The tek 6 and 10 turrets always had so much glue I could never get them apart. I'm wondering if the berserker is the same way.I picked this up yesterday in hope of finding raiders. Found some belt blasters though. Can anyone say if the turret is easy to open or not? If it's like the other tek guns then I'm going to leave mine stock. I saw that someone asked earlier but it seemed like the question never got answered. Thanks for any help that anyone can give.
I'm not certain quite what you're asking, but the turret can be removed without even opening the main shell (five screws), and modifying the turret is pretty much exactly the same as if twenty DoubleShot shells were glued together.
Berserker Internals
#26
Posted 05 August 2009 - 06:12 PM
#27
Posted 05 August 2009 - 06:41 PM
Sorry I didn't understand what you meant when you said doubleshot shells before. I understand now what you mean. Thanks for the info bob.
The tek 6 and 10 turrets always had so much glue I could never get them apart. I'm wondering if the berserker is the same way.
There is no "apart" because it's not built that way. It is nothing at all like a Tek6/10 turret. It is almost exactly like a huge collection of DoubleShot/RFR/Clip Tek shells. Every ... single ... barrel ... has its own, separate, solid, glue joint. Twenty independent glue joints, with a spring and ring-type restrictor in each one. There is no disassembling this turret. Each of 20 barrels will pretty much have to be worked solo.
#28
Posted 06 August 2009 - 12:02 AM
#29
Posted 06 August 2009 - 12:23 AM
Contact me for design consultation relating to 3D Printing, CNC Machining, and Laser Cutting. I am always happy to collaborate on viable Open Source projects and/or business ventures.
#30
Posted 06 August 2009 - 12:36 AM
#31
Posted 06 August 2009 - 01:28 AM
Did you get the screw under the sticker?
I feel like a idiot now, but thanks for the help.
Contact me for design consultation relating to 3D Printing, CNC Machining, and Laser Cutting. I am always happy to collaborate on viable Open Source projects and/or business ventures.
#32
Posted 06 August 2009 - 01:29 AM
Hehe... Not a problem. Glad you got it open.Did you get the screw under the sticker?
I feel like a idiot now, but thanks for the help.
#33
Posted 06 August 2009 - 08:07 AM
There is no "apart" because it's not built that way. It is nothing at all like a Tek6/10 turret. It is almost exactly like a huge collection of DoubleShot/RFR/Clip Tek shells. Every ... single ... barrel ... has its own, separate, solid, glue joint. Twenty independent glue joints, with a spring and ring-type restrictor in each one. There is no disassembling this turret. Each of 20 barrels will pretty much have to be worked solo.
That sucks. I'll wait for a mod write up, I need to see if it's worth the effort.
#34
Posted 07 August 2009 - 08:14 PM
Anyone who's sig is a quote of themselves is an enormous douchebag.
Join the Revolution
#35
Posted 07 August 2009 - 09:24 PM
Next I hope to replace the grip with an old M4 grip left over from an airsoft project, but that’s for another time.
Oh and I nested 17/32 brass in the stock barrel with some Teflon tape:
Edit: I hope I am contributing to this thread, sorry if it seems like I am trying to Hijack it.
Edited by Lucian, 07 August 2009 - 09:26 PM.
Contact me for design consultation relating to 3D Printing, CNC Machining, and Laser Cutting. I am always happy to collaborate on viable Open Source projects and/or business ventures.
#36
Posted 10 August 2009 - 11:05 AM
Thanks
#37
Posted 10 August 2009 - 12:09 PM
#38
Posted 10 August 2009 - 02:30 PM
Does anybody know if 1/2in brass would work. If not could you tell me where to find 17/32 brass.
Thanks
Are you sure what you have is brass? If you've only found it in 1/2 inch diameters then you probably have 1/2 inch copper. not brass.
#39
Posted 10 August 2009 - 02:38 PM
That's not actually slam fire. That's the same as de-priming the gun really quickly on a PAS (for instance). Sure, the dart may leave the barrel, but it's not slam fire, where the catch releases once the grip is forward. It's not just mine either - zachattack's doesn't do that. The way you're doing it only allows the plunger to move as fast as your hand or as fast as the spring can push it - whichever is slower. Slam fire is always as fast as the spring can push it.
No slam fire, though I suspect it could be modded to
I believe you were mistaken about that. Mine does slam-fire right out of the box. It doen't do it very well, but the parts are moving in the right places at about the right times. Maybe not exactly the right times, but if I push forward very quickly, the dart usually at least leaves the barrel.
The rod on the priming assembly, extending back into the bottom of the catch mechanism, probably exists just to make slam-fire possible. If yours won't, perhaps that part got misaligned?
Edited by Split, 10 August 2009 - 02:39 PM.
#40
Posted 10 August 2009 - 03:25 PM
#41
Posted 10 August 2009 - 07:24 PM
Edited by LiterSize, 10 August 2009 - 09:10 PM.
#42
Posted 10 August 2009 - 10:04 PM
Just finished adding a spring, and honestly I think that plunger's too short to really be anything amazing, but the immediate ROF boost is indeed nice after firing off the BBBB
That's why I think one should replace the plunger with a BS or Hornet tank which would be connected to the BBBB airtank via checkvalve. If a good seal could be managed then it'll be great because you wouldn't need to have a separate priming device.
#43
Posted 10 August 2009 - 11:52 PM
Yeah, but that'd kill the whole purpose of the secondary gun: rate of fire. If you have to pump it each time to fire, then it completely takes that away. If you were meaning that it would operate off of the air already stored in the main tank, then you'd have to pump it like 30 times before hand, and you could only fire one or the other. You couldn't fire the main gun off, and then have 20 shots to block rushers while you reload. You could fire one shot from the BBBB section, and maybe 1 shot from the secondary gun, or you could fire off all the shots from the secondary.(...) I think one should replace the plunger with a BS or Hornet tank which would be connected to the BBBB airtank via checkvalve (...)
We're located in I-Don't-Give-a-Damn County, in scenic Shut-the-Hell-Up-achussets.
Maybe you're familiar with our annual charity drive where we ask for shit, and no one gives any.
#44
Posted 11 August 2009 - 10:29 AM
That's not actually slam fire. That's the same as de-priming the gun really quickly on a PAS (for instance). Sure, the dart may leave the barrel, but it's not slam fire, where the catch releases once the grip is forward. It's not just mine either - zachattack's doesn't do that. The way you're doing it only allows the plunger to move as fast as your hand or as fast as the spring can push it - whichever is slower. Slam fire is always as fast as the spring can push it.
No slam fire, though I suspect it could be modded to
I believe you were mistaken about that. Mine does slam-fire right out of the box. It doen't do it very well, but the parts are moving in the right places at about the right times. Maybe not exactly the right times, but if I push forward very quickly, the dart usually at least leaves the barrel.
The rod on the priming assembly, extending back into the bottom of the catch mechanism, probably exists just to make slam-fire possible. If yours won't, perhaps that part got misaligned?
I am going to have to disagree here. While I don't have the blaster open to personally view the internals, my brother's can use slam fire. I tested it earlier, and regardless of the speed with which the slide is pushed forward, even if I push it almost to the end, let it go at a complete stop, and then push it forward the last bit, the dart still does fire, therefore with the force of the spring, not that of your hand moving forward. There is also a present sound difference between if one were to de-prime say a PAS as compared to the slam fire of the berzerker. The berzerker makes a popping noise of the plunger shooting forwards once the handle reaches the forward position, and therefore, the catch is being disengaged at the end of the priming stroke.
Hey...I got a crazy idea: how about you stop all that sigging stuff? It's not even my thread and it annoys me.
#45
Posted 11 August 2009 - 05:45 PM
#46
Posted 12 August 2009 - 09:31 AM
Well I was debating about starting a new topic about a problem but decided against it so I'll just post here since everyone seems to know what they are talking about. My problem is that " Slam Fire" has stopped working. Once I removed tge berserker from the box it had worked fine but then it got messed up and now it skips in some sort of way. Can somebody tell me what may be wrong with my blaster?
Read the post above you. Slam fire was not intentional. It just happens to happen in some blasters. Yours, it was working in, because the parts were coincedentally interacting correctly, but now they're not. Not necessarily a problem, it's just not happening like some others.
Hey...I got a crazy idea: how about you stop all that sigging stuff? It's not even my thread and it annoys me.
#47
Posted 21 August 2009 - 04:38 PM
-Guns shoot bullets that kill people
-Blasters shoot darts that tag people
I do not play with guns.
#48
Posted 21 August 2009 - 10:37 PM
I could not tell from the picture, but is the turret cocking mech connected to the cocking handle/slide-bar with a little doohickey like the Tek 10 has? Pic below.
Yes it is connected with one of those doodickeys.
#49
Posted 22 September 2009 - 09:34 AM
#50 Guest_TheSilverhead_*
Posted 22 September 2009 - 04:14 PM
Is is just me, or does this gun look like an awsome candidate for a titan integration in place of its sickly rocket launcher center?
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users