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Product Testing performed with DraXxus Paintballs What
do you think?
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DXS Pulse
At first glance, the Pulse resembles other leading force-feed loaders. It has a general hopper shape with a battery compartment in the lower front, and utilizes a drive cone and raceway arrangement to sort paintballs into a column and deliver them through a feedneck, all controlled by a microcontroller and circuit board located in the back. On closer look, new features appear, including a removable modular drive system, and radio frequency activation link. In describing the overall shape of the Pulse, it would be difficult to not draw comparisons with the HALO B loader, as the two products have very similar outlines, with the Pulse body coming down a little lower in the back.
Emphasizing this loader's strength at the 2006 PSP Paintball World Cup, DraXxus staged a demonstration in which Max Lundqvist of Joy Division drove a nail into a piece of wood, using a Pulse loader as a hammer, inflicting nothing but insignificant scratches on the loader. With a clear Pulse loader areas of internal structural reinforcement are easily noticed. The internal deck which forms the bottom of the paint chamber in the front is a tenth of an inch thick, and the walls of the feedneck – arguably faced with the most stress of any part of the loader – are 0.18 inches thick. The drive cartridge design means that double walls of polycarbonate make up much of the loader's lower shape. In three test-loads for review, the Pulse was filled to capacity with 179, 180 and 179 paintballs. However at this capacity it was packed and would not empty itself without manual unjamming. One hundred and sixty paintballs worked well as an operating capacity, filling the loader to nearly full, as is common with most hoppers. Five stainless steel screws hold the two halves of the main Pulse body together. Each screw threads into a matching nut held in the right half shell, rather than into the the body itself. This eliminates the risk of screws stripping out the polycarbonate in a screw hole. While very unlikely, if the threads on one of the nuts are stripped out, they can be easily replaced.
The sample Pulse used for review was missing its lid magnets, as were a number delivered at World Cup. An e-mail to the technical support address on the DXS Pulse web site quickly produced a pair of magnets delivered by mail free of charge. These were easily installed, but seemed to make no difference in holding the lid closed, as it snapped around the mouth of the loader securely without them. Sanding or trimming the loader mouth could be done to leave closure entirely to the magnets. On either side of the loader body is a triangular gem sticker bearing the word Pulse with the Pulse logo in silver text over a blue background. At 2.7inches wide by 1.2 inches tall, the sticker is well within the sticker size restrictions imposed by NPPL rules.
This has numerous benefits. First and foremost, the loader does not need to be disassembled at risk of loosing screws, magnets, or faulty-reassembly for cleaning. With the drive module removed all of its surfaces that would need cleaning in the event of an internal ball break can easily be reached, and the full interior space of the hopper can be reached with a paper towel.
The radio receiver is literally a “little black box.” It allows the Pulse loader to be activated by a radio signal from the paintgun to which it is attached.
This button is not sealed either, and would require a larger flexible cover of some sort to fully seal its opening. It should be noted however that the reverser switch and the power button are both in areas which don't take hits as often as the front of the loader. The Pulse is turned on and off with its power push button. Pressing and holding the button for about two seconds will turn the loader on or off. The loader turns on in Green mode – indicated by its power LED illuminating in – you guessed it – green. Proper operation in green mode requires the loader to be used with a paintgun that has a radio frequency (RF) transmitter installed. The RF transmitter is an optional component, that requires basic soldering skills for installation, though in a press conference at 2006 PSP Paintball World Cup, Procaps Direct employees stated that they expect some paintgun manufacturers to begin including this feature in their circuit boards. By using the RF system, the Pulse loader is able to feed automatically each time the marker is fired. However, since the RF transmitter is an optional item, it was not tested in this review. Instead the loader was tested in red mode. Red mode is selected by clicking the power button once while the loader is on. Red mode is indicated, predictably by a red glow of the power LED. In red mode, the motor pulses several times per second. If there are not paintballs blocking the drive cone from spinning, it will spin continuously, feeding paintballs as fast as it can. When it encounters resistance from a stack of paintballs lined up to the marker's breech, the Pulse's circuit board detects the increase in electromagnetic resistance and stops delivering power to the motor. Fractions of a second later, it will apply power again, stopping if it detects resistance. The result is that the Pulse loader pulses power to the drive cone causing it to twitch several times per second and feed a paintball the moment the opportunity arises. The twitch technology eliminates the need for infra-red eyes that can run into problems with dirt, sunlight interference or differing paint shell colors or clarity. The downside of twitching in red mode is that the continuous activation of the motor requires the use of electricity, even when the loader is not feeding paint. Players using a Pulse without an RF transmitter in their marker would be well advised to turn the loader off between games in order to maximize battery life.
Also, it is important to note that this testing is of the stock Pulse loader operating in red mode. Look for green mode performance in a separate review of the Pulse loader RF Transmitter. The Pulse fed flawlessly up to 16 bps. At 17 bps, one shot was skipped in the first trial, but the other two fed all ten. At 18 bps only one of the three trials fed all ten paintballs, the other two fed 9 each. This gave the Pulse a score of 18 bps, the highest achieved to date with a stock electronic loader in this test format. To give a further picture of the loader's capabilities, it was cycled through additional trials at rates up to 22 bps, in order to create the following graph. The height of the line on the graph represents the percentage of shots which fed a paintball correctly at each rate. To take another look at how the Pulse performs, it was also put through a newer test, one designed to better reflect real world paintball use. The ramping burst test was performed similar to the 10 shot burst test, except that for each test trial four shots were fired at 10 balls per second, followed by 10 shots at the test rate. This allows the loader a chance to rev up to speed much as it would have when a player begins shooting a string of shots in a ramping mode that kicks in after the first few shots. Also performed in the loader's red (no radio link) mode, this test showed flawless loading up through 20 balls per second. At 21 balls per second and 22 balls per second it delivered only 12 paintballs for each 10 shot trial. The DXS Pulse stays within the bounds of what is generally accepted in terms of modern loader shape and operating concepts, but adds several new features such as its modular structure and radio link, while providing solid performance.
Continue to Pulse Transmitter Review |
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