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![]() Video
Interview with John Rice at IR3 launch
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do you think?
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![]() Angel IR3 by Bill Mills The Angel IR3 was released in the spring of 2002, and lived up to the excitement and claims surrounding its launch. WDP has built a solid name for itself in Europe and the United States. Their launch of the original Angel V6 at the International Amateur Open marked the first production model paintgun to retail in the US for over $1,000. WDP has kept in mind that when selling a more expensive product, customers expect to be treated better. They’ve taken a similar approach to luxury car dealers. When a player pays more they get more than just the performance of the paintgun, they get support, style and a quality presentation. Opening the IR3’s box, one gets the red carpet treatment. Many paintgun companies pack their products in a plain box with some bubble wrap, shrink wrap, or cardboard spacers for protection, some spare o-rings and a stapled, photocopied, or at best spiral bound manual. The IR3, on the other hand ships in a 4 color glossy box, with closed cell foam packing. Simply opening the box makes an effective display for a paintball store, showing all of the items included. The IR3’s manual is 4 color printed on semi-gloss paper and 44 pages in length. It includes not only text but clear graphic illustrations of everything from out of the box set-up to exploded view diagrams and reference charts for converting gas and pressure information from English to Metric. Also packed with the IR3 body is a barrel, vertical regulator, spare seals and feed gate, a small container of WDP’s Love Juice paintgun lubricant, battery charger, a sock style barrel blocker, and macroline hose and fittings. Literally everything needed is included, and done so in a way that looks good. What’s missing from the box are a loader, air system (note: when used with the Angel Air, all fittings, mounts and screws are included), and a squeegee (though that’s not as necessary as one might think).
Mounting an Angel Air system on the IR3 was also quick. Two screws attach the Air mount to the bottom of the grip frame and another screw connecting the Air regulator to the mount. A quick cut to trim the macroline hose down to size and plug it into the waiting fittings, and the IR3 was ready to go.
With the grip panels removed, another dividend of the new grip design becomes apparent. There is a lot more aluminum in which to sink screws for drop forward and air system mounting. On many paintguns, especially electros with circuit boards in the grip, this space is limited, and rather short screws must be used, leading to potential breakage or stripping after a hard slide into a bunker. Also along with the changes to the grip frame came a new shape and new adjustments for the trigger. The IR3 trigger features a choice of three pivot points, and ships mounted in the rearmost point. In order to change the trigger pivot, a small hex screw is removed, and the pivot pin slides out of the grip frame. It can then be reinstalled in any of the three holes. On most paintguns, the trigger pivot pin is press-fit into place, and removing it too many times can result in a loose fit. The IR3’s system makes changing triggers, or moving the pivot pin simple and non-damaging. The trigger is shipped with the rear pivot point being used, which is most advantageous for firing in the low gripped firing position. The bottom of the trigger curves outward, and with the rear pivot point in use, the IR3 can be fired just as easily with a downward pull on the trigger as a pull toward the back.
Later model IR3s feature opto-mechanical triggers. Rather than clicking a mechanical switch, the back of the trigger breaks an infrared beam between an emitter and detector on the board. This greatly increases component longevity, as there are no switch contacts to possibly fail, and also changes the feel of the trigger as it lacks the same tactile “click” feedback when the trigger is pulled.
Near the breech is the feedneck, the other item that is changed significantly from the LCD to the IR3. The IR3 is a centerfeed paintgun and inside the feed neck is a one-way gate. Three small plastic arms extend into the feed area from a thin plastic ring. Because of the shape of the feedneck, they are able to flex downward but not upward, thus forming a one-way gate for the paintballs. The one-way gate pays off in a number of ways. The paintgun can be turned in any direction – even upside down, and still fire a single shot. A player no longer needs to worry about that ball in the breech rolling back into the feeder, and firing a blank while jumping a bunker. The other major payoff is in feed consistency. In many paintball hopper designs, especially those that rely in a gap in the feedstack to activate, blowback gasses, and or the physical movement of the bolt closing can cause the balls to bobble back up the feedstack and even into the hopper in extreme cases. This causes an interruption to feeding, and slows down the maximum practical rate of fire. The new feed gate makes this a non-issue. From a safety aspect it is all the more important that players rely on a barrel-blocking device when off field. The IR3 can hold 3 paintballs ready to fire, even if turned upside down, when the hopper is removed. The absence of a hopper cannot be considered assurance that the paintgun is unloaded.
While the IR3 has a more advanced electronics package than paintguns to come before it, the interface has been made simple enough that it can be operated without understanding the details of advanced settings.
While live, the green command button will arm the IR3’s timer. It will respond by activating the grip’s vibrating alarm, and displaying the time on the grip. It will then flash between “LIVE” and the time until the trigger is pulled. Once the trigger is pulled, the grip will continually display the time counting down, until 0:00 is reached, or until the green button is pressed again to turn off the timer. The backlight, which normally stays lit only a few seconds after any menu change or selection remains on constantly while the timer is counting down to allow it to be read easily in poor lighting.
The second menu is labeled H.U.D., and WDP’s only public comment on this menu is that it is for an unnamed future feature. Since HUD is used as an acronym for Heads Up Display in aircraft, many have speculated that WDP has a goggle mounted data display in the works, but since the infrared port is not in a position to transfer data to goggles during play, it may also simply be a red herring. The next menu is the total shots fired since the board was programmed, much like the odometer in a car, it is not user adjustable. Following the total shot counter is the shot counter, which is more like a trip odometer in a car. Pressing the green button resets this to zero, making it useful for keeping track of how much paint is fired in a tournament. The total shot counter is critical to WDP’s internal service announcement system. The IR3 tells the user when it’s time for recommended maintenance. For example after 8,000 shots, the first time the IR3 is set into SAFE mode, the display scrolls the message “OIL SERVICE,” to remind the user it is time to oil the seals. The IR3 also displays a greeting to its new owner the first time it is used. Following the counters is the ID number of the circuit board, also not user adjustable. The next item is ROF – the highest rate of fire achieved by the shooter, and this is reset to zero by pressing the green button. ROF gives the speed in balls per second of the two fastest shots fired. MROF displays the maximum rate of fire allowed under the current settings, but does not adjust it. MROF with a C on the left of the display is the maximum rate of fire to be used when COPS is on. This is also not adjustable externally.
The next menu – “vibes” – turns on or off the vibrating grip alarm. The next menus, ASTM, firing mode and dwell time can be viewed, but not adjusted externally. The hopper motor turning time selects how long the Intellifeed signal should last each time it is sent. With the original Intellifeed for the Angel, the Intellifeed activated for a preset period of time, because it was meant for one thing – to drive the paddles of a modified Revolution loader. Now there are a variety of loaders on the market, so the length of this signal is adjustable for optimal operation. The time is adjustable from 0.1 to 2 seconds in increments of 0.1 seconds.
The temperature setting shows the current temperature on the circuit board, and the green button selects it between Fahrenheit and Centigrade readings. In the right side of the circuit board, visible through a window in the grip are the infrared emitter and detector from which the IR3 gets its name. These are used to send and receive data with other IR3 paintguns, or PDAs. The first IR menu selects the data to be sent or received. Pressing the green button cycles between IRM1 – swapping the library of text messages, IRM2 – swapping game timer settings with vibes on, IRM3 – swapping game timer settings and resetting the shot counter with vibes on, and IRM4 – just swapping all game timer settings. On a team using all IR3 paintguns, the team captain can set timer values for specific plays, and then beam the settings to the rest of the team so that everyone gets a synchronized signal to make their move.
The TCOPS menu is the test mode for the TCOPS system. Pressing the green button will begin the test, during which the LCD will read DROPB for Drop Ball. Dropping a ball into the breech should result in the display switching to PASS, if not, the COPS system is not adjusted properly, or is not working. Adjustments are made to the COPS sensitivity while the paintgun is live. While live with COPS on, the orange button is held for 5 seconds until the LCD shows the sensitivity level along with the word SENS. The sensitivity is adjustable from 1 to 12. In testing with Diablo, RP Scherer and Severe paint, we found the setting of 8 to be the lowest that would reliably trip when a ball was just lightly tapped past the feed gate, and used this setting during testing in the field. Holding the orange button down again for 5 seconds advances to the COPS base ROF menu. This is where the restricted rate of fire is set for use when COPS can’t detect a ball in the breech. This way if the sensor for some reason isn’t working properly and COPS is on, the IR3 can still fire, albeit at a low rate, of either one, two or three balls per second. In field testing, we used the setting of 3.
In the protected menus, the ASTM menu is designed to switch between ASTM (compliant with proposed ASTM guidelines for paintguns) and EXTRA options. On IR3s sold in the US, and in countries where full auto paintguns are prohibited by law, the EXTRA option flashes between EXTRA and NOACC for no access, indicating that setting is not available.
The MROF menu allows the maximum rate of fire to be adjusted between two and twenty balls per second. This is useful for limiting the rate of fire, either as a method of game handicapping, or to keep from outpacing a hopper that does not feed at higher rates. Similarly the COPS MROF menu (signified by a C on the left of the display) sets the maximum rate of fire (up to 20 BPS) to be used when the COPS is on. Since COPS can be turned on and off without opening the IR3 grip, this can also be used as a way to switch between two MROF settings in the field (note: both MROF readings are available to read from the main menus, so this isn’t an effective way to cheat on settings). The dwell adjustment sets the length of time that the solenoid valve is held open, in milliseconds. This directly affects how long the exhaust valve stays open, delivering gas to the breech. As the dwell time is reduced, the volume of gas used to fire the ball is reduced, and thus its pressure must be increased to maintain velocity. Conversely, increasing the dwell time requires a lower pressure to fire the ball. Adjusting the dwell and pressure time can optimize the gas efficiency for any particular barrel and paint match. Additionally many players have reported that increasing the dwell has helped take care of ball breakage problems with out of round or fragile paint. Field testing of the IR3 for this review was done by a number of players ranging from beginners to advanced, at a number of fields including Paintball Long Island, Spacecoast Paintball, and the Florida Fireman’s Olympics tournament. Through testing, HALO B, Revolution and VL 200 loaders were used along with an Angel Air compressed air system. The stock barrel features a .690” diameter bore. It had no problem coping with a variety of paint sizes, though as would be expected it was less efficient with smaller bore paints. While one might argue that the owner of a higher end paintgun will be spending money on higher grade paint, so a smaller bore barrel would be in order, an equal argument can be made that it is better for the barrel to do a good job with whatever is thrown at it, not just fresh, high grade paint. It features several rows of porting in its last third giving it a reasonably soft noise signature. Adjustment of the IR3’s velocity is the same as with previous model Angels, by adjusting the pressure output of the vertical regulator with a hex wrench. It is a simple process, and with all but the worst, out of round paint, velocity fluctuations at the chrono were at +/- 5 fps or less.
Glenn Bryant used the IR3 in the Florida Firefighter’s Olympics, representing the Palm Bay Fire Deparment, and was very pleased. For Bryant, who was used to paintguns with mechanical triggers, the ease of firing at a higher rate was a benefit to his game, and despite a lack of experience with LCD or IR3 menus, he had no problems operating the ‘gun in the tournament.
Purposefull tipping to the sides and pointing the barrel up while using a Revolution loader verified that the feed gate kept paint in the breech ready to fire. Soon to be released is additional infrared based programming software for notebook computers and personal data assistants using the Palm Operating System. According to WDP’s John Rice, the Palm OS was chosen because Handspring PDAs utilize it and are available in low end models for as little as $100. Expected features of the programming software are the ability to save and swap IR3 settings, make adjustments with a graphic interface and programming of messages to be displayed on the IR3’s LCD. All things considered, the IR3 has incorporated key improvements to position it well as the next generation Angel. With a maximum rate of fire of 20 balls per second, smaller size, than previous models and new anti-chop systems, the IR3 has quickly gained market acceptance despite its unorthodox grip frame.
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