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Product Testing performed with DraXxus Paintballs What
do you think?
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DXS Pulse RF Chip
Green Mode Test Data Pulse Review
That said, for anyone with basic soldering skills, installation is a fairly simple task. The included transmitter leads are pre-tinned, so they are ready to go. For testing, the Pulse transmitter was installed both on a Matrix LCD test bed receiver, as well as into an Epiphany.
Each Pulse RF transmitter sends its own unique radio chirp – much the way garage door openers do. This is to prevent two players side by side from activating each other's loaders. While the exact range could vary due to a number of factors including the voltage and dwell duration of the marker, in testing on for review, the Pulse was activated by its transmitter at distances over 10 feet. Each transmitter's identity number is printed on the transmitter itself. Because of the coded RF signal, the Pulse loader must be programmed to recognize the transmitter it will be working with. This is achieved by turning on the marker with a barrel blocker in place, and no paint or gas. For markers with anti-chop eyes, the anti-chop feature should be turned off, so that they will send a pulse of power to their solenoid valve when the trigger is pulled. The Pulse loader must then be turned on, and the power button held down until the loader's power LED begins flashing slowly. The trigger on the marker should then be pulled multiple times. Once the Pulse has recognized the radio signal and programmed itself for that particular transmitter, the LED will flash faster. The power button can then be released, and the loader is ready to go. Once programmed, when turned on in green mode, the Pulse will try to spin its drive cone. When it feels resistance, it will stop. At rest between shots, it will twitch at intervals of approximately 5 seconds, to ensure that the stack of paintballs is in position ready to feed. By greatly reducing the amount of twitching that occurs during wait times, the Pulse is not burning as much battery juice while the player is crawling without firing, between games, or waiting in the dead box (no, that's not you, right?) The power needed to listen for a radio chirp is very small in comparison to the power needed to twitch the loader's motor several times per second in red mode.
So, how does it perform? The Pulse and its transmitter were fitted onto a Matrix LCD body for the same 10-shot burst sustained feed rate test as used to review the Pulse by itself in red mode. In green mode, the results showed measurable improvement. With the RF chip in use, the Pulse loader fed flawlessly at rates up to 17 bps. It only skipped one paintball out of three trials at 18 bps, and 19 bps, before the 20 bps test rate delivered only 9 paintballs per trial. This resulted in a score of 19 bps on the 10-shot burst test. Further testing was continued up to 22 bps at which point 7 out of the 10 shots from each 10 shot string were feeding correctly. Using the newer ramping burst test, in which each test trial consisted of four shots fired at 10 bps, followed immediately by 10 shots at the test rate, the DXS Pulse with RF transmitter was the first loader to max out this test format. Starting at 17 bps, the loader fed perfectly up through 20 bps. At 21 bps, a ball broke in the breech on the first of three test trials, resulting in only 11 balls feeding. After cleaning of the test equipment, the following two trials delivered all 14 balls as did all three trials at 22 bps, the maximum rate for which the test controller was configured. Clearly the use of the RF transmitter improved the on-gun performance of the DXS Pulse loader, and the combination showed measurably better performance when given the opportunity to ramp up their feed rate during a string of shots.
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