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Campaign Cup Gun Rules

Marc0

IronWolf
Feb 18, 2004
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Can we drag this back on topic please.

I have been asking around the people who should know ( LiPS, WDP & Planet ) and no-one seems to know a deffinate answer on ramping rules.

Is there ANY danger of the paying customer being told of the event rules in time to have any possible software written and loaded on to their markers in time for the event.

I and everybody else have payed enough money to be informed of this pretty major issue before we walk to the chrono station pre game 1 to be told our markers are not tourney legal.

Please sort this asap.

Rant over !

Later

:)
 

Ben Frain

twit twoo
Sep 7, 2002
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Originally posted by Marc0
Can we drag this back on topic please.

I have been asking around the people who should know ( LiPS, WDP & Planet ) and no-one seems to know a deffinate answer on ramping rules.

Is there ANY danger of the paying customer being told of the event rules in time to have any possible software written and loaded on to their markers in time for the event.

I and everybody else have payed enough money to be informed of this pretty major issue before we walk to the chrono station pre game 1 to be told our markers are not tourney legal.

Please sort this asap.

Rant over !

Later

:)
Agreed, I am yet to have two correlating answers on this from two different sources.

E.g.

One source:

semi 1-8 ramp 8-15 , no shot after last trigger pull

Second source:

The Millennium no longer use the PSP mode as the fire mode at their
events, what they use is a mode that kicks in at 7.5bps and is auto
response fires 2 times per pull and release to a rate of 15bps

Millennium rulebook, at point 11.03 states that '...electronic firing systems must be locked in semiautomatic tournament mode.'

Can somebody please give us something concrete and official? :confused:
 
Hello

We will be using the same guns rules as specified in the press release from 22/06/05 which stated:

Rate and mode of fire rule change – Effective for World Cup, Paris

Following feedback from teams, the paintball industry and judges from the first two events of the season and concerns voiced about the safety issues surrounding the ‘PSP’ mode the Rules Committee has made the following modifications to the gun rules. These changes will come into effect for the 2005 7-Man World Cup in Paris.

The current relevant gun rules state:

11.01 Players may use a single .68 caliber semiautomatic paintball marker, which consists of a single barrel and a single trigger system. Double-action triggers are prohibited. Markers will be capped at 15 balls per second, defined as no two consecutive shot maybe timed shorter than 65ms apart, provided they shoot in semiautomatic or pump mode only defined as no more than one paintball is discharged for each trigger cycle. Shots to be stored up to 100ms after trigger pull and cancelled on the next trigger activation to allow guns to shoot at 15bps. Once the trigger is released only a single shot may be discharged thereafter.

11.03 Markers with electronic firing systems must be locked in semiautomatic tournament mode. The player may not be able to adjust dwell, debounce or shooting mode while on field. A paintball marker capable of firing in other than semiautomatic or pump discharge modes shall be rendered incapable of firing in such mode in such a manner that requires the use of external tools or substantial disassembly of the marker. If the marker has a ball detection system on it, the player may be allowed to turn the ball detection system on or off with the permission of a referee. Players may also turn their loaders on/off for purposes of cleaning with the permission of a referee.

19.05 Marker Checking Procedure

- Mechanical Bounce Test - Markers will be tested for mechanical bounce by a bumping or jarring of the marker. Markers will be held by the rear of the main body and bumped on the tank or hopper. No contact will be made with the trigger. The marker will be deemed to have mechanical bounce if the marker fires during the bump test.

- “Runaway Guns” Test - All markers will be checked for “runaway” triggers. The marker will be fired rapidly. The testing judge, while rapidly firing the marker will suddenly cease to pull the trigger. Any marker that continues to fire after a delay of 100 ms while the trigger is NOT being pulled will be deemed to be a “Runaway Gun” and will not be allowed on the field.

- Marker Velocity Chronographing Test - All markers will be chronographed prior to going onto the field. The maximum muzzle velocity allowed will be 300 feet per second. Markers will be tested by firing over a radar chronograph.

Following modification these rules will now state:

Players may use a single .68 caliber paintball marker, which consists of a single barrel and a single trigger system. Double-action triggers are prohibited. Markers will be limited to 15 balls per second, defined as no two consecutive shots timed shorter than 65ms apart. Trigger activation may be stored for up to 100ms after trigger pull but must be cancelled on the next trigger activation (this is to allow guns to shoot at 15bps in semi-automatic mode). Ramping of shots will be allowed only once 7.5bps has been achieved and then the marker may ramp to 15bps only if the 7.5bps is continually maintained. Once the trigger is released only a single additional shot may be discharged thereafter.

11.03 Markers with electronic firing systems must be locked in a tournament legal mode (see rule 11.01). The player may not be able to adjust dwell, debounce or shooting mode while on field. A paintball marker capable of firing in other than tournament legal mode shall be rendered incapable of firing in such mode in such a manner that requires the use of external tools or substantial disassembly of the marker. If the marker has a ball detection system on it, the player may be allowed to turn the ball detection system on or off with the permission of a referee. Players may also turn their loaders on/off for purposes of cleaning with the permission of a referee.

19.05 Marker Checking Procedure

- Mechanical Bounce Test - Markers will be tested for mechanical bounce by a bumping or jarring of the marker. Markers will be held by the rear of the main body and bumped on the tank or hopper. No contact will be made with the trigger. The marker will be deemed to have mechanical bounce if the marker fires during the bump test.

- “Runaway Guns” Test - All markers will be checked for “runaway” triggers. The marker will be fired rapidly. The testing judge, while rapidly firing the marker will suddenly cease to pull the trigger. Any marker that fires more than 1 additional shot after the final trigger activation, with a maximum delay of 100 ms, will be deemed to be a “Runaway Gun” and will not be allowed on the field.

- Marker Velocity Chronographing Test - All markers will be chronographed prior to going onto the field. The maximum muzzle velocity allowed will be 300 feet per second. Markers will be tested by firing over a radar chronograph.

We believe that these final changes to the gun rules for 2005 will dramatically increase the safety levels for our players and referees and, while maintaining a technologically level playing field, will give a difference in obtainable firing rates between the highest and lowest skill levels for our players.

Administration
Karlijn van Rongen
karlijn@millennium-series.com

Rules Committee
Andy Scutt, Joern Windler & Ulrich Stähr
rules@millennium-series.com
 

Chicago

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Jan 31, 2005
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Originally posted by Marc0
So nuts and bolts is ramping is allowed after 7.5 bps up to 15 bps with a maximum of one shot after the last trigger pull.
Which there is still no way to actually enforce, so just do whatever.
 

Ben Frain

twit twoo
Sep 7, 2002
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Originally posted by Chicago
Which there is still no way to actually enforce, so just do whatever.
More than one shot after the trigger isn't rocket science for the chrono people though is it? Can't imagine you'd get an Angel through on mode3 for example...?
 

Chicago

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Jan 31, 2005
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Originally posted by Ben Frain
More than one shot after the trigger isn't rocket science for the chrono people though is it? Can't imagine you'd get an Angel through on mode3 for example...?
There's a big difference between what a marker is shooting at the chorno station and what it's shooting on the field.