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Member Since 02 Apr 2005
Offline Last Active Jun 19 2006 04:52 PM

Posts I've Made

In Topic: Weird Mav Slider Problem

07 June 2006 - 03:10 PM

Posted Image

If I understand you correctly, you can pull the grey slider back but the action of doing so is too easy; you can pull it back but doing so doesn't cock the Maverick, right?

The way I fixed my problem with the Maverick not cocking is making sure the steel pin catches the hole of the orange cylinder (the one attached to the spring). You'll notice an orange protrusion with a hole. When reassembling the Maverick it's important that (1) the steel pin properly goes through that hole, and (2) when both halves of the Maverick's shell are reassembled that the pin is protruding through the narrow grooves on either side of the gun. Only when you've confirmed that should you replace the gray slider's halves, making sure that the steel pin now engages their proper fittings on the gray slider's halves.

So when you're pulling the gray slider back, you're in fact pulling the steel pin which in turn pulls the orange cylinder back, creating tension with the spring, and if pulled back far enough, it's locked into place -- and released when the trigger is pressed to disengage the lock.

If for any reason that little orange protrusion is broken, you'd have to somehow fabricate a replacement or replace the Maverick. That is why stronger springs are not always the answer because of the inherent material weakness of the plastic used. Now if the part were metal then that would be something else but finding a fabricator who works in metal could result in a part that costs more than the whole Maverick, unless you're good with welding and power tools yourself.

Hope I understood you right, and I hope this helped.

In Topic: Nerf Gun Designers

07 June 2006 - 12:14 PM

Hey, I've always wondered how they come up with new nerf guns (designs) and so I was wondering if they like look on some websites or something. Also, can you apply for a job as a designer for one? :rolleyes:

There are two roles here, with overlap: one is the designer, and the other is the engineer. Sometimes the designer has to wear two hats.

You start with an artistic concept, and then someone in engineering has to evaluate the concept to see if it's feasible or not. There may be discussion back and forth where the engineer may say what can't be done or what needs to be changed in order for the design to work. The best kind of artists (i.e. the most hireable) for situations like these are those who are trained in or already have some experience in industrial design.

If you can produce a 3D model, then great. But if you can produce a 3D model with the internal mechanics that would actually work, factoring in where the screws go and the thickness of the plastic walls and also with understanding of 1) material strengths, 2) manufacturing simplicity vs complexity, 3) where the physical structures or internal mechanisms might go wrong too easily, and, most importantly, 4) how manufacturing a batch of 10,000 will cost if you do things one way versus what it would cost if you do things another way. Subtle changes will impact that.

A certain part that you might like may cost $3.00 may be shot down by the manufacturer so you may be required to use a far less expensive part that costs $0.50 so your design may have to be tweaked. What you would have to do is figure a way how to keep the costs down so that when a batch gets produced and sold to the big retailers that profits are maximized for your company.

If you open up a Maverick, it's an engineering wonder. It requires something like AutoCAD to keep track of the internal mechanics because there are an incredible number of parts.... which is why I think Hasbro has chosen to reissue certain designs in different colors because engineering a Nerf gun can be costly.

This doesn't mean you should be discouraged from trying to become a Nerf gun designer, but the more you can bring to the table beyond just art skills the better your chances are of being employed by a toy manufacturer.

In Topic: Office Nerfing Review: Firefly (& Vs. Dart Tag)

30 August 2005 - 03:27 PM


I'm sure you have some humorous war stories to share, being I.T. Maybe we can swap stories over beer some day....

In Topic: Office Nerfing Review: Firefly (& Vs. Dart Tag)

30 August 2005 - 01:00 PM

My job cycles tend to go as follows:

Year 1-2: Get a new job, work your ass off, change lots of things that are broken, implement new programs, start a long range project or two.

Year 3-4: Things are starting to click. You have a chance to take a breath now and then. Realize some of the time savings that your processes have created.

Year 5-6: You have a harder time seeing the places where you should innovate because you've looked at the same systems for so long. Everything is almost habitual and you're starting to think about the day when you...

goto Year 1-2;

While I appreciate the dedication Talio has towards his work and have felt the same way from time to time, I absolutely need to have fun at work or it's not worth it. I do not believe that the work is the only reward - that's corporate brainwashing. It's great to enjoy what you do, but you're not going to enjoy it for long if it's all you do. Google forces their employees to have a side project to work on one day a week. They realize that doing the same thing 40+ hours per week is not good food for a creative mind. That's in addition to the regular hockey games they play. An office that isn't nerfing each other or playing hockey in the parking lot mid-afternoon or doing something active and fun is sitting in their cubes half-asleep listening to the drone of the ventilation system.

I'm more than sympathetic for Talio's position. I used to be a systems engineer and I was posted by my company at a bank. We had to wear shirt, slacks and tie. Banks tend to be very "east coast" in their culture. Everything is very rigid and there is very little room for fun. Talio is in a corporate environment that is very competitive and political and if he fires just one Nerf dart he could get called in by a manager, Human Resources, or get fired if he ticks off the wrong person.

Our corporate culture is very much t-shirts and jeans. I've been with the company full time for months before we got funded (i.e. worked for free) so I have had the privilege of helping guide the corporate culture. My boss (a VP) and I had a Nerf firefight last Friday, in fact. The CEO has had occasion to test out my Nerf guns.

Being an SE is hard because people call on you when things break, and if you don't fix it in a timely fashion you're shot down big time. You're also working in an environment where fellow employees are trying to "one-up" you to come across as better or more knowledgeable and more intelligent; they can potentially be very political and backstabbing.

Sorry, Talio, I've done what you're doing for 11 years and I've moved on to help people start companies. So part of my job is also to make people like yourself enjoy their jobs, by giving them opportunity to blow off steam and to fire a Nerf dart now and then. :lol:

In Topic: Office Nerfing Review: Firefly (& Vs. Dart Tag)

30 August 2005 - 10:55 AM

I think your boss is going to fire you for wasting productivity.  You posted it in the middle of the day, so obviously you were at work.  I'll tell you what, I can find you something to do, because I'm busier then a one armed hooker in a sexual offenders half way house.

Other then that, it was uh...long.  I'm really not sure how to take it.  On one hand I want to smack you and tell you to get back to work.  The other side remembers we have an Unreal and Battlefield 2 server running in our office.  As if I ever get to play it during hours though.  God damn work.


Are you feeling a bit grumpy today administering NerfHaven from work, or are you still mad at me from months ago? :blink:

The heads of my company love the Nerfing and they use Nerf guns.

The length of the article is necessary because an absolute newcomer may not have the inside knowledge you all have to understand NERFing.