Gear Rifles - design assistance requested
This is an idea I had (or, rather, shamelessly stole from this thread), for a "rifle" that stored its motive power in a clockwork battery. A good option for how it turns energy stored in said battery into propelling a bullet into some monster's skull, however, has always eluded me.
Until now. Thanks to the Forgotten Weapons interview with the cofounder of ArcLabs about their GR-1 Anvil Gauss Rifle, I realized I could use a mechanism that pulled the bullet, rather than pushing it, down the barrel. This is what I've come up with. I'll note this is meant for DF, so strict realism is not necessary, although some nods to it would be welcome. Aesthetically, the weapon would look more-or-less like a typical TL 4-5 musket/rifle, but with an ovoid barrel rather than a circular one (or a rectangle rather than a square, or an elongated hexagon rather than a regular hexagon). Internally, there is a winged "cup" at the back of the barrel, with a hole in top (matching up with one in the barrel; the latter would have a movable cover) for putting the bullet in. Threaded through the wings is a chain on each side, which wraps around and links to itself (going through the elongated portion of the barrel). When the weapon is fired, gears spin to move this chain, in turn accelerating the cup (and bullet within). When the cup reaches the end of the barrel, it strikes a brake (probably made of soft leather, or cork wood), which has a hole in the center for the bullet to pass through - this stops the cup (which slips from the chain on impact, so that the gears can continue turning for a bit rather than coming to a jarring stop; basically, the chain fits it snugly enough that it can be accelerated fairly quickly, but not enough to hold on at the sudden stop at the end). To reload, you flip a safety switch to disengage the gears from the battery, pull the cup back into loading position (it has a tab on it that comes up through a slit in the top of the barrel, and serves as rear sights; for long barrels, it typically has a lanyard attached so you can just grab and yank that back), drop a bullet in, then attach a hand crank, wind the mechanism, detach the hand crank, and finally flip the safety switch back to shooting position while shouldering the weapon. However, that requires a sufficiently-long reload process that it may reduce the weapons to "one shot per battle," which is very much not what I want. Absent Fast-Draw, and ignoring the time to actually wind the mechanism, I'm thinking you could flip the safety and pull the cup back into position as a single Ready; draw a bullet from your pouch as a Ready; remove the cover, drop the ball into the cup, and replace the cover as a Ready; draw the handcrank as a Ready; attached the handcrank as a Ready; detach the handcrank as a Ready; stow the handcrank as a Ready (you could skip this step if you have it on a lanyard, simply dropping it as a free action); and take a final Ready to, well, Ready the weapon and flip the safety. That's 8 seconds! What options would I have to speed this up? Having the crank permanently attached would cut time in half, but absolutely ruins the aesthetics of the weapon, so I'd rather avoid that. Might it be feasible to have a folding crank, such that the weapon doesn't have a big bulky thing off to the side normally, but you can pop it out, crank it, and put it back in (with the crank's position serving as the saftey - pulling it out switches the battery to be connected to the winding mechanism, putting it back in switches the battery to be connected to the gears). Or should I allow the battery to store multiple shots, so that reloading during combat only consists of pulling the cup back into position and dropping a bullet in? For cranking and damage, my inclination is to define battery capacity in terms of pounds, have a character charge it by BL lb with each Ready (either 1.5xBL or 2xBL with an All Out Ready), and have the damage be equal to thr at the ST for which the battery's capacity matches its BL. That is, a battery that can store 80 lb would take a character with ST 10 around four seconds to charge (three or two seconds if going All Out) and deal damage equal to thr at ST 20 (2d-1). Does that sound feasible? Note if you dislike setting battery capacity in terms of pounds, you could instead use Joules - for 5xBL Joules, 7xBL Joules, and 10xBL Joules, respectively (of course, damage probably is unlikely to match up at all using Doug's spreadsheet, but that's fine - this is for Dungeon Fantasy, not Tactical Shooting). I could go on, but ultimately, these are my current questions (repeating some from above):
Any assistance would be greatly appreciated. Hopefully this time I've avoided my chronic issue of "information overload in the first post." |
Re: Gear Rifles - design assistance requested
I suggest looking up the slingatron concept (originally proposed as a space launch, but people have built them as hobby projects).
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Re: Gear Rifles - design assistance requested
So my take on this from a physicist's perspective, while not being completely realistic is it sounds very fun and cool. My answers would be:
1. I'd say you should store multiple shots per crank session (maybe 4-6) then have a lengthy winding session. Additionally, you could see a slight reduction in power per additional shot as the gears wind down. 2. I think your cranking set sounds like a good balance between realism and game balance. 3. I think you've got them a bit too light. All this mechanism is going to be far heavier than real guns. I'd say a minimum should be double a comparative TL4 gun. 4. Barrel length I feel is your trickiest and potentially least realistic point. A longer barrel is going to have far more friction with this system than a bullet so I don't think things scaling like a real gun is appropriate. At best you might break even with losses and gains. The most realistic method might be what you suggest with the length being related to the strength of the gun, but I would say if anything the stronger the gun, the shorter the range should be due to friction losses. And it might be interesting effects on usability. 5. Rifling again would be very tricky. Your ideas though are a pretty cool way of giving some rational explanation. I think the wax jacket is most realistic. The trade off of range for accuracy seems most feasible. 6. Caliber seems good the way you've described. Flechette darts might be good too as an option. |
Re: Gear Rifles - design assistance requested
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However, the description I first read about it gave me another idea for imparting spin to a projectile. I've heard before that vibrations can cause screws to, well, unscrew themselves - here's a video, ignore the (I think accidentally, but my volume is off) salacious title, they just use a vibrating toothbrush and electric shaver. I'm pretty certain that's an aspect of their threads, but would it be feasible that a vibrating gear rifle - say, because the gears aren't quite properly well-aligned - could impart spin to the projectile? I could see this being an accidental discovery in the early days of replicating the gear rifles found in the dungeon*, where it turned out that getting proper alignment to reduce vibration actually reduced accuracy. So, designers have the choice between better accuracy but lower efficiency (vibration is going to eat up some of your energy), or lower accuracy but better efficiency, getting the sort of accuracy-vs-damage trade-off I'd prefer. But I don't know if that's even remotely realistic. *Oubliette is roughly TL 2-3 generally, but has found - and successfully replicated - TL 4+ technology in the dungeons that tend to randomly pop up all over the place. |
Re: Gear Rifles - design assistance requested
I'd suggest having a weapon that takes minutes to wind up, but powers an endless chain (like a chainsaw) that runs for 4-6 seconds.
You drop your cups onto that when you pull the trigger and they get flung downrange. You need a magazine in the weapon, to make this work. That gives you RoF 1 if your magazine is operated automatically, or RoF 1/2 if it behaves more like a bolt-action rifle. |
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Damage slowly going down matches the behavior of the TL 5 air rifle in HT, IIRC. I'd have to decide if I want that for DF - I'm honestly leaning toward "no" ("It's your last shot... and it does half damage" seems like adding insult to injury). Quote:
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Re: Gear Rifles - design assistance requested
You know, the way the gauss rifle works is that you've got a primary electrical energy store (high storage, but not enough power to directly propel the bullet) that charges a secondary energy store (low storage, but high burst power). The equivalent of this for clockwork would be to use clockwork to charge a device of another type, such as a bow, sling, or spring.
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What sort of material/technology did you have in mind? It may be something they could get access to via the dungeons, and potentially have other uses (for example, I'm considering the advanced knowledge of clockwork and gears allowing for decently-accurate timepieces and low-tech velocipedes, despite such not showing up as loot in the dungeon). I'll note I'm not aiming for scientific rigor, rather more "that makes sense, and would be pretty neat." |
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Re: Gear Rifles - design assistance requested
What about a series of spinning disks, probably in pairs, that propel a shot by friction? Each pair spins faster than the one before, to provide the acceleration along the length of the barrel? Somewhat like an automatic pitching machine in a batting cage, but in stages.
Each pair of disks has it's own clock spring. As the round moves down the barrel, it triggers each pair in turn. (This probably works better for a flechette or needle than a spherical shot.) The clock springs are all geared together, however, so that they can be wound from a master crank that is folded into the stock. The basic mechanism isn't substantially more complicated than a wheel lock. The timing and master crank push this into the realm of unobtainium. |
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Re: Gear Rifles - design assistance requested
Have you looked at GURPS Low-Tech itself? Page 79 has all sorts of devices for readying a crossbow or catapult to fire at a higher ST that the user's unaided level. See in particular the windlass and cranequin.
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Re: Gear Rifles - design assistance requested
Actually, you can do the mechanical equivalent of a coilgun, though engineering it at TL 4, or even TL 6, is pretty optimistic.
The basic idea is that you have a pair of rails, with gears between the rails (probably more of a one-way gear, as it meshes more easily that way). The projectile is designed to slide along the rails, and has the ability to catch on the gears. Now for the tricky engineering: each gear spins faster than the previous one, and thus as the projectile proceeds from one gear to the next, it is accelerated. Get the timing right, and you've got a mechanical linear accelerator. |
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... of course, while looking up videos of windlasses to confirm that they have two cranks, I came across this gem. Yeah that's... that's a gear rifle. Shooting bolts, but a gear rifle (maybe the makers read the same thread I got the idea from? It was a gear bow there...). It's designed quite a bit differently from mine, however - but I think for DF, I kinda like my design better. But I'm biased. Quote:
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Not as delightfully clock-punk as a gear rifle, but certainly plausible. Real-world metallurgy and gun-smithing weren't up to the strengths and tolerances required, but you don't seem concerned about that. |
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Thinking on this, what if the tab (for pulling the cup back) isn't actually attached to cup, but rather to the ends of the strings? To pull it back into position, we have to pull the knotted portions of the string back through the cup. A large knot that it can't slip past, right in front of where the cup is meant to be, means when we pull the tab back, we pull the string back into proper position to allow slipping on impact, with the cup where it needs to be to be loaded. Does that sound feasible? Quote:
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Re: Gear Rifles - design assistance requested
I wonder if a grosser movement than cranking could be a faster way to charge the weapon, like a long lever or a pull-cord.
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Again, a spring (particularly a coiled spring) this strong isn't historically accurate, but it is probably minimally invasive as unobtainium goes. Maybe they have to be harvested from Hell Gnome traps... |
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Re: Gear Rifles - design assistance requested
Now that I've slept on it and am beyond my initial knee-jerk "But mine's better!" reaction, I'm really warming to the idea of an air piston.
For design, I'm thinking the piston and its chamber (which it never fully exits while in use) should be made of metal, with a soft leather stopper at the end of the piston, serving both to form an air-tight seal (which introduces more friction, but I feel that's necessary) and soften the impact when the piston reaches the end of the chamber. The piston, like the cup before it, would have a tab that comes out of the stock, but on the side rather than the top, for pulling it back into position after shooting. There would still be a safety lever, but this time it would be for being able to pull the piston back with ease (you disengage whatever pushes the piston forward - I'm thinking a pair of gears, with the piston having slots matching up to their teeth - from the battery, so it slides back without resistance, then re-engage it so you can shoot again; incidentally, I think a character with ST matching that of the weapon would be able to pull the piston back while it's still engaged, recharging the battery for one shot at the same time). I'm seeing reloading as a four second process - Ready to flip the safety and pull the piston back into position; Ready to draw a bullet; Ready to flip open the cover, drop in the bullet, and replace the cover; and a final Ready to reshoulder the weapon and flip the safety to prepare it to shoot again. Fast Draw reduces this to 3 seconds; the Rapid Reload Perk further reduces it to 2 seconds. This assumes your battery still has shots left, of course - otherwise you've got to draw and attach the crank, wind it up, detach and stow the crank... and then see the rest of the party is already looting the corpses. I'm a little concerned about the air reservoir, but I feel I probably shouldn't be. When the character pulls the piston back, the only air supply to the reservoir is from the barrel itself, which has to pull the air from outside. For a character with Rapid Reload, we're probably looking at less than a second between the character starting to pull back the piston and blocking off the air supply with a bullet. Is that likely to be enough time, or should the chamber have air holes just in front of the piston when it's in ready position? Might that be a good idea anyway, in case the character goes out-of-order and loads the bullet before pulling back the piston? Quote:
For the sabot itself, I think a soft wood would work alright. One possible concern would be heat, given we're basically looking at something akin to a weaponized fire piston, but I suspect (given the projectile is going to be accelerating even before the piston strikes the stop) the temperature won't get high enough to be an issue - at most, the back of the sabot might get a bit charred, but I'm thinking these things are single-use anyway. EDIT: Gear rifles would have to be designed specifically to be able to shoot sabots, as you'd need a different shape of barrel cut-out to accommodate such, and probably something at the end for the brake to attach to. Such weapons would still be able to shoot normal bullets, of course, so long as the brake is removed before doing so (otherwise the bullet is likely to break the brake). Quote:
Or should I just flip physics another middle finger and say "I want longer barrels to result in more velocity, so that's what's gonna happen, and no more lip from you, Newton!" EDIT: Just to get a glimpse, I decided to plug the damage for a "typical" gear rifle - 2d-1 pi, with a 10mm bullet - into DouglasCole's damage equation, to see how fast that bullet would be going as it would hit this velocity immediately following the piston striking home. The equation, for those playing at home, is Damage = (KE/cal^0.4)^0.5 * 0.6, with Damage in points (and corresponding to the average - 6 in this case), KE in Joules, and cal being the caliber in mm. That's 251 J (for about 63% efficiency, given it takes 4 seconds for an ST 10 person to wind, and said person can generally output around 100 W*). A lead sphere that is 10mm in diameter would mass 47.6 g, or 0.0476 kg. KE = 1/2 m*v^2, for a muzzle velocity of 103 m/s. Given the bullet starts at rest (velocity 0), that means the average velocity while it traveled down the barrel was 51.5 m/s. I wanted this rifle to have a 1 yard barrel; let's just call it 1 meter for simplicity. This indicates the piston took roughly 0.02 seconds to ram home. Honestly? I think that works. So, no middle finger for physics, and sorry for calling you out, Newton, but I think this all works. I'll need to think on how this would impact optimal barrel length for other BL's - and projectiles... and then decide if that has the game effects I like, or if I should abandon all that. One thing this indicates is that clay bullets are going to see a damage reduction because rifles meant for firing lead bullets are too short for them (a 10mm clay sphere would mass somewhere around 5 g, for a muzzle velocity of 317 m/s, and average velocity of 158.5 m/s; with a 0.02 second power stroke, that calls for a 3.17 m barrel). *This is sustained output, resulting in the character losing FP at something like 1 FP per hour (comparable to hiking). Someone trying to wind a gear rifle during battle is probably more akin to jogging than hiking, for doubled output (going All Out is akin to sprinting, for a further doubling of output). So, if we assume it would take 4 seconds for an ST 10 person using Readies in combat to wind up an ST 20 gear rifle, that indicates it's actually storing 800 J, for only around 30% efficiency. |
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Looking at our example rifle - 2d-1 pi, 10 mm, 1 meter long barrel - and assuming the projectile is located 10 mm from the piston chamber (so D is equal to projectile diameter), we're at 100D, and our kinetic energy is at 49.995DF. Setting this as exactly 6 damage (2d-1), and rounding normally (so 6.5 is 7), we need to go to 1.18m for +1 damage, 1.57m for +2 damage, and 2.01m for +3 damage. Meanwhile, shortening our weapon to 0.85m has no effect on damage, going as short as 0.57m is -1, 0.35m is -2, and 0.18m is -3. If instead round down (so 6.999 is still 6), we need to go to 1.37m for +1, 1.78m for +2, and 2.25m for +3; meanwhile, -1 to damage can be as short as 0.7m, -2 can be 0.45m, and -3 can be 0.26m. I'll play around with the values and see what falls out. Thanks! EDIT: Me: "I'm not aiming for scientific rigor." Also me: "Let's integrate the pressure curve to see how KE and damage change with the length of the barrel!" |
Re: Gear Rifles - design assistance requested
Took a bit to get back into messing with this, with how much of a downer Real Life has been recently (if you don't live under a rock, you probably know what I'm referring to; if you're currently literally living under rock because some a**hole looked at your country and cried "IwantitIwantitIwantit," you definitely know what I'm referring to), but at least for now, back to messing around with it. Things are coming together, but I'm a bit stuck where I always was with the firearm design - MinST. This seems like it would be the greater of whatever ST is needed to hold the weapon in place (I'm currently thinking one-handed firearms can be up to BL/2, while two-handed ones can be up to BL), and whatever ST is needed to manage recoil. That latter is the sticking point. I've read that some old British guidelines suggested no more than 20 lb-force of recoil for a service rifle, and that most modern service rifles are around 15 lb-force of recoil, so I'm tentatively saying something like the above - BL/2 for one-handed firearms, BL for two-handed ones. The issue is... I don't know how to calculate this for my gear rifles. I can work out the recoil energy for them, provided I ignore the secondary recoil from accelerating the working fluid (I think this can be done safely in this case). After messing with the math a bit*, it looks like the recoil energy is equal to the muzzle energy multiplied by the mass of the bullet, divided by the mass of the rifle - Rk = Bk*Bm/Rm. But that gives me energy, and the values I have to work with to set "Is this wieldable?" are in terms of force. Now, given that kinetic energy is equal to force times distance, I can get force by dividing by distance... but what distance is at play here? The length of the barrel? How far the rifle moves back while dumping its energy into the shooter's hands/shoulder? I'm thinking it's the latter but... what would that actually be, assuming a competent shooter with minimal or no padding? How much would it change if the shooter is wearing a gambeson or similar padding?
*For those playing along at home (and because I'd like someone to check my math to make certain I didn't screw something up), the variables of note are Bm (mass of the bullet), Bv (velocity of the bullet), Bk (muzzle energy), Rm (mass of the rifle), Rv (velocity of the rifle), and Rk (recoil energy). We start with conservation of momentum, which gives us Bm*Bv = Rm*Rv (there should be a negative sign here, given velocity is a vector, but I only care about absolute values, so we ignore that) We need kinetic energy in the equation, so we use Bk = 0.5*Bm*Bv^2 Rk = 0.5*Rm*Rv^2 I opted to solve this for Bm and Rm, so that I could avoid needing to bother with square roots Bm = 2*Bk/(Bv^2) Rm = 2*Rk/(Rv^2) Substituting these into the momentum equation (Bm*Bv = Rm*Rv), we get 2*Bk*Bv/(Bv^2) = 2*Rk*Rv/(Rv^2) Which simplifies down to Bk/Bv = Rk/Rv And solving for Rk gives us Rk = Rv*Bk/Bv Of course, we don't know what velocity our rifle is getting accelerated to, and frankly we don't care. Fortunately, we can solve our momentum equation for Rv, giving us Rv = Bm*Bv/Rm Substituting this in with our recoil energy equation, we get Rk = (Bm*Bv/Rm)*Bk/Bv Which simplifies down to Rk = Bk*Bm/Rm |
Re: Gear Rifles - design assistance requested
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(EDIT: Actually, now that I look at it, if I use BL for weight and 3/4*BL for recoil, those two call for the same ST - ST 5 gives BL 5, and 3/4 of that is 3.75) It seems like the gear rifle would have an odd recoil profile, although I could be mistaken, but I don't think this would really have a detrimental effect (should just be part of Familiarity). Basically, you get traditional rearward recoil from the piston being pushed forward and the bullet being propelled, but you'd also have some forward recoil when the piston gets arrested upon striking. For most rifles, I think the piston slamming into its base is probably the noisiest part of "firing" the weapon - although my spreadsheets do indicate that pi- (5 mm) rifles break the sound barrier at around ST 17, pi (10 mm) rifles do so around ST 27, pi+ (15 mm) rifles do so around ST 37, and pi++ (20 mm) rifles do so around ST 47. This would technically require the compressed air to get rather hot, so that the speed of sound in the air increases... but this is a modified fire piston, so I'm alright with that, even if it isn't strictly realistic. *Realistically, above a certain threshold, I think it's more that you can manage some number of shots before the soreness starts damaging your accuracy, but for GURPS purposes, a set cut-off works best. |
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The Whitworth small rifles would also fire cylindrical bullets if they were made of soft lead. Polygonal rifling without the fancy ammo has been used in a lot of weapons, including fairly modern ones. Anecdotes say that the Whitworth cannon projectiles made a distinctive and peculiar screech as they flew through the air, which also might be an appealing detail just for color. |
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Re: Gear Rifles - design assistance requested
I used something similar, specifically orichalcum spring gun, in Desolation Road. Rather than rifling I assumed finned bolts.
I also had advanced Wheelock revolvers called "clocklocks" and resonating crystal alchemical "blasting rods". |
Re: Gear Rifles - design assistance requested
My current inclination, with regards to MinST, is to say that rifles and the like use BL/2 (so a 15 ft-lb rifle actually calls for someone with BL 30, or around ST 12... which is honestly probably appropriate for modern infantry), while pistols and the like use BL/4; using a pistol two-handed, or firing a rifle without the stock, would probably use BL/3, while firing a rifle with a bipod or similar would use BL. That's for sustained use - you can fire a much heavier weapon, up to twice the above (BL, BL/2, 2/3*BL, and 2*BL, respectively), but you must pay 1 FP per shot to do so. Does this sound feasible? Again, you'd use the higher MinST between weapon weight (up to BL lb for rifles, up to BL/2 lb for pistols; weapons using bipods and the like probably 2*BL) and recoil energy. I feel the former would use Lifting ST, while the latter would use Striking ST, but I could be mistaken (if the character has different Lifting ST and Striking ST, his/her Lifting ST must meet the weight requirement, while his/her Striking ST must meet the recoil energy requirement).
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