Personally, I think that the number of unexpected consequences, good and
bad, will far exceed our expectations. That's the fun part about
experimentation. Besides, it can't be worse than Tank Soccer 😕
On Oct 12, 2014 9:56 AM, "TyngTech" <steve...@gmail.com> wrote:

> "I added that feature so that we can conduct the "Doug Experiment" one
> battle to see how reduced firing rates affect
> the game"
>
> An immediate effect will be the reduction of long range gunnery.  If the
> Cromwell only gets to shoot once every 10 seconds or so.  You better
> believe said Cromwell is going to be right on somebody's six when it takes
> that shot!  ;)
>
> ST
>
>
> On Friday, October 10, 2014 12:47:10 PM UTC-4, Frank Pittelli wrote:
>>
>> Not only has it already been built, but that circuit was battle-tested
>> in the SU100, Patton and Semovente during the last battle.  The board
>> connects to the R/C receiver and directly drives the marker solenoid, as
>> I explained in previous posts, exactly like an e-trigger.
>>
>> It even has a feature that allows you to restrict your firing rate to
>> one shot every N seconds.  I added that feature so that we can conduct
>> the "Doug Experiment" one battle to see how reduced firing rates affect
>> the game.
>>
>> On 10/10/2014 10:50 AM, TyngTech wrote:
>> > What one of you E Guru's need to come up with is an R/C triggered
>> > circuit that can directly fire the solenoid in a typical e-marker. This
>> > bypasses the marker trigger board altogether. Loic's first combat tank
>> > had such a circuit but it had the nasty habit of firing when power was
>> > turned off. It was some sort of capacitor discharge circuit.
>>
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