A rough explanation of how to operate the "Dominus" training mortar. This is an early showcase that lets us understand the entire idea of how to aim, correct, and hit targets. The short (up to 150m) distance.
This is something the milsim side of the sport would really benefit from. Having a three tube team per platoon sized element would be great fun. Hopefully you can develope this and get it out to consumers because you definitely have a market for it.
Foam tips?!?!🤣🤣🤣 this would def kill ppl nerd🤣🤣🤣 but yes this would still be fucking rad! Worth the potential for maiming and death hazard?!? unequivocally yes!!
So I should state that the phrase "splash" is used based on time of flight so once the actual round leaves the tube you announce "shot" if I have a time of flight of 60 seconds I would announce "splash" at 55 seconds you always announce splash five seconds before impact
Aaron, it is a good point, but we are giving a "Splash" call 15 seconds prior to a hit for reason. We are using the FO also as the scout and he needs about 10 seconds to focus on the target (maybe to return to his observing position). He is observing the surroundings between the missions because we don't have real military situation distances like 1000-1800 meters to target, and everything is very dynamic on the "battlefield". The round is traveling for about 12-15 seconds (depends on its kind), it's why we are saying "splash" 2-3 seconds before the shot itself. Probably it isn't "kosher" for the people who served in a mortar squad, but we have had to adapt it to the game reality.
Also you don't hit the target and then call a second fire mission the entire thing is one mission called an adjust fire mission once you get fairly close the observer then says ie left 20 fire for effect meaning that after that correction you should be right on target and the number and type of rounds used for the fire for effect stage is stated at the begining of the overall mission
Will there be more shell types than thus far presented? I would like a coloured smoke round that deploys all it's smoke in less than 3 seconds. Also, I'd like an illumination round, using a parachute to stay flying and drop safely after the illumination flare is spent. Also, if I could afford it, I'd buy three to four of these and set up an airsoft mortar platoon so I could employ complex firemissions like Blinding (1 piece firing smoke, the rest firing HE), Walking fire etc.
still dont understand: shells are with bbs and gunpowder or only with gunpowder? And one more: what will happen if shell strike someones head? It will just bounce off without any injury?
I thought the baseplate was emplaced. It would be nice to be able to do gun drills and sink the baseplate even though I knoe theres not enough force in this canon or the rounds.
True but what's the upper limit of the tube and the acceleration limit on the round? Too much tube pressure would blow the regulator or the tube breech and too much pressure on the round would cause deformation reducing range
Yall need to fix your fire commands and observer call for fire format. Splash is sent 5 seconds before impact of the round so it gives the observer time to pop out from concealment to observe the impact. The warning, "shot over" is given by the FDC after the round is fired. The observer then responds back, as an acknowledgment of the shot fired with "shot out" Also Artillery and Mortars use mills not degrees. Never mind yall can figure it out when I smoke all of you with my mortar crew. Oh...you think you guys are the only ones developing an airsoft mortar guess again.
Not trying to like be a dick or anything I love that mortars are coming to airsoft but ive been an artilleryman in the army full time for 3 years an I jus wanna see it done right in milsim
We need some damn airsoft Grenades in Canada… hurry up yo, damn wars and politics give Putin and Zelenskyy airsoft rifles. Please send a few Taginn Grenades to: Shawn Saville Bear Island ON, Canada General Delivery p0h-1c0