That might have unexpected results similar to turning the transmitter off before the tank!
Using the principle of a servo slower might be good - so the tank or turret movement could be affected in stages - one hit gives half speed, two hits stops turret rotation or one track.
Something to add to the TO-DO list
Adrian.
Re: Tank battles
Posted: Wed Dec 12, 2012 4:29 pm
by Bob Gould
Bugger that lets throw tungston projectiles at each other. Give me armour penitration
![Laughing :lol:](./images/smilies/icon_lol.gif)
Re: Tank battles
Posted: Wed Dec 12, 2012 11:39 pm
by Andrea Daviero
It is one of my dreams to add a battle system for 1:6th tanks, the range is only part of the problem, it ia also a common problem to find some 1:6th tanks to make a battle in a big field.
Ir used on 1:16 tank is sufficient for that kind of tank, but multiple targets can be hit in some circumstances with a single IR shot.
Laser is not good for 1:6th scale tank as the laser beam is of few mm and it needs a lot of precision to hit the sensor. Hitting a 2cm sensor mounted on 1 meter long tank is a bit unreal.
In any case, solved this part of the problem, all can be done.
A good thing is to "fire" a digital code that will tell to the target "I'm firing you with an 88 cannon" and the target will trigger a damage related to the ammo used.
Using more than 1 sensor mounted in some places on the tank can also trigger different failures related to the part that received the fire. Engine failure, slow down, track failure, turret rotation or gun are possible options.
But before this point, it must be solved the problem of the firing system and the receiver system.
On a tank that is normally finished painted, wheatered, with lot of details it is not a good idea to add sensors around it if not easily removable.
Re: Tank battles
Posted: Fri Dec 14, 2012 9:01 am
by Jan_Donadoni
The "Miles Tag"is able to do most of it.
It is used to fire upon Human sized targets up to 3-400mt, more or less a little bit bigger than a a 1:6th tank
it works on multiple receivers (some kind of receivers chains), commonly on the helmet, and the body; eventually also on arms and upper legs.
It also sends info about the shooter, that is you can decide the "damage level" inflicted by the bullet; i.e. you need 3 hits with a simulated 5,56mm to archive a "kill" or 2 with a 7,62.. (.30) and a single hit with a 12,7mm (.50).
Giving "different" damages to different hit areas could eventually need the use of multiple systems for the different area (a cost of 2-400 euros for each area covered separately)
the only issue is that the sensors are pretty big
Re: Tank battles
Posted: Fri Dec 14, 2012 9:43 am
by Andrea Daviero
Jan, the features of that board are impressive, if correctly set up with oputputs will create good damage settings and the sound can be played with a dedicate speaker.
But the problem remains... a reasonable firing precision (depending on lenses) and sensors (more than one sensors).
An hand held weapon is simply to use and to target the enemy, the RC tank isn't, however a gun coaxial camera can solve this.