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rs2.5
03-05-2008, 11:44 PM
I just put an A4 board into my IR3 and when i was switching it the connections into the Sensi plug got pulled out.. I put them back in and taped them to keep them in. So when I'm testing my Sensi it says "dropb" and I drop a ball in and it flashes for a second "pass" but then goes back to "dropb"... With my old IR3 board when I did the cops test it would stay on "pass" untill chose to test again. Is the Sensi test suppose to say pass quickly then go back to dropb or is it messed up?

speedysprocket
03-06-2008, 07:42 AM
yes, that is how it works. I liked my A4, but SENSI wasnt fast enough :(

rs2.5
03-06-2008, 04:48 PM
Okay thanks, ya i doubt sensi will be able to keep up with my bps too. Did you usually just keep it off and have a fast loader like halo b w/ v35 to keep up with the bps? Or did it still chop like crazy?

Shibbykins
03-06-2008, 05:07 PM
if you set it up right sensi will work with your loader fine. i hate sensi so a MT fly mod is the best option IMO

speedysprocket
03-06-2008, 09:21 PM
I had it in my A4. that gun when it was in my hands (I am the second owner), that gun chopped once and SENSI was off for that brief moment. If you shot about 10 to 15, no offence, you will be golden and you will not need to spend $50 to $200 (refering to eyes) on something that you can not out shoot. At least that's how I see it. Also, SENSI is a lot less money than a new set of eyes. Shibby, he is using SENSI, it's self calibrating, so rs2.5 just turns the gun on shoots 5 to 10 shots and your good to go.
~Eric

Jouster
04-22-2008, 07:33 PM
Sensi is faster than eyes.

Sad, but true. I won't be very popular for pointing that out, though.

--J

dr.strangelove
04-23-2008, 05:05 AM
Neither Sensi nor eyes are "faster" than one another. Both are governed by your loader speed. Eyes are more dynamic and have better adjustability options, but Sensi will not slow you down to 10 or 15 bps unless that's how fast your hopper is feeding (unless you've got a screwed up Sensi unit). Sensi also has 4 modes, and some add a lot more delay time than others. Pick a shorter delay mode for faster hoppers and a longer delay mode for gravity fed hoppers. Turning Sensi off will allow you to shoot faster. Turning eyes off will allow you to shoot faster. That's what the damn systems are there for - to slow you down!

Jouster
04-27-2008, 02:57 PM
Neither Sensi nor eyes are "faster" than one another. Both are governed by your loader speed. Eyes are more dynamic and have better adjustability options, but Sensi will not slow you down to 10 or 15 bps unless that's how fast your hopper is feeding (unless you've got a screwed up Sensi unit). Sensi also has 4 modes, and some add a lot more delay time than others. Pick a shorter delay mode for faster hoppers and a longer delay mode for gravity fed hoppers. Turning Sensi off will allow you to shoot faster. Turning eyes off will allow you to shoot faster. That's what the damn systems are there for - to slow you down!
Eyes read one ball--the lowest on the stack. They are strictly binary; the total amount of information based on which the software can bias* a firing decision is one bit. This becomes a problem for the last few balls in a hopper or the last few balls when the hopper mechanism is stuck, as the balls tend to enter the chamber and then bounce right back up. When the beam is occulted during the initial drop, the system might interpret that as a ball-in-chamber and allow the firing sequence to go through, despite the fact that, by the time the firing sequence has pushed the bolt forward a portion of its travel, the ball has rebounded and will now be crushed. That's one reason why the Angel EyeQ system has "S.Fast" and so on its menu; amongst other things, it controls the amount of time the ball has to "settle in", above and beyond the wait for the beam to be occulted, before the firing sequence triggers.

Sensi, meanwhile, is an analog sensor that can communicate additional information about the ball and--here's where Sensi differs from COPS--the stack above it that an eye simply cannot. In particular, Sensi can detect a loaded stack, and adjust its firing rate accordingly, removing all but a fraction of its rebound-correction timer, knowing that the ball in the chamber is being pressed down and thus cannot rebound. This is why a Sensi gun will rip right along with an eye-based gun, but every so often, especially after a moment's pause in firing, the Sensi system will throw four balls downfield in the time it takes the eye system to shoot three or fewer. You can easily hear the difference, even from the sidelines. "ffr, ffr, ffr, ffr, ffr" is an eye gun. "ffr, ffr, ffr, ffrrfrrr, ffr, ffr" is a Sensi gun getting in a positive load detection signal in mid-burst.

And your last argument is also incorrect. To varying degrees, all guns with ball detection systems queue inputs requesting a shot to be fired. It's still one-pull-one-shot, but if the pull is received while the gun is waiting for a positive signal from the BDS, as long as the positive signal comes within some small window, the firing sequence will commence as if the trigger had been pulled then. In a gun with its BDS disabled, this logic is also disabled, so trigger pulls while the gun is in mid-cycle are ignored, as it's assumed that firing the gun the instant that the cycle is complete is generally a bad idea. With Angels, some of this logic is maintained, but is governed by a timer--the old "BPS" setting on older guns. As the BPS settable with this technique is significantly less than the BPS achievable via ball-detection, however, my point stands; ball-detection, due to the queue effect and/or higher BPS limits, will outperform a lack thereof.

--J

*: Yes, "bias", not base. :P

dr.strangelove
04-28-2008, 12:36 AM
Eyes read one ball--the lowest on the stack. They are strictly binary; the total amount of information based on which the software can bias* a firing decision is one bit. This becomes a problem for the last few balls in a hopper or the last few balls when the hopper mechanism is stuck, as the balls tend to enter the chamber and then bounce right back up. When the beam is occulted during the initial drop, the system might interpret that as a ball-in-chamber and allow the firing sequence to go through, despite the fact that, by the time the firing sequence has pushed the bolt forward a portion of its travel, the ball has rebounded and will now be crushed. That's one reason why the Angel EyeQ system has "S.Fast" and so on its menu; amongst other things, it controls the amount of time the ball has to "settle in", above and beyond the wait for the beam to be occulted, before the firing sequence triggers.

All true. This is what I meant when I said that eyes have more useful adjustability options. More so with aftermarket boards, but even with the stock board. Eye delay can be set up to maximize the firing cycle, and to eliminate what is at best a very minimal effect of "bouncing" the last couple of balls in a hopper. In terms of sustainable ROF, break beam photointerrupt eyes aren't going to limit you any more or less than Sensi.

Sensi, meanwhile, is an analog sensor that can communicate additional information about the ball and--here's where Sensi differs from COPS--the stack above it that an eye simply cannot. In particular, Sensi can detect a loaded stack, and adjust its firing rate accordingly, removing all but a fraction of its rebound-correction timer, knowing that the ball in the chamber is being pressed down and thus cannot rebound. This is why a Sensi gun will rip right along with an eye-based gun, but every so often, especially after a moment's pause in firing, the Sensi system will throw four balls downfield in the time it takes the eye system to shoot three or fewer. You can easily hear the difference, even from the sidelines. "ffr, ffr, ffr, ffr, ffr" is an eye gun. "ffr, ffr, ffr, ffrrfrrr, ffr, ffr" is a Sensi gun getting in a positive load detection signal in mid-burst.

Still all true. Well, mostly. Sensi isn't all-knowing. It's still just a dumb piece of electronics. It doesn't "know" anything more about a ball or ball stack than break beam photointerrupts do. Since it utilizes the piezoelectric effect to create an electrical signal by stimulating a quartz crystal, it's just able to provide different information to the board (namely, different levels of signal based on different levels of stimulation of the quartz crystal). The possibility of losing a shot when your hopper is empty and you have 3 balls in your feedneck notwithstanding, in terms of sustainable ROF, Sensi isn't going to limit you any more or less than break beam photointerrupt eyes.

And your last argument is also incorrect. To varying degrees, all guns with ball detection systems queue inputs requesting a shot to be fired. It's still one-pull-one-shot, but if the pull is received while the gun is waiting for a positive signal from the BDS, as long as the positive signal comes within some small window, the firing sequence will commence as if the trigger had been pulled then. In a gun with its BDS disabled, this logic is also disabled, so trigger pulls while the gun is in mid-cycle are ignored, as it's assumed that firing the gun the instant that the cycle is complete is generally a bad idea. With Angels, some of this logic is maintained, but is governed by a timer--the old "BPS" setting on older guns. As the BPS settable with this technique is significantly less than the BPS achievable via ball-detection, however, my point stands; ball-detection, due to the queue effect and/or higher BPS limits, will outperform a lack thereof.

Shot queuing takes place with ball detection systems when a trigger signal is detected during the window of firing opportunity, but the ball detection system hasn't detected a ball yet. What you're describing is more like shot stacking, which is found in breakout modes. And even with shot stacking in effect, a marker with a ball detection system will only fire when a ball is in place. Or in other words, it will only fire as fast a hopper will put a paintball in the breech. I don't know about you, but I don't own any hoppers that will feed 30 bps. Therefore, a gun with no ball detection system that will fire on any trigger pull within its window of opportunity, governed by a 30 bps timer for the shot cycle, will fire faster than a gun with a ball detection system in place that will fire on a trigger pull within its window of opportunity only when a ball is actually in place in the breech (unless your loader happens to feed faster than the 30bps shot cycle timer). That's what ball detection systems were invented for: people were chopping paintballs in their breech because their hoppers couldn't keep pace with the firing cycle of the marker. The ball detection system brings the firing cycle into sync with the loader's ability to feed the gun so that half-loaded balls don't get shredded. In terms of conventional loaders and modern paintball electronics with an adjustable ROF cap limit in the high 20's, 30's or higher, disabling the ball detection system will result in faster cycling and more chopping. If you're talking about a Qloader on a stock LCD with a 20bps MROF limit versus a Qloader on an LCD with eyes and a modern board then what you're saying would be demonstrably true.

*: Yes, "bias", not base. :P

There was really no reason to clarify, as "base" wouldn't have even made sense in that sentence. I understood what you meant.