Janurary Break

Just to promote this to the top of the homepage, there’s a little copy and paste job done from the ‘One Year In’ post…

 

For this coming month of January I’ll be taking a little break from posting. From now until the 5th of February there will be no new content posted here. I’ve got a couple of weeks off from work at the moment but will be a away a with work a heap once we start back. With that in mind I’m going to be spending a lot of my time during this break doing new mods and preparing a host of posts in advance to cover me during my time away (that and Christmas seemed like a good time to take a break form posting).

Cheers,
Joe

Me

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Mod Shop – Nerf Hailfire – Clip Reliability, Easier Reloading and Voltage Increase

Merry Christmas all! This is a little bit of a recap of something I attempted to post a few weeks ago. I’d written the post, scheduled it, then WordPress decided to make it disappear. Sad Face.

Oh well, lets try again shall we. This post will form part two of our three part series on the new Nerf Hailfire. The first looked at reviewing it in its stock form, today’s will cover off some mods to improve it, then in the third we’ll take a look at how those mods worked in game. The main issues I had with the blaster during its first test were to do with the clip advancement. Particularly when loaded with heavier clips, say 18’s, the rotator sometimes simply wouldn’t advance. I’m really not a fan of things not working they way they should so this had to be rectified. The solution for this came from our friends over at S.O.F.T (for which you can check out their original video on the subject here). While we’re fixing the clip advancer, we’ll also up the voltage to increase range and make it easier to reload on the fly.

Enough talking about it, let’s get to it!

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Tools/Consumables used

Screwdrivers
Dremel with cutting and grinding attachments
3x Trustfire batteries
1x Dummy AA
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As always, we’ll kick off with the blaster in question. Start by removing all of the screws from the shell. If you’ve still got the clip advancement handles on, there’s two screws on the inside of each handle. Remove them then pry the handles free.

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In the shell itself there are three different sized screws.

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The short one came from here.

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The three medium length ones came from here.

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The rest are all the standard length Nerf screw.

As always, take a moment at this point to have a good look around the blaster and try to get an understanding of the internals.

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Happy? Good, lets continue.

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Remove the jam door.

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Then the trigger; it’s held in by one black screw.

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Then the dart pusher bar.

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Like so.

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Move to the front and remove the clip advancement handle bar.

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Then remove the motor assembly.

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It’s held in by one screw here.

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You can then access this bar. Remove it and the rest of the clip advancement assembly.

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Like so.

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It’s held together by this screw; remove it.

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Right, now the real work begins.

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On the bottom of the mag well there’s one centre screw, remove it.

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And the turret and magwell will cove free.

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We’ll start with the turret.

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It should come apart into three pieces.

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Remove the screw in the clutch assembly.

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It will separate. The point of this component is to act as a slip clutch; we don’t want that.

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Instead we’re going to glue it together. Be careful not to get any glue in the advancement track (the toothed bit in the middle here) as it might interfere with the advancement rod.

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The next issue is this gap here. The bottom part of the turret is too long, which allows for unnecessary movement between the magwell and the shell; we don’t want that. What we’re going to do is shorten the turret so the magwell butts up hard against the shell.

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We need to remove 3~4mm from the bottom of the turret but very much treat this as a trial and error game. Cut a little, reassemble, check clearances.

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Reassembly goes in this order…

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Once it’s back together we can check clearances. The photo below shows you what we’re aiming for; no more gap. Again, cut a little, reassemble, check clearances until you get this. You will not get it right on your first try.

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Once you’ve achieved that we can actually start putting the blaster back together.

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The advancement rod goes this way.

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Place the whole assembly back in the blaster.

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Reattach the spring.

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Replace the motors and screw.

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Then the priming handle.

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Then the pusher bar.

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Then the trigger.

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Then the jam door.

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Like so.

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Replace the shell and we’re essentially done.

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To make it easier to reload on the run I also decided to ditch the wings.

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Yay dremel!

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Finally the voltage increase. Nothing special here, just replaced the standard AA batteries with higher voltage Trustfires. I tried combinations of 2, 3 and 4 (roughly 8, 12 and 16 volts respectively) and found that I preferred 12v. It sure does shoot further at 16v, but the accuracy is incredibly decreased.

Stock (6v): 7-8m
12v: 11-22m, most within 12-13m
16v: 15-32m, most within 19-23m

One Year In

Hello all of my wonderful readers out there. It’s a bit scary to think about it now but exactly one year ago today I made my first post on this blog. I thought this would therefore be a good opportunity to look back at what we’ve achieved over the last 12 months and see what more can be done.

Readership
As of right now we’re sitting on just over 28,000 views, meaning an average of roughly 76 people per day. The monthly readership numbers have been steadily climbing since day one, with only two months where there wasn’t an increase. March saw a pretty sudden jump after the Storm Tommy post was featured on Nerf Mods and Reviews, but other than that it’s been fairly consistent.

SchedulingI said back on day one that there would be a post every Tuesday night and I’ve pretty well stuck to that. There was the odd “filler” post here and there, but even then there was still a post on a Tuesday evening. It’s only really the first two posts of December 2012 where things actually fell apart. The Hailfire post disappearing on me yet still posting was pretty crappy, but other than that we’ve done pretty well I feel. Having a deadline has also helped motivate me a bunch. There have been plenty of posts written on a Monday evening that I’m sure never would have existed if I didn’t have an artificial deadline to work towards. To that end the same schedule will continue into 2013.

Content
My most popular posts have all been modification walk throughs; no two ways about it, it’s the mods that the people want. However, the mod posts also take significantly more time and effort to write (even before you include the mods themselves). Therefore I’ll still aim to do mod writeups whenever possible, but there will still be a decent coverage of other issues.

Thoughts
Other than that I’m not really sure what else to say other than thanks again to all involved. If any readers have anything they’d like to say on the subject, say if there’s anything in particular you’d like to see in the future, please say so in the comments.

For this coming month of January I’ll be taking a little break from posting. You’ll finally get to see the Hailfire mods post tomorrow evening as normal (Merry Christmas!) but from then until the 5th of February there will be no new content posted here. I’ve got a couple of weeks off from work at the moment but will be a away a with work a heap once we start back. With that in mind I’m going to be spending a lot of my time during this break doing new mods and preparing a host of posts in advance to cover me during my time away (that and Christmas seemed like a good time to take a break form posting).

 

 

Cheers,
Joe

Me

Game – Humans vs Zombies – Haig Park, 21/1/12

Last weekend saw another Humans vs Zombies game here in Canberra. With a turn out of 51 players we didn’t quite break our record set in January this year, but we came damn close. I was using the day as the test bed for my newly modified Hailfire (which I was pretty happy with, but that will come later) but the day in general was of course just a load of fun.

We played 3 games before getting rained out; a regular HvZ, a Juggernaut game, than a ‘hold the bridge’ game.

The day also saw the introduction of a new original zombie mechanic whereby OZ’s were rewarded for going off early. In previous games we would regularly have problems whereby a bunch of OZ’s would try to retain their OZ form for as long as they could, meaning the game would often take quite some time to get going. If you were one of the first few OZ’s to reveal yourself and make the initial tags, you would receive a pool noodle to assist in your tagging abilities as a regular zombie for the rest of the game.

For the Juggernaut game we brought out three juggernauts; unstunable mobile respawn points that could only walk. Oh, and they had a pair of pool noodles.

The third game started off like any other, except once we got to an acceptable number of zombies all remaining humans were told to quickly make their way to a small bridge in the centre of the map and instructed to hold it for as long as they could. This in particular made for some nice burst shots…

Run John

Magstrike!

More John

From here on I’ll just let you enjoy the regular photos.

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Sorry guys

So in addition to the screw up last week that has for some reason deleted our hail fire mood post, my scheduled post for this week has also disappeared. Wouldn’t be such an issue except for the fact that I’m currently writing this on my phone, sitting in the international terminal of Sydney airport about to head to New Zealand for the week for work.

Very sorry guys. I hate missing a post and having two in a row go awry is just the worst. Hopefully the goodness involved in the hail fire post once I rewrite it will be worth the wait.

Cheers,
Joe

/side note – the Android WordPress app is really nice.