With the new Heng Long 6.0 systems having the ability to "give and receive" IR hits with the industry standard Tamiya systems whole new doors have opened up for the R/C tank hobby. Unfortunately there are still some drawbacks that can cause resistance to the use of the 6.0 system with many established clubs that base their IR battles around the "Tamiya standards". Because of this, I have been working with a few clubs to establish ways to best interface the two systems for fair and fun IR play between the old school Tamiya die hard tankers and the new Heng Long tankers.
The following is a SHORT SUMMARY of what has been found to work well by providing an overall balance in tank on tank IR performance.
First the 6.0 drawbacks.
1.) The total number of hits are set a 6 and this can not be reset to match a weight class.
2.) The rate of fire can not be reset to match a weight class.
3.) Lack of good LED hit indicators.
4.) No speed reduction when hit to simulate a damaged tank.
5.) IR emitter not recessed far enough in the tank to stop a "shot gun blast" effect.
6.) 6.0 IR receiver lack of receiving hits in mid day sunlight.
Ideas we have tried and found to work out well enough to overcome the drawbacks.
1.) To reduce the the number of hits to match those of the "Tamiya standards" we simply "put" a few hits (by shooting them) on the 6.0 tank prior to the start of each battle. Example would be fighting as a light tank which is only 3 hits. This means shooting the 6.0 tank three time prior to the start of a battle. Or a medium tank which is 5 hits would mean shooting the 6.0 tank once. This takes only a few moments to accomplish and evens out the number of hits to match the "Tamiya standards". There is still a gap for between the heavy tank setting which is 9, so the 6.0 tank would now be a little handicapped, but fewer hits tend to be more acceptable to most clubs then too many.
2.) The 6.0 system can fire about as fast as one can "pull the trigger" after the track recoil cycle is complete. This means it can shoot far faster then even the light tank setting which is one shot every 3 seconds. There is no way to set the rate of fire so it becomes an issue of integrity on the part of the operator to count the appropriate number of seconds between shots. 3 second for a light tank, 5 seconds for a medium tank and 9 seconds for a heavy tank. It is easy to monitor and if the operator(s) becomes over zealous with the trigger it is OK to remind him/her to slow down.
3.) Sorry this one there is no real fast easy fix. There are ways with the 6.0 system to add LEDs that can be made to function like hit indicators, but this is often more of an intermediate skill then many new players will have at first.
4.) The 6.0 system has no speed reduction to simulate damage after being hit. This means the 6.0 tank will have a speed advantage over a "Tamiya standard" tank for a give hit for hit count (battle). What helps even out the odds is to run the 6.0 tank on the low power/speed setting only. This provides a speed advantage to the "Tamiya standard" tank at the start and middle of a battle, yet provides the 6.0 tank an advantage near the end of a battle.
5.) The accepted standard for the emitter recess inside the tank turret or barrel is 9mm. This is to reduce the "shot gun blast" effect of the IR bulbs. The 6.0 tanks have their emitters recessed on average only 4mm. Is this a big issue? Not that we have found, it only gives slight advantage in that the 6.0 tanks aim does not have to be as good. For new players we find this acceptable as it gives the time to learn how to aim and enjoy being able to make hits. For more experienced players we do ask them to adjust the recess.
6.) The new IR receivers the 6.0 system uses are much better then prior ones offered by Heng Long, but have shown they are not reliable when used in direct sunlight (noon hours) much past 10ft. Since most clubs battle outdoors it can become too big of an advantage for the 6.0 tank as it will not register hits. To extend their usefulness adding a homemade "sunshade" to the receiver helps and bring the reliability up, but still nowhere near that of the Tamiya IR receiver. We ask those using the 6.0 tanks with "sunshades" that when battling at certain times of the day that they do not engage others further then they themselves can receive a hit which is about 35 feet. This like the firing rate mentioned above can become an issue of player integrity though it to is easily seen and is OK to address with the player. After all no one wants an obvious cheat playing with them. If the 6.0 tank does not have a sunshade during direct sunlight hours, unfortunately they are unable to play. Hopefully Heng Long will address this issue with a quality aftermarket IR receiver.
Please feel free to present your constructive ideas and help add to the ways in which to best integrate the two system.
NOTE: I will be posting photos of a few homemade "sunshades" that are working well so everyone can have idea of a direction to start at if they wish to make one.
The following is a SHORT SUMMARY of what has been found to work well by providing an overall balance in tank on tank IR performance.
First the 6.0 drawbacks.
1.) The total number of hits are set a 6 and this can not be reset to match a weight class.
2.) The rate of fire can not be reset to match a weight class.
3.) Lack of good LED hit indicators.
4.) No speed reduction when hit to simulate a damaged tank.
5.) IR emitter not recessed far enough in the tank to stop a "shot gun blast" effect.
6.) 6.0 IR receiver lack of receiving hits in mid day sunlight.
Ideas we have tried and found to work out well enough to overcome the drawbacks.
1.) To reduce the the number of hits to match those of the "Tamiya standards" we simply "put" a few hits (by shooting them) on the 6.0 tank prior to the start of each battle. Example would be fighting as a light tank which is only 3 hits. This means shooting the 6.0 tank three time prior to the start of a battle. Or a medium tank which is 5 hits would mean shooting the 6.0 tank once. This takes only a few moments to accomplish and evens out the number of hits to match the "Tamiya standards". There is still a gap for between the heavy tank setting which is 9, so the 6.0 tank would now be a little handicapped, but fewer hits tend to be more acceptable to most clubs then too many.
2.) The 6.0 system can fire about as fast as one can "pull the trigger" after the track recoil cycle is complete. This means it can shoot far faster then even the light tank setting which is one shot every 3 seconds. There is no way to set the rate of fire so it becomes an issue of integrity on the part of the operator to count the appropriate number of seconds between shots. 3 second for a light tank, 5 seconds for a medium tank and 9 seconds for a heavy tank. It is easy to monitor and if the operator(s) becomes over zealous with the trigger it is OK to remind him/her to slow down.
3.) Sorry this one there is no real fast easy fix. There are ways with the 6.0 system to add LEDs that can be made to function like hit indicators, but this is often more of an intermediate skill then many new players will have at first.
4.) The 6.0 system has no speed reduction to simulate damage after being hit. This means the 6.0 tank will have a speed advantage over a "Tamiya standard" tank for a give hit for hit count (battle). What helps even out the odds is to run the 6.0 tank on the low power/speed setting only. This provides a speed advantage to the "Tamiya standard" tank at the start and middle of a battle, yet provides the 6.0 tank an advantage near the end of a battle.
5.) The accepted standard for the emitter recess inside the tank turret or barrel is 9mm. This is to reduce the "shot gun blast" effect of the IR bulbs. The 6.0 tanks have their emitters recessed on average only 4mm. Is this a big issue? Not that we have found, it only gives slight advantage in that the 6.0 tanks aim does not have to be as good. For new players we find this acceptable as it gives the time to learn how to aim and enjoy being able to make hits. For more experienced players we do ask them to adjust the recess.
6.) The new IR receivers the 6.0 system uses are much better then prior ones offered by Heng Long, but have shown they are not reliable when used in direct sunlight (noon hours) much past 10ft. Since most clubs battle outdoors it can become too big of an advantage for the 6.0 tank as it will not register hits. To extend their usefulness adding a homemade "sunshade" to the receiver helps and bring the reliability up, but still nowhere near that of the Tamiya IR receiver. We ask those using the 6.0 tanks with "sunshades" that when battling at certain times of the day that they do not engage others further then they themselves can receive a hit which is about 35 feet. This like the firing rate mentioned above can become an issue of player integrity though it to is easily seen and is OK to address with the player. After all no one wants an obvious cheat playing with them. If the 6.0 tank does not have a sunshade during direct sunlight hours, unfortunately they are unable to play. Hopefully Heng Long will address this issue with a quality aftermarket IR receiver.
Please feel free to present your constructive ideas and help add to the ways in which to best integrate the two system.
NOTE: I will be posting photos of a few homemade "sunshades" that are working well so everyone can have idea of a direction to start at if they wish to make one.
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