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	<id>https://lmag.jesseneri.ca/info/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Admin</id>
	<title>Airsoft Information - User contributions [en-ca]</title>
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	<updated>2026-04-17T09:37:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.4</generator>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=269</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=269"/>
		<updated>2013-02-12T03:36:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Lower Mainland Airsoft Group's repository of Airsoft Wisdom.&lt;br /&gt;
&lt;br /&gt;
''We are still migrating the information from the historic sites, so some pages only have links to the original information. ''(2013.02.11)&lt;br /&gt;
&lt;br /&gt;
== Collected Airsoft Wisdom ==&lt;br /&gt;
* [[ Getting Started ]]&lt;br /&gt;
* [[ Airsoft Information ]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Airsoft The Big Airsoft Wiki at Wikipedia ]&lt;br /&gt;
* [[ Resources ]]&lt;br /&gt;
&lt;br /&gt;
== Going Back ==&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/ Main Site]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/forum Forum]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/gallery Gallery]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=268</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=268"/>
		<updated>2013-02-12T03:31:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Lower Mainland Airsoft Group's repository of Airsoft Wisdom.&lt;br /&gt;
&lt;br /&gt;
{{tip}} We are still migrating the information from the historic sites, so some pages only have links to the original information.&lt;br /&gt;
&lt;br /&gt;
== Collected Airsoft Wisdom ==&lt;br /&gt;
* [[ Getting Started ]]&lt;br /&gt;
* [[ Airsoft Information ]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Airsoft The Big Airsoft Wiki at Wikipedia ]&lt;br /&gt;
* [[ Resources ]]&lt;br /&gt;
&lt;br /&gt;
== Going Back ==&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/ Main Site]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/forum Forum]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/gallery Gallery]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=267</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=267"/>
		<updated>2013-02-12T03:31:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Lower Mainland Airsoft Group's repository of Airsoft Wisdom.&lt;br /&gt;
&lt;br /&gt;
{{note | We are still migrating the information from the historic sites, so some pages only have links to the original information.}}&lt;br /&gt;
&lt;br /&gt;
== Collected Airsoft Wisdom ==&lt;br /&gt;
* [[ Getting Started ]]&lt;br /&gt;
* [[ Airsoft Information ]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Airsoft The Big Airsoft Wiki at Wikipedia ]&lt;br /&gt;
* [[ Resources ]]&lt;br /&gt;
&lt;br /&gt;
== Going Back ==&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/ Main Site]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/forum Forum]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/gallery Gallery]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=266</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=266"/>
		<updated>2013-02-12T03:29:55Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Lower Mainland Airsoft Group's repository of Airsoft Wisdom.&lt;br /&gt;
&lt;br /&gt;
{{note|We are still migrating the information from the historic sites, so some pages only have links to the original information.  }}&lt;br /&gt;
&lt;br /&gt;
== Collected Airsoft Wisdom ==&lt;br /&gt;
* [[ Getting Started ]]&lt;br /&gt;
* [[ Airsoft Information ]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Airsoft The Big Airsoft Wiki at Wikipedia ]&lt;br /&gt;
* [[ Resources ]]&lt;br /&gt;
&lt;br /&gt;
== Going Back ==&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/ Main Site]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/forum Forum]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/gallery Gallery]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=BBs_will_make_or_break_your_AEG&amp;diff=265</id>
		<title>BBs will make or break your AEG</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=BBs_will_make_or_break_your_AEG&amp;diff=265"/>
		<updated>2013-02-12T03:26:55Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14668&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14668&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=How_not_to_be_useless_when_playing_airsoft&amp;diff=264</id>
		<title>How not to be useless when playing airsoft</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=How_not_to_be_useless_when_playing_airsoft&amp;diff=264"/>
		<updated>2013-02-12T03:25:56Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=10532&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=10532&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Gear_Basics_and_What_to_Bring_to_a_Game&amp;diff=257</id>
		<title>Gear Basics and What to Bring to a Game</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Gear_Basics_and_What_to_Bring_to_a_Game&amp;diff=257"/>
		<updated>2013-02-12T03:12:44Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Absolute Essentials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
&lt;br /&gt;
Many people start out wondering about starting kit. Beyond essentials, this topic is vast and often debated. The options are as diverse as armies, soldiers and combat styles.&lt;br /&gt;
&lt;br /&gt;
The key to your personal load is to think in terms of what type of trooper you wish to emulate, and seek out references of that setup of pouches, bags, and strapping. I have referred to other players on the Internet, airsoft magazines, armies, reserves, photo references, and a website called CombatReform.org.&lt;br /&gt;
&lt;br /&gt;
While you should really just try playing and adjust your gear to suit your own style, you at least need the essentials shown below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Absolute Essentials ==&lt;br /&gt;
&lt;br /&gt;
Your gear is layers&lt;br /&gt;
&lt;br /&gt;
BASIC PROTECTION:&lt;br /&gt;
    - durable pants and long-sleeve shirt in appropriate earthen colours or camouflages (consider nettle, thorns, brush)&lt;br /&gt;
    - durable, supportive boots (consider muck, water, and loose ground)&lt;br /&gt;
&lt;br /&gt;
SAFETY EQUIPMENT:&lt;br /&gt;
    - approved goggles (refer to detailed discussion in linked forum)&lt;br /&gt;
    - kill rag (red cloth to wear denoting players not currently playing)&lt;br /&gt;
    - knee protection (optional)&lt;br /&gt;
&lt;br /&gt;
LOAD CARRYING:&lt;br /&gt;
    - pockets in clothing&lt;br /&gt;
    - satchel&lt;br /&gt;
    - belt or vest with pouches (optional, depends on Specializing as below)&lt;br /&gt;
&lt;br /&gt;
AIRSOFT&lt;br /&gt;
    - rifle (rented or owned)&lt;br /&gt;
    - spare magazine&lt;br /&gt;
    - magazine loader&lt;br /&gt;
    - spare bag of BB's&lt;br /&gt;
&lt;br /&gt;
HEALTH&lt;br /&gt;
    - water&lt;br /&gt;
    - personal first aid kit&lt;br /&gt;
&lt;br /&gt;
SPECIAL ITEMS&lt;br /&gt;
    - thematic preference&lt;br /&gt;
    - beyond the essentials&lt;br /&gt;
    - see below&lt;br /&gt;
&lt;br /&gt;
== Specializing ==&lt;br /&gt;
&lt;br /&gt;
In games, you will be an infantryman or infanteer. You will need to carry the following beyond your safety gear, airsoft gun* and clothing as your &amp;quot;belt order&amp;quot; or &amp;quot;assault order&amp;quot; (webbing kit):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* spare magazines&lt;br /&gt;
*spare ammunition&lt;br /&gt;
*    multi-tool&lt;br /&gt;
*    snacks&lt;br /&gt;
*    water&lt;br /&gt;
*    kill rag (red)&lt;br /&gt;
*    spent magazines&lt;br /&gt;
*    notebook and field map&lt;br /&gt;
*    two-way radio (GMRS capable, 2 W peak output)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You could also carry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*    personal first aid and utility kit&lt;br /&gt;
*    weapon cleaning kit&lt;br /&gt;
*    supplementary camo items&lt;br /&gt;
*    alternative weapons&lt;br /&gt;
*    load strapping (15ft) or toggle rope&lt;br /&gt;
*    rain cover or poncho&lt;br /&gt;
*    light&lt;br /&gt;
*    silencer&lt;br /&gt;
*    and so much more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: Airsoft gun is either owned or rented.&lt;br /&gt;
&lt;br /&gt;
Examples to review:&lt;br /&gt;
# http://www.angelfire.com/art/enchanter/webbing.html&lt;br /&gt;
# http://www.strikehold.net/2010/01/26/be-x-modernised-ephod-load-carrying-rig/&lt;br /&gt;
# http://www.youtube.com/watch?v=etgipXVeyh0&lt;br /&gt;
# http://www.youtube.com/watch?v=L-WfYd1KKwc&amp;amp;feature=related&lt;br /&gt;
# http://www.cadetdirect.com/kit2.php&lt;br /&gt;
# http://www.practicalairsoft.co.uk/loadout.asp&lt;br /&gt;
# http://www.practicalairsoft.co.uk/plce-assembly.asp&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tags:&lt;br /&gt;
webbing kit belt order starting kit&lt;br /&gt;
what do i need to start&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Gear_Basics_and_What_to_Bring_to_a_Game&amp;diff=256</id>
		<title>Gear Basics and What to Bring to a Game</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Gear_Basics_and_What_to_Bring_to_a_Game&amp;diff=256"/>
		<updated>2013-02-12T03:11:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Background ==&lt;br /&gt;
&lt;br /&gt;
Many people start out wondering about starting kit. Beyond essentials, this topic is vast and often debated. The options are as diverse as armies, soldiers and combat styles.&lt;br /&gt;
&lt;br /&gt;
The key to your personal load is to think in terms of what type of trooper you wish to emulate, and seek out references of that setup of pouches, bags, and strapping. I have referred to other players on the Internet, airsoft magazines, armies, reserves, photo references, and a website called CombatReform.org.&lt;br /&gt;
&lt;br /&gt;
While you should really just try playing and adjust your gear to suit your own style, you at least need the essentials shown below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Absolute Essentials ==&lt;br /&gt;
&lt;br /&gt;
Your gear is layers&lt;br /&gt;
&lt;br /&gt;
    BASIC PROTECTION:&lt;br /&gt;
    - durable pants and long-sleeve shirt in appropriate earthen colours or camouflages (consider nettle, thorns, brush)&lt;br /&gt;
    - durable, supportive boots (consider muck, water, and loose ground)&lt;br /&gt;
&lt;br /&gt;
    SAFETY EQUIPMENT:&lt;br /&gt;
    - approved goggles (refer to detailed discussion in linked forum)&lt;br /&gt;
    - kill rag (red cloth to wear denoting players not currently playing)&lt;br /&gt;
    - knee protection (optional)&lt;br /&gt;
&lt;br /&gt;
    LOAD CARRYING:&lt;br /&gt;
    - pockets in clothing&lt;br /&gt;
    - satchel&lt;br /&gt;
    - belt or vest with pouches (optional, depends on Specializing as below)&lt;br /&gt;
&lt;br /&gt;
    AIRSOFT&lt;br /&gt;
    - rifle (rented or owned)&lt;br /&gt;
    - spare magazine&lt;br /&gt;
    - magazine loader&lt;br /&gt;
    - spare bag of BB's&lt;br /&gt;
&lt;br /&gt;
    HEALTH&lt;br /&gt;
    - water&lt;br /&gt;
    - personal first aid kit&lt;br /&gt;
&lt;br /&gt;
    SPECIAL ITEMS&lt;br /&gt;
    - thematic preference&lt;br /&gt;
    - beyond the essentials&lt;br /&gt;
    - see below&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specializing ==&lt;br /&gt;
&lt;br /&gt;
In games, you will be an infantryman or infanteer. You will need to carry the following beyond your safety gear, airsoft gun* and clothing as your &amp;quot;belt order&amp;quot; or &amp;quot;assault order&amp;quot; (webbing kit):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* spare magazines&lt;br /&gt;
*spare ammunition&lt;br /&gt;
*    multi-tool&lt;br /&gt;
*    snacks&lt;br /&gt;
*    water&lt;br /&gt;
*    kill rag (red)&lt;br /&gt;
*    spent magazines&lt;br /&gt;
*    notebook and field map&lt;br /&gt;
*    two-way radio (GMRS capable, 2 W peak output)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You could also carry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*    personal first aid and utility kit&lt;br /&gt;
*    weapon cleaning kit&lt;br /&gt;
*    supplementary camo items&lt;br /&gt;
*    alternative weapons&lt;br /&gt;
*    load strapping (15ft) or toggle rope&lt;br /&gt;
*    rain cover or poncho&lt;br /&gt;
*    light&lt;br /&gt;
*    silencer&lt;br /&gt;
*    and so much more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: Airsoft gun is either owned or rented.&lt;br /&gt;
&lt;br /&gt;
Examples to review:&lt;br /&gt;
# http://www.angelfire.com/art/enchanter/webbing.html&lt;br /&gt;
# http://www.strikehold.net/2010/01/26/be-x-modernised-ephod-load-carrying-rig/&lt;br /&gt;
# http://www.youtube.com/watch?v=etgipXVeyh0&lt;br /&gt;
# http://www.youtube.com/watch?v=L-WfYd1KKwc&amp;amp;feature=related&lt;br /&gt;
# http://www.cadetdirect.com/kit2.php&lt;br /&gt;
# http://www.practicalairsoft.co.uk/loadout.asp&lt;br /&gt;
# http://www.practicalairsoft.co.uk/plce-assembly.asp&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tags:&lt;br /&gt;
webbing kit belt order starting kit&lt;br /&gt;
what do i need to start&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Gear_Basics_and_What_to_Bring_to_a_Game&amp;diff=255</id>
		<title>Gear Basics and What to Bring to a Game</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Gear_Basics_and_What_to_Bring_to_a_Game&amp;diff=255"/>
		<updated>2013-02-12T03:11:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Contents - Background - Absolute Essentials - Specializing - Local Storefront Sources  == Background ==  Many people start out wondering about starting kit. Beyond essentials,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contents&lt;br /&gt;
- Background&lt;br /&gt;
- Absolute Essentials&lt;br /&gt;
- Specializing&lt;br /&gt;
- Local Storefront Sources&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Many people start out wondering about starting kit. Beyond essentials, this topic is vast and often debated. The options are as diverse as armies, soldiers and combat styles.&lt;br /&gt;
&lt;br /&gt;
The key to your personal load is to think in terms of what type of trooper you wish to emulate, and seek out references of that setup of pouches, bags, and strapping. I have referred to other players on the Internet, airsoft magazines, armies, reserves, photo references, and a website called CombatReform.org.&lt;br /&gt;
&lt;br /&gt;
While you should really just try playing and adjust your gear to suit your own style, you at least need the essentials shown below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Absolute Essentials ==&lt;br /&gt;
&lt;br /&gt;
Your gear is layers&lt;br /&gt;
&lt;br /&gt;
    BASIC PROTECTION:&lt;br /&gt;
    - durable pants and long-sleeve shirt in appropriate earthen colours or camouflages (consider nettle, thorns, brush)&lt;br /&gt;
    - durable, supportive boots (consider muck, water, and loose ground)&lt;br /&gt;
&lt;br /&gt;
    SAFETY EQUIPMENT:&lt;br /&gt;
    - approved goggles (refer to detailed discussion in linked forum)&lt;br /&gt;
    - kill rag (red cloth to wear denoting players not currently playing)&lt;br /&gt;
    - knee protection (optional)&lt;br /&gt;
&lt;br /&gt;
    LOAD CARRYING:&lt;br /&gt;
    - pockets in clothing&lt;br /&gt;
    - satchel&lt;br /&gt;
    - belt or vest with pouches (optional, depends on Specializing as below)&lt;br /&gt;
&lt;br /&gt;
    AIRSOFT&lt;br /&gt;
    - rifle (rented or owned)&lt;br /&gt;
    - spare magazine&lt;br /&gt;
    - magazine loader&lt;br /&gt;
    - spare bag of BB's&lt;br /&gt;
&lt;br /&gt;
    HEALTH&lt;br /&gt;
    - water&lt;br /&gt;
    - personal first aid kit&lt;br /&gt;
&lt;br /&gt;
    SPECIAL ITEMS&lt;br /&gt;
    - thematic preference&lt;br /&gt;
    - beyond the essentials&lt;br /&gt;
    - see below&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Specializing ==&lt;br /&gt;
&lt;br /&gt;
In games, you will be an infantryman or infanteer. You will need to carry the following beyond your safety gear, airsoft gun* and clothing as your &amp;quot;belt order&amp;quot; or &amp;quot;assault order&amp;quot; (webbing kit):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* spare magazines&lt;br /&gt;
*spare ammunition&lt;br /&gt;
*    multi-tool&lt;br /&gt;
*    snacks&lt;br /&gt;
*    water&lt;br /&gt;
*    kill rag (red)&lt;br /&gt;
*    spent magazines&lt;br /&gt;
*    notebook and field map&lt;br /&gt;
*    two-way radio (GMRS capable, 2 W peak output)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You could also carry&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*    personal first aid and utility kit&lt;br /&gt;
*    weapon cleaning kit&lt;br /&gt;
*    supplementary camo items&lt;br /&gt;
*    alternative weapons&lt;br /&gt;
*    load strapping (15ft) or toggle rope&lt;br /&gt;
*    rain cover or poncho&lt;br /&gt;
*    light&lt;br /&gt;
*    silencer&lt;br /&gt;
*    and so much more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: Airsoft gun is either owned or rented.&lt;br /&gt;
&lt;br /&gt;
Examples to review:&lt;br /&gt;
# http://www.angelfire.com/art/enchanter/webbing.html&lt;br /&gt;
# http://www.strikehold.net/2010/01/26/be-x-modernised-ephod-load-carrying-rig/&lt;br /&gt;
# http://www.youtube.com/watch?v=etgipXVeyh0&lt;br /&gt;
# http://www.youtube.com/watch?v=L-WfYd1KKwc&amp;amp;feature=related&lt;br /&gt;
# http://www.cadetdirect.com/kit2.php&lt;br /&gt;
# http://www.practicalairsoft.co.uk/loadout.asp&lt;br /&gt;
# http://www.practicalairsoft.co.uk/plce-assembly.asp&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
tags:&lt;br /&gt;
webbing kit belt order starting kit&lt;br /&gt;
what do i need to start&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=How_do_I_deal_with_Airsoft_Snipers_101&amp;diff=254</id>
		<title>How do I deal with Airsoft Snipers 101</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=How_do_I_deal_with_Airsoft_Snipers_101&amp;diff=254"/>
		<updated>2013-02-12T03:07:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14612&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14612&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Airsoft_-_The_Honour_System&amp;diff=253</id>
		<title>Airsoft - The Honour System</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Airsoft_-_The_Honour_System&amp;diff=253"/>
		<updated>2013-02-12T03:06:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Airsoft - The Honor System  The 'honor system' is employed whereby the players rely on each others' honesty to admit to being hit, because unlike paintballs plastic pellets do...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Airsoft - The Honor System&lt;br /&gt;
&lt;br /&gt;
The 'honor system' is employed whereby the players rely on each others' honesty to admit to being hit, because unlike paintballs plastic pellets do not leave a surface mark distinguishable at a distance. While airsoft pellets that contain paint do exist, they are very rarely used by serious players due to their ineffectiveness, and tendency to damage some airsoft equipment.&lt;br /&gt;
&lt;br /&gt;
Depending on the muzzle velocity of the gun and distance from which a person is shooting, the person on the receiving end of the shot will usually feel the impact, but the pellets may sometimes not be felt by a player at very long ranges, when distracted, or when running strenuously, hence the importance of marshals or referees. Honest admission of hits is still required because no one can monitor what happens to every player on the playing field.&lt;br /&gt;
&lt;br /&gt;
To avoid unnecessary disputes that disrupt the game, players are discouraged from calling out hits on their opponent but are expected to signal a marshal to judge how effectively they can hit their opponents. Simulated 'knife kills' can, at the venue's discretion, be performed when a player touches or taps an unaware opponent. This prevents the player being forced to shoot him or her at point-blank range. Similarly a 'courtesy kill' occurs when a player refrains from shooting an opponent at close range while enforcing that opponent's surrender. Players are usually prohibited from firing blindly when not able to see their target, especially around corners. Players are expected to avoid the shooting of an opponent who has already admitted to being hit. Harsh language and forceful physical contact between players is strongly discouraged and even penalized. Players are expected to resolve disputes politely and with proper decorum.&lt;br /&gt;
&lt;br /&gt;
All airsoft players are required and expected to acknowledge being hit even if they are in doubt. Those who acknowledge being hit are generally expected to do the following: (1) Shout &amp;quot;I'm hit&amp;quot; loudly; (2) Raise their hand or gun high and/or display a 'hit indicator' while walking back to the safe zone. A hit indicator can be either a bright-colored cloth during daytime or a blinker or mini-flashlight when in dim light or darkness. Dishonest players who fail to follow the rules or acknowledge their hits run the risk of being labeled and ostracized by the local airsoft community. They will from then on be observed more carefully by the marshals or possibly be even banned from playing in the area.&lt;br /&gt;
&lt;br /&gt;
Another form of cheating occurs when an active player gains an unfair advantage by pretending to be an already-hit player in order to avoid being shot. During night games, active players have been known to turn on their blinker lights to move casually and then to turn them off for combat. Cheating also takes place when an eliminated player re-activates himself within the same game without permission from a marshal. Some players can also gain an unfair advantage by spontaneously joining a game (without authorization) some time long after the game had already started, therefore being in fresh condition and in a position to surprise their opponents.&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the honor system many feel airsoft requires high moral values and gentlemanly ethics to play well without the need for distinguishing hit marks or strict marshal's calls.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What_is_a_Milsim%3F&amp;diff=252</id>
		<title>What is a Milsim?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What_is_a_Milsim%3F&amp;diff=252"/>
		<updated>2013-02-12T03:04:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14568&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14568&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Basic_Game_Styles&amp;diff=251</id>
		<title>Basic Game Styles</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Basic_Game_Styles&amp;diff=251"/>
		<updated>2013-02-12T03:02:24Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://i1167.photobucket.com/albums/q630/pod1984/Airsoft_Info_102_5_game_style.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://i1167.photobucket.com/albums/q630/pod1984/Airsoft_Info_102_5_game_style.jpg&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Airsoft_101&amp;diff=250</id>
		<title>Airsoft 101</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Airsoft_101&amp;diff=250"/>
		<updated>2013-02-12T03:01:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;https://www.airsoftgi.com/images/Airsoft_Info_101_5_basic_knowledge.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.airsoftgi.com/images/Airsoft_Info_101_5_basic_knowledge.jpg&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=249</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Main_Page&amp;diff=249"/>
		<updated>2013-02-12T03:00:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Lower Mainland Airsoft Group's repository of Airsoft Wisdom.&lt;br /&gt;
&lt;br /&gt;
We are still migrating the information from the historic sites, so some pages only have links to the original information.  &lt;br /&gt;
&lt;br /&gt;
== Collected Airsoft Wisdom ==&lt;br /&gt;
* [[ Getting Started ]]&lt;br /&gt;
* [[ Airsoft Information ]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Airsoft The Big Airsoft Wiki at Wikipedia ]&lt;br /&gt;
* [[ Resources ]]&lt;br /&gt;
&lt;br /&gt;
== Going Back ==&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/ Main Site]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/forum Forum]&lt;br /&gt;
* [http://www.lowermainlandairsoft.ca/gallery Gallery]&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [//www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Glossary&amp;diff=248</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Glossary&amp;diff=248"/>
		<updated>2013-02-12T02:59:23Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14567&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14567&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Airsoft_vs._Reality&amp;diff=247</id>
		<title>Airsoft vs. Reality</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Airsoft_vs._Reality&amp;diff=247"/>
		<updated>2013-02-12T02:55:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=9351&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=9351&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Open_Letter_to_Parents&amp;diff=246</id>
		<title>Open Letter to Parents</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Open_Letter_to_Parents&amp;diff=246"/>
		<updated>2013-02-12T02:54:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14561&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14561&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Understanding_Airsoft_BB_Trajectory&amp;diff=245</id>
		<title>Understanding Airsoft BB Trajectory</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Understanding_Airsoft_BB_Trajectory&amp;diff=245"/>
		<updated>2013-02-12T02:53:50Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14593&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14593&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=How_Airsoft_Guns_Work&amp;diff=244</id>
		<title>How Airsoft Guns Work</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=How_Airsoft_Guns_Work&amp;diff=244"/>
		<updated>2013-02-12T02:53:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14591&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14591&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Universal_FPS&amp;diff=243</id>
		<title>Universal FPS</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Universal_FPS&amp;diff=243"/>
		<updated>2013-02-12T02:52:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=13453&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=13453&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Airsoft_-_A_Brief_History&amp;diff=242</id>
		<title>Airsoft - A Brief History</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Airsoft_-_A_Brief_History&amp;diff=242"/>
		<updated>2013-02-12T02:52:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14566&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14566&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=BC_Airsoft_Clubs&amp;diff=241</id>
		<title>BC Airsoft Clubs</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=BC_Airsoft_Clubs&amp;diff=241"/>
		<updated>2013-02-12T02:50:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;http://op-for.ca/forum/viewtopic.php?t=14486&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://op-for.ca/forum/viewtopic.php?t=14486&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Tactical_and_Safety_Field_Guide&amp;diff=240</id>
		<title>Tactical and Safety Field Guide</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Tactical_and_Safety_Field_Guide&amp;diff=240"/>
		<updated>2013-02-10T03:50:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Challenge and Response - Identifying Your Targets using Passwords in the Field */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General (Individual, Buddy, Team) ==&lt;br /&gt;
Originally posted by Savage Haggis on Sun, 07 Feb 2010 / 00:18.  This post is based on an entertaining and detailed version available at http://300club.net/filepile/How%20to%20Not%20be%20Useless%20when%20Playing%20Soldier.pdf (includes pictures)&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
Automatically and always (details follow):&lt;br /&gt;
* cross behind other players&lt;br /&gt;
* look for and call out enemies (contact reports)&lt;br /&gt;
* move so you won't be seen (&amp;quot;I'm up.  He sees me.  I'm down.&amp;quot;)&lt;br /&gt;
* shoot so you won't be seen&lt;br /&gt;
* follow your leader&lt;br /&gt;
* coordinate with and trust your squadmates to cover slices of the 360 degrees around your team&lt;br /&gt;
* know your squad's task within the mission&lt;br /&gt;
* be aware of team-related responsibilities (see below)&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Minimum knowledge:&lt;br /&gt;
* know the rough geography of your area (landmarks, directions, and so on)&lt;br /&gt;
* understand clock directions and at least that the 12 o'clock is the way to your objective&lt;br /&gt;
* you must flank an enemy to destroy them (send a second group to attack their side or rear)&lt;br /&gt;
* keep the enemy busy until the flanking group has destroyed them&lt;br /&gt;
&lt;br /&gt;
=== Contact Reporting ===&lt;br /&gt;
After you see an enemy, tell your squad:&lt;br /&gt;
* most important thing to do&lt;br /&gt;
* Format: &amp;quot;Contact&amp;quot;, direction, identity, distance or landmark&lt;br /&gt;
* Example: &amp;quot;Contact northwest. Sniper top of tower.&amp;quot;&lt;br /&gt;
* remember that some contacts can be left alone and monitored[/list]&lt;br /&gt;
&lt;br /&gt;
=== Moving to Survive ===&lt;br /&gt;
Especially important:&lt;br /&gt;
* Surviving with your team to win your objective is better than killing some random guy through a bunkered-down shootout&lt;br /&gt;
* plan ahead your next stop&lt;br /&gt;
* move from cover to cover or concealment to concealment&lt;br /&gt;
* move in a series of small rushes if you are under fire&lt;br /&gt;
* notice all the cover available around you&lt;br /&gt;
* concealment includes shadows, brush, objects, depressions, crawling, lying prone &lt;br /&gt;
* kneel onto one knee whenever you stop for more than 2 seconds&lt;br /&gt;
* lay down or hide whenever you stop for more than 2 minutes&lt;br /&gt;
* avoid silhouetting yourself against sky or a contrasting background&lt;br /&gt;
* move along ridges 1/3 of the way down the bank&lt;br /&gt;
* spread out a little (make it harder for someone to shoot you all at once)&lt;br /&gt;
&lt;br /&gt;
*****&lt;br /&gt;
=== Buddy Teams Improve Your Effectiveness ===&lt;br /&gt;
* smallest combat unit (two players)&lt;br /&gt;
* buddies watch out for each other&lt;br /&gt;
* stay together (but spread out a little if possible)&lt;br /&gt;
&lt;br /&gt;
=== Fire Teams Generate Success ===&lt;br /&gt;
* two or three buddy teams together&lt;br /&gt;
* fundamental combat unit (usually referred to as a squad in games)&lt;br /&gt;
* leader and special roles must be in separate buddy teams&lt;br /&gt;
* fire-team leader stays in touch with overall team leader (additional radio or periodic check-ins on overall team radio channel&lt;br /&gt;
* smallest unit with separate radio channel is a fire team&lt;br /&gt;
&lt;br /&gt;
=== Working as Buddies ===&lt;br /&gt;
Automatically and constantly:&lt;br /&gt;
* Stick with your buddy:  you are more effective together, so you should stay close to them when they move&lt;br /&gt;
* Communicate with your buddy:  if you plan to move, if you see something, if you need to reload.  You should both know the same stuff&lt;br /&gt;
* Cover your buddy:  if they watch one way, watch the other way; if they cross a danger area, watch for enemies that could shoot them and respond accordingly&lt;br /&gt;
* Help your buddy directly or make it easier for others to help your buddy&lt;br /&gt;
* Return to your buddy: if you die and respawn, it is your responsibility to hook back up with your buddy; if your buddy is dead, you join the rest of the fireteam until your buddy rejoins you&lt;br /&gt;
&lt;br /&gt;
=== Covering ===&lt;br /&gt;
* from behind cover or concealment&lt;br /&gt;
* keep your weapon ready and your eyes peeled, ready to shoot any enemy that shows up while your buddy moves, medics, or whatever else&lt;br /&gt;
* under fire, cover by shooting at the enemy; make them duck down, stop shooting and take cover&lt;br /&gt;
&lt;br /&gt;
=== Working in a Fire-Team ===&lt;br /&gt;
* Know your FireTeam:  who they all are and who leads (follow their lead)&lt;br /&gt;
* Know your FireTeam's mission:  what your fireteam needs to do for the overall team&lt;br /&gt;
* Practice fire and noise discipline:  unneeded sound alerts your enemies&lt;br /&gt;
* Maintain &amp;quot;situational&amp;quot; awareness:  where are your friends?  where are your targets?  watch for flankers!  keep spread out!&lt;br /&gt;
* Cover your sector:  360-degree security means that everyone in the fireteam needs to cover a different piece of the surrounding landscape and ensuring that all sides are watched&lt;br /&gt;
* Communicate promptly:  share any new enemy targets with the team leader before you shoot&lt;br /&gt;
* Communicate effectively:  be brief and concise, always striving for barest format&lt;br /&gt;
* Move using overwatch, including &amp;quot;bounding overwatch&amp;quot; [[https://duckduckgo.com/?q=bounding+overwatch look it up]]&lt;br /&gt;
* Maintain a working radio&lt;br /&gt;
* Talk on the radio in few words using club radio protocol&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
A member of Fireteam Alpha encounters an enemy squad (notice the contact report, although you probably will not use a compass heading as the direction). They start shooting at each other, and Alpha's leader talks to Bravo's leader on the command channel to let them know what's happening and asks if Bravo can help (by flanking the enemy.)&lt;br /&gt;
&lt;br /&gt;
Bravo's Fireteam Leader agrees and lets Alpha know that Bravo will be coming in from the southwest – so Alpha knows not to shoot at them. While the enemy is being a bunch of bunker noobs, Bravo flanks them and wipes them out from the side or rear in a surprise assault.[[image:Teamcoord.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Originally posted by Savage Haggis on Wed, 06 May 2009 / 11:02.  This post is based on information originally posted by SarViet in the Illinois Airsoft Forums as well as WALK_ON, Obsidian, Dragon, jackal69, Nanashiroff, and Chris Clark in the Texas Airsoft Organization forums&lt;br /&gt;
&lt;br /&gt;
=== General Pointers from Players ===&lt;br /&gt;
* game is as much mental skill as it is physical skill&lt;br /&gt;
* remember your patience; the most patient almost always get first shot &lt;br /&gt;
* be aware of your friends and foes&lt;br /&gt;
* be aware of everything you can conceivably be aware of:  wind, smell, noise, shapes (Anything and everything on any field will either kill you or keep you alive)&lt;br /&gt;
* keep moving, someone will flank you and shoot you&lt;br /&gt;
* take your time and make a good shot count -- good shots don't come along very often, and you find them by moving around your enemy's cover&lt;br /&gt;
* your enemy will try to move if they think you are gaining better position, leaving themselves open&lt;br /&gt;
* avoid making predictable movements&lt;br /&gt;
* If possible, watch your enemy's head when you're in a fire-fight, chances are he will give away his movement to his next object of cover by looking in that general direction (Proceed to aim there, when he gets there, shoot him)&lt;br /&gt;
* You're not going to walk into the perfect situation. You have to make it happen. If you do walk into a perfect situation, chances are it's not and you're gonna get shot&lt;br /&gt;
* if you can't see your opponent, move&lt;br /&gt;
* Keep your head down&lt;br /&gt;
* You are never safe so don't think you are&lt;br /&gt;
* Never underestimate the bad guys&lt;br /&gt;
* Reload whenever you get the chance (and wind your hi-caps often)&lt;br /&gt;
* Don't shoot till you know you can hit them&lt;br /&gt;
* If the bad guy knows where you are, don't be there when he starts shooting&lt;br /&gt;
* Cover and concealment are 2 different things...dont mix them up&lt;br /&gt;
* If you can't ID friend of foe and they don't respond....shoot them&lt;br /&gt;
* Make sure your gun works at the start of the game&lt;br /&gt;
* When all else fails...rush them. It has the element of surprise.&lt;br /&gt;
* If they're in range, keep shooting till you hear them yell &amp;quot;HIT&amp;quot;&lt;br /&gt;
* When someone makes a buffalo charge get ready to shoot in that area because they will probably move&lt;br /&gt;
&lt;br /&gt;
=== Minimize Your Exposure ===&lt;br /&gt;
* Use Obstacles Well:  Look around the side of an obstacle to minimize your exposure as a target&lt;br /&gt;
* Stay Down: lowering yourself improves your concealment (remember to keep your airsoft gun out of the water or mud when low to the ground)&lt;br /&gt;
* Noise Discipline:  Quiet = stealth (Tape down any &amp;amp; all loose or noisy, or potentially noisy items on yourself, your gear &amp;amp; your weapon -- LBV clips, straps, sling mounts, etc)&lt;br /&gt;
* Move only when you must: Unnecessary or sudden movement attracts the eye (and direct fire!)&lt;br /&gt;
* Plan your next location before moving:  Being stealthy means not being detected, allowing you to surprise your enemy&lt;br /&gt;
* Always have your escape thought out:  When advancing upon, or trying to gather info about the enemy, your success depends on upon getting out of trouble just as quickly as you got into it&lt;br /&gt;
* Quick Glances:  peek quickly because your enemy may have seen you and the longer you look the longer you are vulnerable&lt;br /&gt;
&lt;br /&gt;
=== 3 to 5 Second Buddy Rushes ===&lt;br /&gt;
When assaulting an airsoft objective with a teammate, use the buddy rush method. You may need to practice this a few times before the skirmish to get it right. You and your teammate alternate rushes for 3-5 seconds towards the target, while one of you puts suppressive fire on the objective. Utilize cover and concealment along the attack route, ensuring your rush ends at a spot that will protect you from enemy fire (a tree, log, rock, etc). Use hand signals to indicate when you are ready to move or lay down suppressive fire. Your stream of airsoft ammo will keep you opponent down while your buddy moves forward.&lt;br /&gt;
&lt;br /&gt;
=== Fool your opponent ===&lt;br /&gt;
If an airsoft player continues to shoot at an enemy, it usually means that they have a good angle on their target. If someone is shooting at you continuously, you need to change position as soon as possible. However, if you have a good position on your opponent, you may want to consider hesitating with your shots, making them think that they're safe. This can draw them out in the open making them an easy target. This is a time tested airsoft tactic.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
One of the best and most commonly used tactics in airsoft is cover fire. This involves sending a hail of bbs in the general direction of the enemy to allow movement for your teammates. This tactic works extremely well because of one thing; if bbs started hitting all around you, your natural instinct is to stay low until the suppresive fire produced by the enemy stops.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
Communication throughout a team is not only important, but essential.  Sharing information within your team is the key to victory.  Whether it may be through radio transmissions, hand signals, verbal dialogue, or otherwise, communication is key to a team's survival on the field. Make sure that you relay any information on enemy positions, remaining enemies, eliminated enemies, or any other information that may be of value to your teammates.  &lt;br /&gt;
&lt;br /&gt;
Radios can ease communications when good [[ Radio Protocol ]] and discipline are used.&lt;br /&gt;
&lt;br /&gt;
=== Patrolling ===&lt;br /&gt;
When patrolling, the devil is in the details. Little things can give away the position of your enemies with ease. If you see an animal running away, chances are it was frightened by large, lumbering men wielding guns, thus you should immediately be on your guard. Don't over-interpret various natural signs, but if you see something that blatantly signifies the presence of an enemy, be on the lookout.&lt;br /&gt;
&lt;br /&gt;
== Safety Procedures ==&lt;br /&gt;
The information in this post is taken from the Rule Book&lt;br /&gt;
&lt;br /&gt;
=== Identifying Out-of-Play Players ===&lt;br /&gt;
&amp;quot;Dead&amp;quot; players (INVALID TARGETS) look like this:&lt;br /&gt;
&lt;br /&gt;
[[image:rules-dead.png|400px]]&lt;br /&gt;
* They are prohibited from providing any game information to their team or interacting with game props or other game items.  &lt;br /&gt;
* Dead players must not shoot unless they want to appear as valid targets to the other players.  &lt;br /&gt;
* Good players strive to avoid shooting dead players, it's a waste of effort.&lt;br /&gt;
* Also, give players a chance to reveal whether they are dead, shoot in bursts and give your shots time to hit them before shooting again.  The action of your AEG may mask a player's hit call, so give them time between bursts-- count to 3 or 5 before shooting again, for example.&lt;br /&gt;
&lt;br /&gt;
=== Gun Safe Procedure ===&lt;br /&gt;
When a Field Marshal or Admin calls for a Gun Safe, this is what it looks like:&lt;br /&gt;
&lt;br /&gt;
[[image:rules-gunsafe.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Shooting '''stops''', players get into the position shown above.  &lt;br /&gt;
&lt;br /&gt;
When players do this, the admins can address the safety issue.  Once resolved, the marshals and admins will call for play to resume.  Gun Safe stays in effect until marshals say it's over.  &lt;br /&gt;
&lt;br /&gt;
Consequence of violating this safety rule:  suspension for the rest of the DAY.  Violate it three times and you could be banned for a few months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above image shows the best possible response to the Gun Safe.  Remember:&lt;br /&gt;
* Mag out!&lt;br /&gt;
* Condom on!&lt;br /&gt;
* Goggles on!&lt;br /&gt;
* Gun out of hand (Ok, Ok. Drop it to your sling, just reduce your temptation to shoot)&lt;br /&gt;
&lt;br /&gt;
== Maps and Directions ==&lt;br /&gt;
Originally Posted Tue, 03 May 2011 / 23:57 by jsae&lt;br /&gt;
* Using Grid References on the club map&lt;br /&gt;
* Some Military Map Symbols&lt;br /&gt;
* Using clock directions&lt;br /&gt;
&lt;br /&gt;
=== Using Grid References at Panther ===&lt;br /&gt;
Three ways to use the map for indicating location, Enemy in Red&lt;br /&gt;
==== Areas of Operation ====&lt;br /&gt;
* using the Noob Map: [[media:Panther-newb.jpg]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy northeast of Pole to Pole. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Mimic Military Grid Reference System ====&lt;br /&gt;
* recommended&lt;br /&gt;
* &amp;quot;MGRS exact&amp;quot; level of detail: 6 digits&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 355503. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* &amp;quot;MGRS approx&amp;quot; level of detail: 4 digits&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 3550. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* MGRS Example - each square is 10x10 m, each unit is 5m box (numbered 0-9 across the side of the grid square)&lt;br /&gt;
[[image:Map-coord-A.jpg|400px]]&lt;br /&gt;
==== Abbreviated GPS UTM ====&lt;br /&gt;
* easy with handheld GPS set to UTM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 3851.  Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* GPS Example - each square is 5x5 m, each unit is 10m box&lt;br /&gt;
[[image:Map-coord-B.jpg|400px]]&lt;br /&gt;
==== Reading coordinates: &amp;quot;In the door and up the stairs&amp;quot; ====&lt;br /&gt;
From A-CR-CCP-121/PT-001, EO 405.03: LOCATE SPECIFIC POINT ON A MAP USING A FOUR AND SIX FIGURE GRID REFERENCE AND CONSTRUCTING A ROMER. Substitute 50m grid squares for our game use.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Military grid references use the two-digit grid line numbers to identify specific grid squares. For centuries, mathematicians have always stated the X coordinate (horizontal) before the Y coordinate (vertical), so map users have adopted that procedure. Eastings are stated before Northings. Every 1000m grid square is identified by listing the numbers of the grid lines that intersect at its bottom left corner.&lt;br /&gt;
(example SNIPPED)&lt;br /&gt;
Remember: a four-figure grid reference refers to the entire grid square. '''The easiest way to remember to list the eastings then northings is to say, “In the door, then up the stairs.”'''&lt;br /&gt;
(emphasis added)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Some Military Map Symbols]]&lt;br /&gt;
&lt;br /&gt;
=== Using Clock Directions ===&lt;br /&gt;
Originally posted Sat, 09 Apr 2011 / 20:42 by jsae&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everyone is familiar with the clock directions, right?  So the following image shows how we pull them together to work as a team.  &lt;br /&gt;
&lt;br /&gt;
'''12 o'clock is always best established around a group.'''  Usually easiest when travelling as it's your planned general direction.  If you are stationary, it's also pretty easy:  pick an object you can see and call it your 12 o'clock.  Bingo, everyone has the same clock now.  It's bigger than your personal one, and that helps since you are part of a unit, rather than just one vehicle (often seen as a plane in our favourite movies).  &lt;br /&gt;
&lt;br /&gt;
Once your unit shares the same directions, everyone shares the same direction to look when you see something.  &lt;br /&gt;
&lt;br /&gt;
For example, your unit is moving south-southeast and a team member spots an enemy unit to the right.  &lt;br /&gt;
&lt;br /&gt;
Since you are moving south-southwest, that's your 12.  If the enemy is positioned as shown on the map below, What clock position are they when you are at the location shown?&lt;br /&gt;
&lt;br /&gt;
[[image:directions.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exactly.  2 o'clock, kind of forward right.  &lt;br /&gt;
&lt;br /&gt;
When you keep your movement discipline, if your right flank says &amp;quot;2 o'clock&amp;quot;, then the leader in the middle just looks to the right front.  This saves trying to figure out where the spotter is and their direction.  &lt;br /&gt;
&lt;br /&gt;
'''Avoid &amp;quot;my&amp;quot; anything in small unit tactics.  Use your unit position as the centre and a shared known direction as your 12, and you will save precious time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally Posted Sat, 10 Sep 2011 / 23:22 by jsae&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a tighter view of the squad clock in action.  &lt;br /&gt;
&lt;br /&gt;
Referring to the image below, a 6-man element is passing a two-man element near a river.  The 6-man element (Alfa) is patrolling in a wedge with a drag man checking their rear.  The two man element (Bravo) is monitoring activity approaching their encampment east of this close-up map.  &lt;br /&gt;
&lt;br /&gt;
Alfa-6 thinks he notices Bravo-2.  A6 is highlighted by a green circle.  &lt;br /&gt;
&lt;br /&gt;
Using the unit direction clock, B2 is at the unit's 10 o'clock.  &lt;br /&gt;
&lt;br /&gt;
Alfa-6: &amp;quot;Contact  50 feet, 10 o'clock.  &amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''The squad can react together to address the situation.  '''&lt;br /&gt;
&lt;br /&gt;
[[image:unitclock.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Challenge and Response - Identifying Your Targets using Passwords in the Field ==&lt;br /&gt;
Originally posted Sun, 25 Sep 2011 / 21:58 by jsae&lt;br /&gt;
&lt;br /&gt;
Three ways to discover the affiliation of an armed group you encounter:&lt;br /&gt;
# Ask (less effective)&lt;br /&gt;
# Quick Challenge and Response&lt;br /&gt;
# Formal Challenge and Response&lt;br /&gt;
&lt;br /&gt;
==== Ask ====&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The fireteams continue to advance.''  &lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''At 20 feet, the teams stop.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are '''you''' on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are '''you''' on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Challenge Password - Quick ====&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.  Continue to make sure you stay in cover, but get close enough you won't reveal the code to nearby enemies.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Top.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hat.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Allow them to pass, they are friendly.''&lt;br /&gt;
&lt;br /&gt;
Challenge Response combination was: Top Hat.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Challenge Password - Formal ====&lt;br /&gt;
http://www.hardscrabblefarm.com/vn/passwords.html&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.  ''&lt;br /&gt;
YOUR SENTRY OR SPOTTER&lt;br /&gt;
&amp;lt;bBockquote&amp;gt;Halt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''They stop.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Who is there?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Squad Alfa.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Keeping hidden, bring them to 10 feet away and stop them.''&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Advance and be recognized.  ... Stop.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER ''(Low clear voice.)''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Top.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER ''(Low clear voice.)''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hat.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Allow them to pass, they are friendly.''&lt;br /&gt;
&lt;br /&gt;
Challenge Response combination was: Top Hat.&lt;br /&gt;
&lt;br /&gt;
==== Can you think of and use other ways? ====&lt;br /&gt;
* Click codes (clicking your tongue a set number of times)&lt;br /&gt;
* Bird calls&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Tactical_and_Safety_Field_Guide&amp;diff=239</id>
		<title>Tactical and Safety Field Guide</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Tactical_and_Safety_Field_Guide&amp;diff=239"/>
		<updated>2013-02-10T03:47:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Communication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General (Individual, Buddy, Team) ==&lt;br /&gt;
Originally posted by Savage Haggis on Sun, 07 Feb 2010 / 00:18.  This post is based on an entertaining and detailed version available at http://300club.net/filepile/How%20to%20Not%20be%20Useless%20when%20Playing%20Soldier.pdf (includes pictures)&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
Automatically and always (details follow):&lt;br /&gt;
* cross behind other players&lt;br /&gt;
* look for and call out enemies (contact reports)&lt;br /&gt;
* move so you won't be seen (&amp;quot;I'm up.  He sees me.  I'm down.&amp;quot;)&lt;br /&gt;
* shoot so you won't be seen&lt;br /&gt;
* follow your leader&lt;br /&gt;
* coordinate with and trust your squadmates to cover slices of the 360 degrees around your team&lt;br /&gt;
* know your squad's task within the mission&lt;br /&gt;
* be aware of team-related responsibilities (see below)&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Minimum knowledge:&lt;br /&gt;
* know the rough geography of your area (landmarks, directions, and so on)&lt;br /&gt;
* understand clock directions and at least that the 12 o'clock is the way to your objective&lt;br /&gt;
* you must flank an enemy to destroy them (send a second group to attack their side or rear)&lt;br /&gt;
* keep the enemy busy until the flanking group has destroyed them&lt;br /&gt;
&lt;br /&gt;
=== Contact Reporting ===&lt;br /&gt;
After you see an enemy, tell your squad:&lt;br /&gt;
* most important thing to do&lt;br /&gt;
* Format: &amp;quot;Contact&amp;quot;, direction, identity, distance or landmark&lt;br /&gt;
* Example: &amp;quot;Contact northwest. Sniper top of tower.&amp;quot;&lt;br /&gt;
* remember that some contacts can be left alone and monitored[/list]&lt;br /&gt;
&lt;br /&gt;
=== Moving to Survive ===&lt;br /&gt;
Especially important:&lt;br /&gt;
* Surviving with your team to win your objective is better than killing some random guy through a bunkered-down shootout&lt;br /&gt;
* plan ahead your next stop&lt;br /&gt;
* move from cover to cover or concealment to concealment&lt;br /&gt;
* move in a series of small rushes if you are under fire&lt;br /&gt;
* notice all the cover available around you&lt;br /&gt;
* concealment includes shadows, brush, objects, depressions, crawling, lying prone &lt;br /&gt;
* kneel onto one knee whenever you stop for more than 2 seconds&lt;br /&gt;
* lay down or hide whenever you stop for more than 2 minutes&lt;br /&gt;
* avoid silhouetting yourself against sky or a contrasting background&lt;br /&gt;
* move along ridges 1/3 of the way down the bank&lt;br /&gt;
* spread out a little (make it harder for someone to shoot you all at once)&lt;br /&gt;
&lt;br /&gt;
*****&lt;br /&gt;
=== Buddy Teams Improve Your Effectiveness ===&lt;br /&gt;
* smallest combat unit (two players)&lt;br /&gt;
* buddies watch out for each other&lt;br /&gt;
* stay together (but spread out a little if possible)&lt;br /&gt;
&lt;br /&gt;
=== Fire Teams Generate Success ===&lt;br /&gt;
* two or three buddy teams together&lt;br /&gt;
* fundamental combat unit (usually referred to as a squad in games)&lt;br /&gt;
* leader and special roles must be in separate buddy teams&lt;br /&gt;
* fire-team leader stays in touch with overall team leader (additional radio or periodic check-ins on overall team radio channel&lt;br /&gt;
* smallest unit with separate radio channel is a fire team&lt;br /&gt;
&lt;br /&gt;
=== Working as Buddies ===&lt;br /&gt;
Automatically and constantly:&lt;br /&gt;
* Stick with your buddy:  you are more effective together, so you should stay close to them when they move&lt;br /&gt;
* Communicate with your buddy:  if you plan to move, if you see something, if you need to reload.  You should both know the same stuff&lt;br /&gt;
* Cover your buddy:  if they watch one way, watch the other way; if they cross a danger area, watch for enemies that could shoot them and respond accordingly&lt;br /&gt;
* Help your buddy directly or make it easier for others to help your buddy&lt;br /&gt;
* Return to your buddy: if you die and respawn, it is your responsibility to hook back up with your buddy; if your buddy is dead, you join the rest of the fireteam until your buddy rejoins you&lt;br /&gt;
&lt;br /&gt;
=== Covering ===&lt;br /&gt;
* from behind cover or concealment&lt;br /&gt;
* keep your weapon ready and your eyes peeled, ready to shoot any enemy that shows up while your buddy moves, medics, or whatever else&lt;br /&gt;
* under fire, cover by shooting at the enemy; make them duck down, stop shooting and take cover&lt;br /&gt;
&lt;br /&gt;
=== Working in a Fire-Team ===&lt;br /&gt;
* Know your FireTeam:  who they all are and who leads (follow their lead)&lt;br /&gt;
* Know your FireTeam's mission:  what your fireteam needs to do for the overall team&lt;br /&gt;
* Practice fire and noise discipline:  unneeded sound alerts your enemies&lt;br /&gt;
* Maintain &amp;quot;situational&amp;quot; awareness:  where are your friends?  where are your targets?  watch for flankers!  keep spread out!&lt;br /&gt;
* Cover your sector:  360-degree security means that everyone in the fireteam needs to cover a different piece of the surrounding landscape and ensuring that all sides are watched&lt;br /&gt;
* Communicate promptly:  share any new enemy targets with the team leader before you shoot&lt;br /&gt;
* Communicate effectively:  be brief and concise, always striving for barest format&lt;br /&gt;
* Move using overwatch, including &amp;quot;bounding overwatch&amp;quot; [[https://duckduckgo.com/?q=bounding+overwatch look it up]]&lt;br /&gt;
* Maintain a working radio&lt;br /&gt;
* Talk on the radio in few words using club radio protocol&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
A member of Fireteam Alpha encounters an enemy squad (notice the contact report, although you probably will not use a compass heading as the direction). They start shooting at each other, and Alpha's leader talks to Bravo's leader on the command channel to let them know what's happening and asks if Bravo can help (by flanking the enemy.)&lt;br /&gt;
&lt;br /&gt;
Bravo's Fireteam Leader agrees and lets Alpha know that Bravo will be coming in from the southwest – so Alpha knows not to shoot at them. While the enemy is being a bunch of bunker noobs, Bravo flanks them and wipes them out from the side or rear in a surprise assault.[[image:Teamcoord.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Originally posted by Savage Haggis on Wed, 06 May 2009 / 11:02.  This post is based on information originally posted by SarViet in the Illinois Airsoft Forums as well as WALK_ON, Obsidian, Dragon, jackal69, Nanashiroff, and Chris Clark in the Texas Airsoft Organization forums&lt;br /&gt;
&lt;br /&gt;
=== General Pointers from Players ===&lt;br /&gt;
* game is as much mental skill as it is physical skill&lt;br /&gt;
* remember your patience; the most patient almost always get first shot &lt;br /&gt;
* be aware of your friends and foes&lt;br /&gt;
* be aware of everything you can conceivably be aware of:  wind, smell, noise, shapes (Anything and everything on any field will either kill you or keep you alive)&lt;br /&gt;
* keep moving, someone will flank you and shoot you&lt;br /&gt;
* take your time and make a good shot count -- good shots don't come along very often, and you find them by moving around your enemy's cover&lt;br /&gt;
* your enemy will try to move if they think you are gaining better position, leaving themselves open&lt;br /&gt;
* avoid making predictable movements&lt;br /&gt;
* If possible, watch your enemy's head when you're in a fire-fight, chances are he will give away his movement to his next object of cover by looking in that general direction (Proceed to aim there, when he gets there, shoot him)&lt;br /&gt;
* You're not going to walk into the perfect situation. You have to make it happen. If you do walk into a perfect situation, chances are it's not and you're gonna get shot&lt;br /&gt;
* if you can't see your opponent, move&lt;br /&gt;
* Keep your head down&lt;br /&gt;
* You are never safe so don't think you are&lt;br /&gt;
* Never underestimate the bad guys&lt;br /&gt;
* Reload whenever you get the chance (and wind your hi-caps often)&lt;br /&gt;
* Don't shoot till you know you can hit them&lt;br /&gt;
* If the bad guy knows where you are, don't be there when he starts shooting&lt;br /&gt;
* Cover and concealment are 2 different things...dont mix them up&lt;br /&gt;
* If you can't ID friend of foe and they don't respond....shoot them&lt;br /&gt;
* Make sure your gun works at the start of the game&lt;br /&gt;
* When all else fails...rush them. It has the element of surprise.&lt;br /&gt;
* If they're in range, keep shooting till you hear them yell &amp;quot;HIT&amp;quot;&lt;br /&gt;
* When someone makes a buffalo charge get ready to shoot in that area because they will probably move&lt;br /&gt;
&lt;br /&gt;
=== Minimize Your Exposure ===&lt;br /&gt;
* Use Obstacles Well:  Look around the side of an obstacle to minimize your exposure as a target&lt;br /&gt;
* Stay Down: lowering yourself improves your concealment (remember to keep your airsoft gun out of the water or mud when low to the ground)&lt;br /&gt;
* Noise Discipline:  Quiet = stealth (Tape down any &amp;amp; all loose or noisy, or potentially noisy items on yourself, your gear &amp;amp; your weapon -- LBV clips, straps, sling mounts, etc)&lt;br /&gt;
* Move only when you must: Unnecessary or sudden movement attracts the eye (and direct fire!)&lt;br /&gt;
* Plan your next location before moving:  Being stealthy means not being detected, allowing you to surprise your enemy&lt;br /&gt;
* Always have your escape thought out:  When advancing upon, or trying to gather info about the enemy, your success depends on upon getting out of trouble just as quickly as you got into it&lt;br /&gt;
* Quick Glances:  peek quickly because your enemy may have seen you and the longer you look the longer you are vulnerable&lt;br /&gt;
&lt;br /&gt;
=== 3 to 5 Second Buddy Rushes ===&lt;br /&gt;
When assaulting an airsoft objective with a teammate, use the buddy rush method. You may need to practice this a few times before the skirmish to get it right. You and your teammate alternate rushes for 3-5 seconds towards the target, while one of you puts suppressive fire on the objective. Utilize cover and concealment along the attack route, ensuring your rush ends at a spot that will protect you from enemy fire (a tree, log, rock, etc). Use hand signals to indicate when you are ready to move or lay down suppressive fire. Your stream of airsoft ammo will keep you opponent down while your buddy moves forward.&lt;br /&gt;
&lt;br /&gt;
=== Fool your opponent ===&lt;br /&gt;
If an airsoft player continues to shoot at an enemy, it usually means that they have a good angle on their target. If someone is shooting at you continuously, you need to change position as soon as possible. However, if you have a good position on your opponent, you may want to consider hesitating with your shots, making them think that they're safe. This can draw them out in the open making them an easy target. This is a time tested airsoft tactic.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
One of the best and most commonly used tactics in airsoft is cover fire. This involves sending a hail of bbs in the general direction of the enemy to allow movement for your teammates. This tactic works extremely well because of one thing; if bbs started hitting all around you, your natural instinct is to stay low until the suppresive fire produced by the enemy stops.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
Communication throughout a team is not only important, but essential.  Sharing information within your team is the key to victory.  Whether it may be through radio transmissions, hand signals, verbal dialogue, or otherwise, communication is key to a team's survival on the field. Make sure that you relay any information on enemy positions, remaining enemies, eliminated enemies, or any other information that may be of value to your teammates.  &lt;br /&gt;
&lt;br /&gt;
Radios can ease communications when good [[ Radio Protocol ]] and discipline are used.&lt;br /&gt;
&lt;br /&gt;
=== Patrolling ===&lt;br /&gt;
When patrolling, the devil is in the details. Little things can give away the position of your enemies with ease. If you see an animal running away, chances are it was frightened by large, lumbering men wielding guns, thus you should immediately be on your guard. Don't over-interpret various natural signs, but if you see something that blatantly signifies the presence of an enemy, be on the lookout.&lt;br /&gt;
&lt;br /&gt;
== Safety Procedures ==&lt;br /&gt;
The information in this post is taken from the Rule Book&lt;br /&gt;
&lt;br /&gt;
=== Identifying Out-of-Play Players ===&lt;br /&gt;
&amp;quot;Dead&amp;quot; players (INVALID TARGETS) look like this:&lt;br /&gt;
&lt;br /&gt;
[[image:rules-dead.png|400px]]&lt;br /&gt;
* They are prohibited from providing any game information to their team or interacting with game props or other game items.  &lt;br /&gt;
* Dead players must not shoot unless they want to appear as valid targets to the other players.  &lt;br /&gt;
* Good players strive to avoid shooting dead players, it's a waste of effort.&lt;br /&gt;
* Also, give players a chance to reveal whether they are dead, shoot in bursts and give your shots time to hit them before shooting again.  The action of your AEG may mask a player's hit call, so give them time between bursts-- count to 3 or 5 before shooting again, for example.&lt;br /&gt;
&lt;br /&gt;
=== Gun Safe Procedure ===&lt;br /&gt;
When a Field Marshal or Admin calls for a Gun Safe, this is what it looks like:&lt;br /&gt;
&lt;br /&gt;
[[image:rules-gunsafe.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Shooting '''stops''', players get into the position shown above.  &lt;br /&gt;
&lt;br /&gt;
When players do this, the admins can address the safety issue.  Once resolved, the marshals and admins will call for play to resume.  Gun Safe stays in effect until marshals say it's over.  &lt;br /&gt;
&lt;br /&gt;
Consequence of violating this safety rule:  suspension for the rest of the DAY.  Violate it three times and you could be banned for a few months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above image shows the best possible response to the Gun Safe.  Remember:&lt;br /&gt;
* Mag out!&lt;br /&gt;
* Condom on!&lt;br /&gt;
* Goggles on!&lt;br /&gt;
* Gun out of hand (Ok, Ok. Drop it to your sling, just reduce your temptation to shoot)&lt;br /&gt;
&lt;br /&gt;
== Maps and Directions ==&lt;br /&gt;
Originally Posted Tue, 03 May 2011 / 23:57 by jsae&lt;br /&gt;
* Using Grid References on the club map&lt;br /&gt;
* Some Military Map Symbols&lt;br /&gt;
* Using clock directions&lt;br /&gt;
&lt;br /&gt;
=== Using Grid References at Panther ===&lt;br /&gt;
Three ways to use the map for indicating location, Enemy in Red&lt;br /&gt;
==== Areas of Operation ====&lt;br /&gt;
* using the Noob Map: [[media:Panther-newb.jpg]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy northeast of Pole to Pole. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Mimic Military Grid Reference System ====&lt;br /&gt;
* recommended&lt;br /&gt;
* &amp;quot;MGRS exact&amp;quot; level of detail: 6 digits&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 355503. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* &amp;quot;MGRS approx&amp;quot; level of detail: 4 digits&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 3550. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* MGRS Example - each square is 10x10 m, each unit is 5m box (numbered 0-9 across the side of the grid square)&lt;br /&gt;
[[image:Map-coord-A.jpg|400px]]&lt;br /&gt;
==== Abbreviated GPS UTM ====&lt;br /&gt;
* easy with handheld GPS set to UTM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 3851.  Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* GPS Example - each square is 5x5 m, each unit is 10m box&lt;br /&gt;
[[image:Map-coord-B.jpg|400px]]&lt;br /&gt;
==== Reading coordinates: &amp;quot;In the door and up the stairs&amp;quot; ====&lt;br /&gt;
From A-CR-CCP-121/PT-001, EO 405.03: LOCATE SPECIFIC POINT ON A MAP USING A FOUR AND SIX FIGURE GRID REFERENCE AND CONSTRUCTING A ROMER. Substitute 50m grid squares for our game use.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Military grid references use the two-digit grid line numbers to identify specific grid squares. For centuries, mathematicians have always stated the X coordinate (horizontal) before the Y coordinate (vertical), so map users have adopted that procedure. Eastings are stated before Northings. Every 1000m grid square is identified by listing the numbers of the grid lines that intersect at its bottom left corner.&lt;br /&gt;
(example SNIPPED)&lt;br /&gt;
Remember: a four-figure grid reference refers to the entire grid square. '''The easiest way to remember to list the eastings then northings is to say, “In the door, then up the stairs.”'''&lt;br /&gt;
(emphasis added)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Some Military Map Symbols]]&lt;br /&gt;
&lt;br /&gt;
=== Using Clock Directions ===&lt;br /&gt;
Originally posted Sat, 09 Apr 2011 / 20:42 by jsae&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everyone is familiar with the clock directions, right?  So the following image shows how we pull them together to work as a team.  &lt;br /&gt;
&lt;br /&gt;
'''12 o'clock is always best established around a group.'''  Usually easiest when travelling as it's your planned general direction.  If you are stationary, it's also pretty easy:  pick an object you can see and call it your 12 o'clock.  Bingo, everyone has the same clock now.  It's bigger than your personal one, and that helps since you are part of a unit, rather than just one vehicle (often seen as a plane in our favourite movies).  &lt;br /&gt;
&lt;br /&gt;
Once your unit shares the same directions, everyone shares the same direction to look when you see something.  &lt;br /&gt;
&lt;br /&gt;
For example, your unit is moving south-southeast and a team member spots an enemy unit to the right.  &lt;br /&gt;
&lt;br /&gt;
Since you are moving south-southwest, that's your 12.  If the enemy is positioned as shown on the map below, What clock position are they when you are at the location shown?&lt;br /&gt;
&lt;br /&gt;
[[image:directions.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exactly.  2 o'clock, kind of forward right.  &lt;br /&gt;
&lt;br /&gt;
When you keep your movement discipline, if your right flank says &amp;quot;2 o'clock&amp;quot;, then the leader in the middle just looks to the right front.  This saves trying to figure out where the spotter is and their direction.  &lt;br /&gt;
&lt;br /&gt;
'''Avoid &amp;quot;my&amp;quot; anything in small unit tactics.  Use your unit position as the centre and a shared known direction as your 12, and you will save precious time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally Posted Sat, 10 Sep 2011 / 23:22 by jsae&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a tighter view of the squad clock in action.  &lt;br /&gt;
&lt;br /&gt;
Referring to the image below, a 6-man element is passing a two-man element near a river.  The 6-man element (Alfa) is patrolling in a wedge with a drag man checking their rear.  The two man element (Bravo) is monitoring activity approaching their encampment east of this close-up map.  &lt;br /&gt;
&lt;br /&gt;
Alfa-6 thinks he notices Bravo-2.  A6 is highlighted by a green circle.  &lt;br /&gt;
&lt;br /&gt;
Using the unit direction clock, B2 is at the unit's 10 o'clock.  &lt;br /&gt;
&lt;br /&gt;
Alfa-6: &amp;quot;Contact  50 feet, 10 o'clock.  &amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''The squad can react together to address the situation.  '''&lt;br /&gt;
&lt;br /&gt;
[[image:unitclock.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Challenge and Response - Identifying Your Targets using Passwords in the Field ==&lt;br /&gt;
Originally posted Sun, 25 Sep 2011 / 21:58 by jsae&lt;br /&gt;
&lt;br /&gt;
Three ways to discover the affiliation of an armed group you encounter:&lt;br /&gt;
# Ask (less effective)&lt;br /&gt;
# Quick Challenge and Response&lt;br /&gt;
# Formal Challenge and Response[/list]&lt;br /&gt;
&lt;br /&gt;
==== Ask ====&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The fireteams continue to advance.''  &lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''At 20 feet, the teams stop.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are '''you''' on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are '''you''' on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Challenge Password - Quick ====&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.  Continue to make sure you stay in cover, but get close enough you won't reveal the code to nearby enemies.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Top.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hat.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Allow them to pass, they are friendly.''&lt;br /&gt;
&lt;br /&gt;
Challenge Response combination was: Top Hat.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Challenge Password - Formal ====&lt;br /&gt;
http://www.hardscrabblefarm.com/vn/passwords.html&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.  ''&lt;br /&gt;
YOUR SENTRY OR SPOTTER&lt;br /&gt;
&amp;lt;bBockquote&amp;gt;Halt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''They stop.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Who is there?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Squad Alfa.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Keeping hidden, bring them to 10 feet away and stop them.''&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Advance and be recognized.  ... Stop.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER ''(Low clear voice.)''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Top.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER ''(Low clear voice.)''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hat.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Allow them to pass, they are friendly.''&lt;br /&gt;
&lt;br /&gt;
Challenge Response combination was: Top Hat.&lt;br /&gt;
&lt;br /&gt;
==== Can you think of and use other ways? ====&lt;br /&gt;
* Click codes (clicking your tongue a set number of times)&lt;br /&gt;
* Bird calls&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=Tactical_and_Safety_Field_Guide&amp;diff=238</id>
		<title>Tactical and Safety Field Guide</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=Tactical_and_Safety_Field_Guide&amp;diff=238"/>
		<updated>2013-02-10T03:45:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Contact Reporting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General (Individual, Buddy, Team) ==&lt;br /&gt;
Originally posted by Savage Haggis on Sun, 07 Feb 2010 / 00:18.  This post is based on an entertaining and detailed version available at http://300club.net/filepile/How%20to%20Not%20be%20Useless%20when%20Playing%20Soldier.pdf (includes pictures)&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
Automatically and always (details follow):&lt;br /&gt;
* cross behind other players&lt;br /&gt;
* look for and call out enemies (contact reports)&lt;br /&gt;
* move so you won't be seen (&amp;quot;I'm up.  He sees me.  I'm down.&amp;quot;)&lt;br /&gt;
* shoot so you won't be seen&lt;br /&gt;
* follow your leader&lt;br /&gt;
* coordinate with and trust your squadmates to cover slices of the 360 degrees around your team&lt;br /&gt;
* know your squad's task within the mission&lt;br /&gt;
* be aware of team-related responsibilities (see below)&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
Minimum knowledge:&lt;br /&gt;
* know the rough geography of your area (landmarks, directions, and so on)&lt;br /&gt;
* understand clock directions and at least that the 12 o'clock is the way to your objective&lt;br /&gt;
* you must flank an enemy to destroy them (send a second group to attack their side or rear)&lt;br /&gt;
* keep the enemy busy until the flanking group has destroyed them&lt;br /&gt;
&lt;br /&gt;
=== Contact Reporting ===&lt;br /&gt;
After you see an enemy, tell your squad:&lt;br /&gt;
* most important thing to do&lt;br /&gt;
* Format: &amp;quot;Contact&amp;quot;, direction, identity, distance or landmark&lt;br /&gt;
* Example: &amp;quot;Contact northwest. Sniper top of tower.&amp;quot;&lt;br /&gt;
* remember that some contacts can be left alone and monitored[/list]&lt;br /&gt;
&lt;br /&gt;
=== Moving to Survive ===&lt;br /&gt;
Especially important:&lt;br /&gt;
* Surviving with your team to win your objective is better than killing some random guy through a bunkered-down shootout&lt;br /&gt;
* plan ahead your next stop&lt;br /&gt;
* move from cover to cover or concealment to concealment&lt;br /&gt;
* move in a series of small rushes if you are under fire&lt;br /&gt;
* notice all the cover available around you&lt;br /&gt;
* concealment includes shadows, brush, objects, depressions, crawling, lying prone &lt;br /&gt;
* kneel onto one knee whenever you stop for more than 2 seconds&lt;br /&gt;
* lay down or hide whenever you stop for more than 2 minutes&lt;br /&gt;
* avoid silhouetting yourself against sky or a contrasting background&lt;br /&gt;
* move along ridges 1/3 of the way down the bank&lt;br /&gt;
* spread out a little (make it harder for someone to shoot you all at once)&lt;br /&gt;
&lt;br /&gt;
*****&lt;br /&gt;
=== Buddy Teams Improve Your Effectiveness ===&lt;br /&gt;
* smallest combat unit (two players)&lt;br /&gt;
* buddies watch out for each other&lt;br /&gt;
* stay together (but spread out a little if possible)&lt;br /&gt;
&lt;br /&gt;
=== Fire Teams Generate Success ===&lt;br /&gt;
* two or three buddy teams together&lt;br /&gt;
* fundamental combat unit (usually referred to as a squad in games)&lt;br /&gt;
* leader and special roles must be in separate buddy teams&lt;br /&gt;
* fire-team leader stays in touch with overall team leader (additional radio or periodic check-ins on overall team radio channel&lt;br /&gt;
* smallest unit with separate radio channel is a fire team&lt;br /&gt;
&lt;br /&gt;
=== Working as Buddies ===&lt;br /&gt;
Automatically and constantly:&lt;br /&gt;
* Stick with your buddy:  you are more effective together, so you should stay close to them when they move&lt;br /&gt;
* Communicate with your buddy:  if you plan to move, if you see something, if you need to reload.  You should both know the same stuff&lt;br /&gt;
* Cover your buddy:  if they watch one way, watch the other way; if they cross a danger area, watch for enemies that could shoot them and respond accordingly&lt;br /&gt;
* Help your buddy directly or make it easier for others to help your buddy&lt;br /&gt;
* Return to your buddy: if you die and respawn, it is your responsibility to hook back up with your buddy; if your buddy is dead, you join the rest of the fireteam until your buddy rejoins you&lt;br /&gt;
&lt;br /&gt;
=== Covering ===&lt;br /&gt;
* from behind cover or concealment&lt;br /&gt;
* keep your weapon ready and your eyes peeled, ready to shoot any enemy that shows up while your buddy moves, medics, or whatever else&lt;br /&gt;
* under fire, cover by shooting at the enemy; make them duck down, stop shooting and take cover&lt;br /&gt;
&lt;br /&gt;
=== Working in a Fire-Team ===&lt;br /&gt;
* Know your FireTeam:  who they all are and who leads (follow their lead)&lt;br /&gt;
* Know your FireTeam's mission:  what your fireteam needs to do for the overall team&lt;br /&gt;
* Practice fire and noise discipline:  unneeded sound alerts your enemies&lt;br /&gt;
* Maintain &amp;quot;situational&amp;quot; awareness:  where are your friends?  where are your targets?  watch for flankers!  keep spread out!&lt;br /&gt;
* Cover your sector:  360-degree security means that everyone in the fireteam needs to cover a different piece of the surrounding landscape and ensuring that all sides are watched&lt;br /&gt;
* Communicate promptly:  share any new enemy targets with the team leader before you shoot&lt;br /&gt;
* Communicate effectively:  be brief and concise, always striving for barest format&lt;br /&gt;
* Move using overwatch, including &amp;quot;bounding overwatch&amp;quot; [[https://duckduckgo.com/?q=bounding+overwatch look it up]]&lt;br /&gt;
* Maintain a working radio&lt;br /&gt;
* Talk on the radio in few words using club radio protocol&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
A member of Fireteam Alpha encounters an enemy squad (notice the contact report, although you probably will not use a compass heading as the direction). They start shooting at each other, and Alpha's leader talks to Bravo's leader on the command channel to let them know what's happening and asks if Bravo can help (by flanking the enemy.)&lt;br /&gt;
&lt;br /&gt;
Bravo's Fireteam Leader agrees and lets Alpha know that Bravo will be coming in from the southwest – so Alpha knows not to shoot at them. While the enemy is being a bunch of bunker noobs, Bravo flanks them and wipes them out from the side or rear in a surprise assault.[[image:Teamcoord.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Originally posted by Savage Haggis on Wed, 06 May 2009 / 11:02.  This post is based on information originally posted by SarViet in the Illinois Airsoft Forums as well as WALK_ON, Obsidian, Dragon, jackal69, Nanashiroff, and Chris Clark in the Texas Airsoft Organization forums&lt;br /&gt;
&lt;br /&gt;
=== General Pointers from Players ===&lt;br /&gt;
* game is as much mental skill as it is physical skill&lt;br /&gt;
* remember your patience; the most patient almost always get first shot &lt;br /&gt;
* be aware of your friends and foes&lt;br /&gt;
* be aware of everything you can conceivably be aware of:  wind, smell, noise, shapes (Anything and everything on any field will either kill you or keep you alive)&lt;br /&gt;
* keep moving, someone will flank you and shoot you&lt;br /&gt;
* take your time and make a good shot count -- good shots don't come along very often, and you find them by moving around your enemy's cover&lt;br /&gt;
* your enemy will try to move if they think you are gaining better position, leaving themselves open&lt;br /&gt;
* avoid making predictable movements&lt;br /&gt;
* If possible, watch your enemy's head when you're in a fire-fight, chances are he will give away his movement to his next object of cover by looking in that general direction (Proceed to aim there, when he gets there, shoot him)&lt;br /&gt;
* You're not going to walk into the perfect situation. You have to make it happen. If you do walk into a perfect situation, chances are it's not and you're gonna get shot&lt;br /&gt;
* if you can't see your opponent, move&lt;br /&gt;
* Keep your head down&lt;br /&gt;
* You are never safe so don't think you are&lt;br /&gt;
* Never underestimate the bad guys&lt;br /&gt;
* Reload whenever you get the chance (and wind your hi-caps often)&lt;br /&gt;
* Don't shoot till you know you can hit them&lt;br /&gt;
* If the bad guy knows where you are, don't be there when he starts shooting&lt;br /&gt;
* Cover and concealment are 2 different things...dont mix them up&lt;br /&gt;
* If you can't ID friend of foe and they don't respond....shoot them&lt;br /&gt;
* Make sure your gun works at the start of the game&lt;br /&gt;
* When all else fails...rush them. It has the element of surprise.&lt;br /&gt;
* If they're in range, keep shooting till you hear them yell &amp;quot;HIT&amp;quot;&lt;br /&gt;
* When someone makes a buffalo charge get ready to shoot in that area because they will probably move&lt;br /&gt;
&lt;br /&gt;
=== Minimize Your Exposure ===&lt;br /&gt;
* Use Obstacles Well:  Look around the side of an obstacle to minimize your exposure as a target&lt;br /&gt;
* Stay Down: lowering yourself improves your concealment (remember to keep your airsoft gun out of the water or mud when low to the ground)&lt;br /&gt;
* Noise Discipline:  Quiet = stealth (Tape down any &amp;amp; all loose or noisy, or potentially noisy items on yourself, your gear &amp;amp; your weapon -- LBV clips, straps, sling mounts, etc)&lt;br /&gt;
* Move only when you must: Unnecessary or sudden movement attracts the eye (and direct fire!)&lt;br /&gt;
* Plan your next location before moving:  Being stealthy means not being detected, allowing you to surprise your enemy&lt;br /&gt;
* Always have your escape thought out:  When advancing upon, or trying to gather info about the enemy, your success depends on upon getting out of trouble just as quickly as you got into it&lt;br /&gt;
* Quick Glances:  peek quickly because your enemy may have seen you and the longer you look the longer you are vulnerable&lt;br /&gt;
&lt;br /&gt;
=== 3 to 5 Second Buddy Rushes ===&lt;br /&gt;
When assaulting an airsoft objective with a teammate, use the buddy rush method. You may need to practice this a few times before the skirmish to get it right. You and your teammate alternate rushes for 3-5 seconds towards the target, while one of you puts suppressive fire on the objective. Utilize cover and concealment along the attack route, ensuring your rush ends at a spot that will protect you from enemy fire (a tree, log, rock, etc). Use hand signals to indicate when you are ready to move or lay down suppressive fire. Your stream of airsoft ammo will keep you opponent down while your buddy moves forward.&lt;br /&gt;
&lt;br /&gt;
=== Fool your opponent ===&lt;br /&gt;
If an airsoft player continues to shoot at an enemy, it usually means that they have a good angle on their target. If someone is shooting at you continuously, you need to change position as soon as possible. However, if you have a good position on your opponent, you may want to consider hesitating with your shots, making them think that they're safe. This can draw them out in the open making them an easy target. This is a time tested airsoft tactic.&lt;br /&gt;
&lt;br /&gt;
=== Covering Fire ===&lt;br /&gt;
One of the best and most commonly used tactics in airsoft is cover fire. This involves sending a hail of bbs in the general direction of the enemy to allow movement for your teammates. This tactic works extremely well because of one thing; if bbs started hitting all around you, your natural instinct is to stay low until the suppresive fire produced by the enemy stops.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
Communication throughout a team is not only important, but essential.  Sharing information within your team is the key to victory.  Whether it may be through radio transmissions, hand signals, verbal dialogue, or otherwise, communication is key to a team's survival on the field. Make sure that you relay any information on enemy positions, remaining enemies, eliminated enemies, or any other information that may be of value to your teammates.  &lt;br /&gt;
&lt;br /&gt;
Radios can ease communications when good protocol and discipline are used.  &lt;br /&gt;
&lt;br /&gt;
=== Patrolling ===&lt;br /&gt;
When patrolling, the devil is in the details. Little things can give away the position of your enemies with ease. If you see an animal running away, chances are it was frightened by large, lumbering men wielding guns, thus you should immediately be on your guard. Don't over-interpret various natural signs, but if you see something that blatantly signifies the presence of an enemy, be on the lookout.&lt;br /&gt;
&lt;br /&gt;
== Safety Procedures ==&lt;br /&gt;
The information in this post is taken from the Rule Book&lt;br /&gt;
&lt;br /&gt;
=== Identifying Out-of-Play Players ===&lt;br /&gt;
&amp;quot;Dead&amp;quot; players (INVALID TARGETS) look like this:&lt;br /&gt;
&lt;br /&gt;
[[image:rules-dead.png|400px]]&lt;br /&gt;
* They are prohibited from providing any game information to their team or interacting with game props or other game items.  &lt;br /&gt;
* Dead players must not shoot unless they want to appear as valid targets to the other players.  &lt;br /&gt;
* Good players strive to avoid shooting dead players, it's a waste of effort.&lt;br /&gt;
* Also, give players a chance to reveal whether they are dead, shoot in bursts and give your shots time to hit them before shooting again.  The action of your AEG may mask a player's hit call, so give them time between bursts-- count to 3 or 5 before shooting again, for example.&lt;br /&gt;
&lt;br /&gt;
=== Gun Safe Procedure ===&lt;br /&gt;
When a Field Marshal or Admin calls for a Gun Safe, this is what it looks like:&lt;br /&gt;
&lt;br /&gt;
[[image:rules-gunsafe.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
Shooting '''stops''', players get into the position shown above.  &lt;br /&gt;
&lt;br /&gt;
When players do this, the admins can address the safety issue.  Once resolved, the marshals and admins will call for play to resume.  Gun Safe stays in effect until marshals say it's over.  &lt;br /&gt;
&lt;br /&gt;
Consequence of violating this safety rule:  suspension for the rest of the DAY.  Violate it three times and you could be banned for a few months.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The above image shows the best possible response to the Gun Safe.  Remember:&lt;br /&gt;
* Mag out!&lt;br /&gt;
* Condom on!&lt;br /&gt;
* Goggles on!&lt;br /&gt;
* Gun out of hand (Ok, Ok. Drop it to your sling, just reduce your temptation to shoot)&lt;br /&gt;
&lt;br /&gt;
== Maps and Directions ==&lt;br /&gt;
Originally Posted Tue, 03 May 2011 / 23:57 by jsae&lt;br /&gt;
* Using Grid References on the club map&lt;br /&gt;
* Some Military Map Symbols&lt;br /&gt;
* Using clock directions&lt;br /&gt;
&lt;br /&gt;
=== Using Grid References at Panther ===&lt;br /&gt;
Three ways to use the map for indicating location, Enemy in Red&lt;br /&gt;
==== Areas of Operation ====&lt;br /&gt;
* using the Noob Map: [[media:Panther-newb.jpg]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy northeast of Pole to Pole. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== Mimic Military Grid Reference System ====&lt;br /&gt;
* recommended&lt;br /&gt;
* &amp;quot;MGRS exact&amp;quot; level of detail: 6 digits&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 355503. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* &amp;quot;MGRS approx&amp;quot; level of detail: 4 digits&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 3550. Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* MGRS Example - each square is 10x10 m, each unit is 5m box (numbered 0-9 across the side of the grid square)&lt;br /&gt;
[[image:Map-coord-A.jpg|400px]]&lt;br /&gt;
==== Abbreviated GPS UTM ====&lt;br /&gt;
* easy with handheld GPS set to UTM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Spearhead this is Sparrow. Enemy at 3851.  Over&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
* GPS Example - each square is 5x5 m, each unit is 10m box&lt;br /&gt;
[[image:Map-coord-B.jpg|400px]]&lt;br /&gt;
==== Reading coordinates: &amp;quot;In the door and up the stairs&amp;quot; ====&lt;br /&gt;
From A-CR-CCP-121/PT-001, EO 405.03: LOCATE SPECIFIC POINT ON A MAP USING A FOUR AND SIX FIGURE GRID REFERENCE AND CONSTRUCTING A ROMER. Substitute 50m grid squares for our game use.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Military grid references use the two-digit grid line numbers to identify specific grid squares. For centuries, mathematicians have always stated the X coordinate (horizontal) before the Y coordinate (vertical), so map users have adopted that procedure. Eastings are stated before Northings. Every 1000m grid square is identified by listing the numbers of the grid lines that intersect at its bottom left corner.&lt;br /&gt;
(example SNIPPED)&lt;br /&gt;
Remember: a four-figure grid reference refers to the entire grid square. '''The easiest way to remember to list the eastings then northings is to say, “In the door, then up the stairs.”'''&lt;br /&gt;
(emphasis added)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Some Military Map Symbols]]&lt;br /&gt;
&lt;br /&gt;
=== Using Clock Directions ===&lt;br /&gt;
Originally posted Sat, 09 Apr 2011 / 20:42 by jsae&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everyone is familiar with the clock directions, right?  So the following image shows how we pull them together to work as a team.  &lt;br /&gt;
&lt;br /&gt;
'''12 o'clock is always best established around a group.'''  Usually easiest when travelling as it's your planned general direction.  If you are stationary, it's also pretty easy:  pick an object you can see and call it your 12 o'clock.  Bingo, everyone has the same clock now.  It's bigger than your personal one, and that helps since you are part of a unit, rather than just one vehicle (often seen as a plane in our favourite movies).  &lt;br /&gt;
&lt;br /&gt;
Once your unit shares the same directions, everyone shares the same direction to look when you see something.  &lt;br /&gt;
&lt;br /&gt;
For example, your unit is moving south-southeast and a team member spots an enemy unit to the right.  &lt;br /&gt;
&lt;br /&gt;
Since you are moving south-southwest, that's your 12.  If the enemy is positioned as shown on the map below, What clock position are they when you are at the location shown?&lt;br /&gt;
&lt;br /&gt;
[[image:directions.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exactly.  2 o'clock, kind of forward right.  &lt;br /&gt;
&lt;br /&gt;
When you keep your movement discipline, if your right flank says &amp;quot;2 o'clock&amp;quot;, then the leader in the middle just looks to the right front.  This saves trying to figure out where the spotter is and their direction.  &lt;br /&gt;
&lt;br /&gt;
'''Avoid &amp;quot;my&amp;quot; anything in small unit tactics.  Use your unit position as the centre and a shared known direction as your 12, and you will save precious time.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally Posted Sat, 10 Sep 2011 / 23:22 by jsae&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a tighter view of the squad clock in action.  &lt;br /&gt;
&lt;br /&gt;
Referring to the image below, a 6-man element is passing a two-man element near a river.  The 6-man element (Alfa) is patrolling in a wedge with a drag man checking their rear.  The two man element (Bravo) is monitoring activity approaching their encampment east of this close-up map.  &lt;br /&gt;
&lt;br /&gt;
Alfa-6 thinks he notices Bravo-2.  A6 is highlighted by a green circle.  &lt;br /&gt;
&lt;br /&gt;
Using the unit direction clock, B2 is at the unit's 10 o'clock.  &lt;br /&gt;
&lt;br /&gt;
Alfa-6: &amp;quot;Contact  50 feet, 10 o'clock.  &amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''The squad can react together to address the situation.  '''&lt;br /&gt;
&lt;br /&gt;
[[image:unitclock.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
== Challenge and Response - Identifying Your Targets using Passwords in the Field ==&lt;br /&gt;
Originally posted Sun, 25 Sep 2011 / 21:58 by jsae&lt;br /&gt;
&lt;br /&gt;
Three ways to discover the affiliation of an armed group you encounter:&lt;br /&gt;
# Ask (less effective)&lt;br /&gt;
# Quick Challenge and Response&lt;br /&gt;
# Formal Challenge and Response[/list]&lt;br /&gt;
&lt;br /&gt;
==== Ask ====&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''The fireteams continue to advance.''  &lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are you on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''At 20 feet, the teams stop.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are '''you''' on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Which team are '''you''' on?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Challenge Password - Quick ====&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.  Continue to make sure you stay in cover, but get close enough you won't reveal the code to nearby enemies.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Top.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hat.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Allow them to pass, they are friendly.''&lt;br /&gt;
&lt;br /&gt;
Challenge Response combination was: Top Hat.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Challenge Password - Formal ====&lt;br /&gt;
http://www.hardscrabblefarm.com/vn/passwords.html&lt;br /&gt;
&lt;br /&gt;
''Two fireteams approach each other.  ''&lt;br /&gt;
YOUR SENTRY OR SPOTTER&lt;br /&gt;
&amp;lt;bBockquote&amp;gt;Halt.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''They stop.  ''&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Who is there?&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Squad Alfa.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Keeping hidden, bring them to 10 feet away and stop them.''&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Advance and be recognized.  ... Stop.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
YOUR SPOTTER ''(Low clear voice.)''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Top.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THEIR FIRETEAM LEADER ''(Low clear voice.)''&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hat.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Allow them to pass, they are friendly.''&lt;br /&gt;
&lt;br /&gt;
Challenge Response combination was: Top Hat.&lt;br /&gt;
&lt;br /&gt;
==== Can you think of and use other ways? ====&lt;br /&gt;
* Click codes (clicking your tongue a set number of times)&lt;br /&gt;
* Bird calls&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=237</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=237"/>
		<updated>2013-02-10T03:18:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gun Class &lt;br /&gt;
! colspan=3 | Muzzle Velocity (0.20g BB) &lt;br /&gt;
! Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
! !! Minimum !! Maximum !! Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
!Sniper || || || || &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=236</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=236"/>
		<updated>2013-02-10T03:18:19Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gun Class &lt;br /&gt;
! colspan=3 | Muzzle Velocity (0.20g BB) &lt;br /&gt;
!! Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
! !! Minimum !! Maximum !! Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
!Sniper || || || || &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=235</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=235"/>
		<updated>2013-02-10T03:18:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gun Class &lt;br /&gt;
! colspan=3 | Muzzle Velocity (0.20g BB) &lt;br /&gt;
!! Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!! !! Minimum !! Maximum !! Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
!Sniper || || || || &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=234</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=234"/>
		<updated>2013-02-10T03:17:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gun Class &lt;br /&gt;
! colspan=3 | Muzzle Velocity (0.20g BB) &lt;br /&gt;
!! Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!! !! Minimum !! Maximum !! Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper || || || || &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=233</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=233"/>
		<updated>2013-02-10T03:16:37Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gun Class &lt;br /&gt;
! colspan=3 | Muzzle Velocity (0.20g BB) &lt;br /&gt;
!! Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!! !! Minimum !! Maximum !! Tolerance !!.&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper | | | | &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action | | | |&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=232</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=232"/>
		<updated>2013-02-10T03:15:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Gun Class ! colspan=3| Muzzle Velocity (0.20g BB) !! Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!! !! Minimum !! Maximum !! Tolerance !!.&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper | | | | &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action | | | |&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=231</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=231"/>
		<updated>2013-02-10T03:14:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class ! colspan=3|Muzzle Velocity (0.20g BB) !!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!! !!Minimum !!Maximum !!Tolerance !!.&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper | | | | &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action | | | |&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=230</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=230"/>
		<updated>2013-02-10T03:11:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class !colspan=3|Muzzle Velocity (0.20g BB)!!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!!. !!Minimum !!Maximum !!Tolerance !!.&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper | | | | &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action | | | |&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=229</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=229"/>
		<updated>2013-02-10T03:09:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class !colspan=3!Muzzle Velocity (0.20g BB)!!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!!. !!Minimum !!Maximum !!Tolerance !!.&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm ||n/a ||330 ||0 ||1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic ||330 ||400 ||+15 ||1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper | | | | &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action | | | |&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3 ||501 ||550 ||0 ||2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=228</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=228"/>
		<updated>2013-02-10T03:07:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class !colspan=3!Muzzle Velocity (0.20g BB)!!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!! !!Minimum !!Maximum !!Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||0 ||0 ||0 ||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm |n/a |330 |0 |1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic |330 |400 |+15 |1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper | | | | &lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1) ||420 ||450 ||0 ||1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action | | | |&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2 ||451 ||500 ||0 ||2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=227</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=227"/>
		<updated>2013-02-10T03:04:51Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class &lt;br /&gt;
!colspan=3!Muzzle Velocity (0.20g BB)!!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!! !!Minimum !!Maximum !!Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|n/a&lt;br /&gt;
|330&lt;br /&gt;
|0&lt;br /&gt;
|1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic&lt;br /&gt;
|330&lt;br /&gt;
|400&lt;br /&gt;
|+15&lt;br /&gt;
|1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1)&lt;br /&gt;
|420&lt;br /&gt;
|450&lt;br /&gt;
|0&lt;br /&gt;
|1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2&lt;br /&gt;
|451&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=226</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=226"/>
		<updated>2013-02-10T03:03:46Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class &lt;br /&gt;
!!colspan=3|Muzzle Velocity (0.20g BB)!!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!! !!Minimum !!Maximum !!Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|n/a&lt;br /&gt;
|330&lt;br /&gt;
|0&lt;br /&gt;
|1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic&lt;br /&gt;
|330&lt;br /&gt;
|400&lt;br /&gt;
|+15&lt;br /&gt;
|1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1)&lt;br /&gt;
|420&lt;br /&gt;
|450&lt;br /&gt;
|0&lt;br /&gt;
|1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2&lt;br /&gt;
|451&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=225</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=225"/>
		<updated>2013-02-10T03:03:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class &lt;br /&gt;
!!colspan=3|Muzzle Velocity (0.20g BB)!!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!!Minimum !!Maximum !!Tolerance&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|n/a&lt;br /&gt;
|330&lt;br /&gt;
|0&lt;br /&gt;
|1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic&lt;br /&gt;
|330&lt;br /&gt;
|400&lt;br /&gt;
|+15&lt;br /&gt;
|1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1)&lt;br /&gt;
|420&lt;br /&gt;
|450&lt;br /&gt;
|0&lt;br /&gt;
|1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2&lt;br /&gt;
|451&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=224</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=224"/>
		<updated>2013-02-10T03:02:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class &lt;br /&gt;
colspan=3!!Muzzle Velocity (0.20g BB)!!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
!!Minimum !!Maximum !!Tolerance&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|n/a&lt;br /&gt;
|330&lt;br /&gt;
|0&lt;br /&gt;
|1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic&lt;br /&gt;
|330&lt;br /&gt;
|400&lt;br /&gt;
|+15&lt;br /&gt;
|1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1)&lt;br /&gt;
|420&lt;br /&gt;
|450&lt;br /&gt;
|0&lt;br /&gt;
|1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2&lt;br /&gt;
|451&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=223</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=223"/>
		<updated>2013-02-10T02:59:23Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class !!{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Muzzle Velocity (0.20g BB)|-!!Minimum !!Maximum !!Tolerance|}!!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|n/a&lt;br /&gt;
|330&lt;br /&gt;
|0&lt;br /&gt;
|1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic&lt;br /&gt;
|330&lt;br /&gt;
|400&lt;br /&gt;
|+15&lt;br /&gt;
|1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1)&lt;br /&gt;
|420&lt;br /&gt;
|450&lt;br /&gt;
|0&lt;br /&gt;
|1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2&lt;br /&gt;
|451&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=222</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=222"/>
		<updated>2013-02-10T02:55:34Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class !!Muzzle Velocity (0.20g BB) !!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
! !!Minimum !!Maximum !!Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
||0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|n/a&lt;br /&gt;
|330&lt;br /&gt;
|0&lt;br /&gt;
|1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic&lt;br /&gt;
|330&lt;br /&gt;
|400&lt;br /&gt;
|+15&lt;br /&gt;
|1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1)&lt;br /&gt;
|420&lt;br /&gt;
|450&lt;br /&gt;
|0&lt;br /&gt;
|1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2&lt;br /&gt;
|451&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=221</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=221"/>
		<updated>2013-02-10T02:50:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class !!Muzzle Velocity (0.20g BB) !!Muzzle Energy Equivalent&lt;br /&gt;
|-&lt;br /&gt;
! !!Minimum !!Maximum !!Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|n/a&lt;br /&gt;
|330&lt;br /&gt;
|0&lt;br /&gt;
|1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic&lt;br /&gt;
|330&lt;br /&gt;
|400&lt;br /&gt;
|+15&lt;br /&gt;
|1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1)&lt;br /&gt;
|420&lt;br /&gt;
|450&lt;br /&gt;
|0&lt;br /&gt;
|1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2&lt;br /&gt;
|451&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=220</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=220"/>
		<updated>2013-02-10T02:50:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* 2012 Lower Mainland Universal FPS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
'''FOR PLAYERS USE'''&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
'''2. STANDARD LIMIT VALUES'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Gun Class !!Muzzle Velocity (0.20g BB) !!Muzzle Energy Equivalent&lt;br /&gt;
! !!Minimum !!Maximum !!Tolerance !!&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|n/a&lt;br /&gt;
|330&lt;br /&gt;
|0&lt;br /&gt;
|1.00 J&lt;br /&gt;
|-&lt;br /&gt;
|Automatic&lt;br /&gt;
|330&lt;br /&gt;
|400&lt;br /&gt;
|+15&lt;br /&gt;
|1.48 (+0.12)&lt;br /&gt;
|-&lt;br /&gt;
|Sniper&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|DMR (Sniper 1)&lt;br /&gt;
|420&lt;br /&gt;
|450&lt;br /&gt;
|0&lt;br /&gt;
|1.90&lt;br /&gt;
|-&lt;br /&gt;
|Bolt-action&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 2&lt;br /&gt;
|451&lt;br /&gt;
|500&lt;br /&gt;
|0&lt;br /&gt;
|2.30&lt;br /&gt;
|-&lt;br /&gt;
|Sniper 3&lt;br /&gt;
|501&lt;br /&gt;
|550&lt;br /&gt;
|0&lt;br /&gt;
|2.80	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=219</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=219"/>
		<updated>2013-02-10T02:43:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Why are we measuring joules? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
FOR PLAYERS USE&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
2. STANDARD LIMIT VALUES&lt;br /&gt;
Gun                 Muzzle Velocity (0.20g BB)        Muzzle Energy&lt;br /&gt;
Class              Minimum     Maximum    Tolerance     Equivalent&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
Knife                 0           0           0            0&lt;br /&gt;
CQB or Sidearm       n/a        330           0          1.00 J&lt;br /&gt;
Automatic            330        400          +15       1.48 (+0.12)&lt;br /&gt;
Sniper&lt;br /&gt;
   DMR (Sniper 1)    420        450           0          1.90&lt;br /&gt;
   Bolt-action&lt;br /&gt;
     Sniper 2        451        500           0          2.30&lt;br /&gt;
     Sniper 3        501        550           0          2.80	&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=218</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=218"/>
		<updated>2013-02-10T02:42:43Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Why are we measuring joules? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote.&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
FOR PLAYERS USE&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
2. STANDARD LIMIT VALUES&lt;br /&gt;
Gun                 Muzzle Velocity (0.20g BB)        Muzzle Energy&lt;br /&gt;
Class              Minimum     Maximum    Tolerance     Equivalent&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
Knife                 0           0           0            0&lt;br /&gt;
CQB or Sidearm       n/a        330           0          1.00 J&lt;br /&gt;
Automatic            330        400          +15       1.48 (+0.12)&lt;br /&gt;
Sniper&lt;br /&gt;
   DMR (Sniper 1)    420        450           0          1.90&lt;br /&gt;
   Bolt-action&lt;br /&gt;
     Sniper 2        451        500           0          2.30&lt;br /&gt;
     Sniper 3        501        550           0          2.80	&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=217</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=217"/>
		<updated>2013-02-10T02:40:28Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Why are we measuring joules? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&amp;lt;blockquote&amp;gt;My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&lt;br /&gt;
&lt;br /&gt;
To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&lt;br /&gt;
&lt;br /&gt;
The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&lt;br /&gt;
&lt;br /&gt;
People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&lt;br /&gt;
&lt;br /&gt;
Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&lt;br /&gt;
&lt;br /&gt;
The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&lt;br /&gt;
&lt;br /&gt;
Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&lt;br /&gt;
&lt;br /&gt;
Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&lt;br /&gt;
&lt;br /&gt;
There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&lt;br /&gt;
&lt;br /&gt;
This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&amp;lt;/blockquote.&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
FOR PLAYERS USE&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
2. STANDARD LIMIT VALUES&lt;br /&gt;
Gun                 Muzzle Velocity (0.20g BB)        Muzzle Energy&lt;br /&gt;
Class              Minimum     Maximum    Tolerance     Equivalent&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
Knife                 0           0           0            0&lt;br /&gt;
CQB or Sidearm       n/a        330           0          1.00 J&lt;br /&gt;
Automatic            330        400          +15       1.48 (+0.12)&lt;br /&gt;
Sniper&lt;br /&gt;
   DMR (Sniper 1)    420        450           0          1.90&lt;br /&gt;
   Bolt-action&lt;br /&gt;
     Sniper 2        451        500           0          2.30&lt;br /&gt;
     Sniper 3        501        550           0          2.80	&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=216</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=216"/>
		<updated>2013-02-10T02:39:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Simple calculation for Muzzle Energy: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = [ Speed (fps) squared ] * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&lt;br /&gt;
My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&lt;br /&gt;
&lt;br /&gt;
To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&lt;br /&gt;
&lt;br /&gt;
The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&lt;br /&gt;
&lt;br /&gt;
People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&lt;br /&gt;
&lt;br /&gt;
Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&lt;br /&gt;
&lt;br /&gt;
The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&lt;br /&gt;
&lt;br /&gt;
Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&lt;br /&gt;
&lt;br /&gt;
Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&lt;br /&gt;
&lt;br /&gt;
There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&lt;br /&gt;
&lt;br /&gt;
This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
FOR PLAYERS USE&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
2. STANDARD LIMIT VALUES&lt;br /&gt;
Gun                 Muzzle Velocity (0.20g BB)        Muzzle Energy&lt;br /&gt;
Class              Minimum     Maximum    Tolerance     Equivalent&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
Knife                 0           0           0            0&lt;br /&gt;
CQB or Sidearm       n/a        330           0          1.00 J&lt;br /&gt;
Automatic            330        400          +15       1.48 (+0.12)&lt;br /&gt;
Sniper&lt;br /&gt;
   DMR (Sniper 1)    420        450           0          1.90&lt;br /&gt;
   Bolt-action&lt;br /&gt;
     Sniper 2        451        500           0          2.30&lt;br /&gt;
     Sniper 3        501        550           0          2.80	&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=215</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=215"/>
		<updated>2013-02-10T02:39:11Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Simple calculation for Muzzle Energy: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
'''Energy = 0.5 * mass (kg) * square of velocity (m/s)'''&lt;br /&gt;
&lt;br /&gt;
''For use, including factors for mixed units (g and ft/s)''&lt;br /&gt;
&lt;br /&gt;
'''Energy = Speed (fps) squared * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&lt;br /&gt;
My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&lt;br /&gt;
&lt;br /&gt;
To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&lt;br /&gt;
&lt;br /&gt;
The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&lt;br /&gt;
&lt;br /&gt;
People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&lt;br /&gt;
&lt;br /&gt;
Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&lt;br /&gt;
&lt;br /&gt;
The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&lt;br /&gt;
&lt;br /&gt;
Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&lt;br /&gt;
&lt;br /&gt;
Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&lt;br /&gt;
&lt;br /&gt;
There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&lt;br /&gt;
&lt;br /&gt;
This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
FOR PLAYERS USE&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
2. STANDARD LIMIT VALUES&lt;br /&gt;
Gun                 Muzzle Velocity (0.20g BB)        Muzzle Energy&lt;br /&gt;
Class              Minimum     Maximum    Tolerance     Equivalent&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
Knife                 0           0           0            0&lt;br /&gt;
CQB or Sidearm       n/a        330           0          1.00 J&lt;br /&gt;
Automatic            330        400          +15       1.48 (+0.12)&lt;br /&gt;
Sniper&lt;br /&gt;
   DMR (Sniper 1)    420        450           0          1.90&lt;br /&gt;
   Bolt-action&lt;br /&gt;
     Sniper 2        451        500           0          2.30&lt;br /&gt;
     Sniper 3        501        550           0          2.80	&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
	<entry>
		<id>https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=214</id>
		<title>What's a Joule?</title>
		<link rel="alternate" type="text/html" href="https://lmag.jesseneri.ca/info/index.php?title=What%27s_a_Joule%3F&amp;diff=214"/>
		<updated>2013-02-10T02:38:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Simple calculation for Muzzle Energy: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LMAG Standards ==&lt;br /&gt;
=== Muzzle Velocity Limits and Minimum Engagement Distances ===&lt;br /&gt;
[[File:MED-rev.png|700px]]&lt;br /&gt;
=== Example Weapons Measured with 0.20 g BBs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Weapon !!Muzzle Velocity Limit !!Muzzle Energy Limit&lt;br /&gt;
|-&lt;br /&gt;
|CQB or Sidearm&lt;br /&gt;
|330 ft/s&lt;br /&gt;
|1 Joule&lt;br /&gt;
|-&lt;br /&gt;
|AEG Rifle&lt;br /&gt;
|400&lt;br /&gt;
|1.48 J&lt;br /&gt;
|-&lt;br /&gt;
|Designated Marksman Rifle&lt;br /&gt;
|450&lt;br /&gt;
|1.9 J&lt;br /&gt;
|-&lt;br /&gt;
|Certified Sniper&lt;br /&gt;
|500&lt;br /&gt;
|2.3 J&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Simple calculation for Muzzle Energy: ===&lt;br /&gt;
&lt;br /&gt;
''Kinetic Energy derivation:''&lt;br /&gt;
&lt;br /&gt;
Energy = 0.5 * mass (kg) * square of velocity (m/s)&lt;br /&gt;
&lt;br /&gt;
For use, including factors for mixed units (g and ft/s)&lt;br /&gt;
&lt;br /&gt;
'''Energy = Speed (fps) squared * BB mass (g) / 21500'''&lt;br /&gt;
&lt;br /&gt;
(good for two decimal places)&lt;br /&gt;
&lt;br /&gt;
eg. Energy = 400*400 * 0.20 / 21500 = 1.48 Joules&lt;br /&gt;
&lt;br /&gt;
== Why are we measuring joules? ==&lt;br /&gt;
[http://zachbillings.com/joules-you-idiots/ Joules you idiots] by Zach Billings&lt;br /&gt;
&lt;br /&gt;
My biggest pet peeve in the airsoft world is the way that people talk about the power of a gun. The standard for measuring an airsoft gun’s power is to chronograph a 0.2g bb fired from the gun. This system is used throughout most of North America and the world for establishing field limits as well. A common limit for an outdoor airsoft field might be 400fps with 0.2g bbs. The field that I frequent has its limit set at 400fps (feet/second) with 0.25g bbs (0.25s being the less common standard for measurement). Why on Earth do we use velocity as a standard if bb weight is a variable?!&lt;br /&gt;
&lt;br /&gt;
To give you a little background, this is how it works. I show up at the field with my airsoft rifle. I chronograph the gun using ammunition provided to me by the field, to ensure that no one cheats. I fire three rounds and so long as they all clock under 400fps with the supplied 0.25s, I pass. Then for the rest of the day I actually utilize 0.28 or 0.30g bbs. The additional weight of the bb decreases my velocity at the muzzle (the end of the barrel) but the energy carried by the bb remains a constant, at around 1.85J (Joules).&lt;br /&gt;
&lt;br /&gt;
The point behind using a heavier bb is that they resist wind more. The heavier your bb, the less it’s effected by side to side wind and the more slowly it looses energy as it flies down-range.&lt;br /&gt;
&lt;br /&gt;
People use a huge variety of bb weights in their guns. The light 0.2g bbs are usually reserved only for players who are not in-the-know. 0.25s are commonly used for pistols and less-powerful rifles. For players who understand bb flight characteristics and have a moderately powerful rifle, the weights used are 0.28, 0.30, 0.36, and 0.43 grams. 0.36 and 0.43 are usually [incorrectly] reserved for snipers.&lt;br /&gt;
&lt;br /&gt;
Because every player actually plays will a different weight, it seems asinine to me that the standard for measurement is with a single bb weight at x velocity. Joules should be used as the standard, and velocity-with-weight would only be used for chronographing at the field.&lt;br /&gt;
&lt;br /&gt;
The reason this came up is that I am a regular poster on Airsoft Retreat, and since I don’t use 0.2g bbs for any purpose, I don’t own any. Now, when I go to chronograph a gun at home to post information about it, I have to use results achieved with .25s. Most people don’t know how to convert these results and only understand velocity measurements given with 0.2g bbs. Lets inject a little science into the community and get a standardized system going!&lt;br /&gt;
&lt;br /&gt;
Here’s some additional information on why I use heavier bbs (I will be using 0.36 or 0.43g this year).&lt;br /&gt;
&lt;br /&gt;
Many players gripe about a heavier bb causing a lower muzzle velocity, but here’s the catch: Lets say I fire a 0.25 at 400fps. That’s about 1.85J. That means that a 0.43 fired from the same gun would leave the barrel at only 290fps. To most players this seems like a hinderance. Nay. Lets go 21m (69ft) down range. The 0.25 was greatly effected by the wind and has now slowed to 203fps. Meanwhile the 0.43, which started 110fps slower, is now traveling faster at 205fps. Most people with guns shooting above 1.6J are regularly engaging targets beyond 100ft. At those ranges, not only are the 0.43s now going faster, but they are carrying vastly more energy to continue their journey with. At the aforementioned 21 meters, the 0.25 has dropped from 1.85J at the muzzle to only 0.47J. The 0.43 has retained much more energy and is still carrying 0.84J of the original 1.85J.&lt;br /&gt;
&lt;br /&gt;
There are tradeoffs involved which don’t always make heavier better. If you’re shooting at ranges beyond 50 meters then heavier is always better, because at 50m the average speed of all bb weights is about the same. If, however, you are engaging in urban combat at close ranges, you may want to stick to something like a .28. At a mere 12 meters, the .28 will reach its target more quickly and at that range you don’t need to be as concerned with conserving stored energy. You just want it to get there as immediately as possible.&lt;br /&gt;
&lt;br /&gt;
This year I plan to carry a combination of 0.28s for close quarters use, and 0.36s for long range use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional References ==&lt;br /&gt;
=== Texas Airsoft Organization ===&lt;br /&gt;
([http://texasairsoft.org/content.php?127-Muzzle-Energy&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 Chart on TASO site])&lt;br /&gt;
&lt;br /&gt;
These players set their limits based on Muzzle Energy:&lt;br /&gt;
* CQB = 0.83 Joule (300 ft/s for 0.2, 270 for 0.25, 250 for 0.28)&lt;br /&gt;
* Pistol = 1.13 Joule&lt;br /&gt;
* AR = 1.48 Joule&lt;br /&gt;
* Support Weapon (SAW) = 1.87 Joule (must have standard AR secondary weapon, MED 40 ft)&lt;br /&gt;
* Sniper = 2.81 Joule (includes DMR, gun with Full Auto capability prohibited and must have secondary weapon, MED 100 ft)&lt;br /&gt;
&lt;br /&gt;
([http://texasairsoft.org/content.php?125-Rules-of-Engagement&amp;amp;s=f5933aee13290d0cbc818dd1b27be055 TASO Rules on TASO site])&lt;br /&gt;
&lt;br /&gt;
=== Buffalo Airsoft ( http://www.thewarstore.org ) ===&lt;br /&gt;
&lt;br /&gt;
Another reference that includes the Muzzle Energy as a key component in the gun classification. It is the only way to set limits on gun capacity that is independent of BB mass.&lt;br /&gt;
&lt;br /&gt;
[http://img803.imageshack.us/img803/4561/airsoftbbimpactenergyta.jpg Table for Larger Fields]&lt;br /&gt;
&lt;br /&gt;
=== Canada Customs Practices ca 2012 ===&lt;br /&gt;
Updated Customs practices for 28 February 2012:&lt;br /&gt;
&lt;br /&gt;
http://www.cbsa-asfc.gc.ca/publications/cn-ad/cn12-005-eng.html&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Based on the latest research, it is now established that the muzzle velocity at which a .20g 6mm plastic airsoft projectile is capable of causing serious bodily injury is 111.6 m/s (366 fps). &amp;quot;&lt;br /&gt;
* For customs, &amp;quot;Airsoft guns, firing a .20g 6mm plastic pellet, with a muzzle velocity above 111.6 m/s (366 fps), will be classified as firearms. Please refer to D19-13-2 for the import requirements of low muzzle velocity firearms, including low muzzle velocity “uncontrolled” firearms. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Learned discussion:&lt;br /&gt;
http://www.airsoftcanada.com/showthread.php?t=137167&lt;br /&gt;
&lt;br /&gt;
=== 2012 Lower Mainland Universal FPS ===&lt;br /&gt;
Universal Muzzle Energy Limit ratified January 2012. Participating clubs: FVAA, BCAC, Op-For.&lt;br /&gt;
&lt;br /&gt;
FOR PLAYERS USE&lt;br /&gt;
Each club will set the rules of engagement and the engagement distances. All participating clubs will honour the limits shown below.&lt;br /&gt;
Universal Energy Limits Specification wrote:	&lt;br /&gt;
2. STANDARD LIMIT VALUES&lt;br /&gt;
Gun                 Muzzle Velocity (0.20g BB)        Muzzle Energy&lt;br /&gt;
Class              Minimum     Maximum    Tolerance     Equivalent&lt;br /&gt;
---------------------------------------------------------------------&lt;br /&gt;
Knife                 0           0           0            0&lt;br /&gt;
CQB or Sidearm       n/a        330           0          1.00 J&lt;br /&gt;
Automatic            330        400          +15       1.48 (+0.12)&lt;br /&gt;
Sniper&lt;br /&gt;
   DMR (Sniper 1)    420        450           0          1.90&lt;br /&gt;
   Bolt-action&lt;br /&gt;
     Sniper 2        451        500           0          2.30&lt;br /&gt;
     Sniper 3        501        550           0          2.80	&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Tolerance only applies to settlement of newly installed springs and other mechanical modifications. Over long term, users are expected to ensure their guns achieve the limit on subsequent tests.&lt;br /&gt;
* Engagement distances are at the discretion of the member organizations.&lt;br /&gt;
* Sniper weapon class users are required to carry a secondary weapon in either the Sidearm or Automatic Electric Gun class.&lt;br /&gt;
* Muzzle energy for Sidearm and Close Quarters Battle weapons needs review to address improvements in available guns. Club admins reserve the right to meet and revise the velocity limit as determined after agreed review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We will post a copy of the full document once its signature page is scanned and incorporated into the original.&lt;br /&gt;
&lt;br /&gt;
Copy of ratified Universal FPS:&lt;br /&gt;
http://mypage.uniserve.ca/~jneri/ex/mou-ufps-rev5-ratified.pdf&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
		
	</entry>
</feed>