flatline help
Printed From: Tippmann Paintball
Category: Tippmann Paintball
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URL: http://www.tippmannsports.com/forum/wwf77a/forum_posts.asp?TID=151512
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Topic: flatline help
Posted By: G-Force102089
Subject: flatline help
Date Posted: 09 March 2006 at 1:15am
Alright i took my flatline off a while back for a new barrel, but now i wanted to try it out again with this better paint, problem is i didnt install the barrel and i dont have the manual anymore , how would i get instructions on how to do it plz help me out. on this 1
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Replies:
Posted By: hungrymonkey
Date Posted: 09 March 2006 at 1:23am
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remove air, cock gun.
loosen the front three bolts, 2 little, one big.
Then remove the stock barrel adapter and then hold the flatline with the rear shroud set screw to the left of the gun when it is facing you. push in until it stops, then turn the barrel a quarter turn to the right. The set screw should bet centered with the gun. then tighten the 3 screws.
That is the way I have been doing it.
------------- A5
Flatline
E trigger
Palmers stabilizer
68ci 4500 psi hpa tank
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Posted By: TRAVELER
Date Posted: 09 March 2006 at 2:16am
Follow the above instructions if it's an A5, if it's a 98...
------------- For I will wander to and fro,
I'll go where I no one do know,
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Posted By: hungrymonkey
Date Posted: 09 March 2006 at 5:00am
whoops. I guess that is an important pieceof information. 
------------- A5
Flatline
E trigger
Palmers stabilizer
68ci 4500 psi hpa tank
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Posted By: Snake6
Date Posted: 09 March 2006 at 7:24am
http://google.com - Everything you will ever need to know and more....
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Posted By: Justice
Date Posted: 09 March 2006 at 2:08pm
You can Im sure print out the manuals for any tippmann product at tippmann.com
^ Points to top of screen.
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-JUSTICE
http://www.myspace.com/outkastpaintball - Outkast Myspace
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Posted By: Baewolf
Date Posted: 09 March 2006 at 3:06pm
Look through the following it will help
Flatline "How to" and Review
debunking the myths, here's the real deal:
Having seen many questions on the OSOK forum, about the Flatline, I had posted
info on
the board before, but the same questions keep popping up over and over. Here's
the way to
assemble and operate this barrel system.
I have played with the Tippmann Flatline, (will be called "TF" Sniper rifle from
here out), for a
little over two years now, and I also use a Flatline Autococker, (will be called
the "FLAC" Sniper
rifle from here out), for about three and a half years. Let me clear up some
things about shooting
characteristics.
Starting with the TF:
1. MYTH: "The TF shoots far, but is not accurate"
FALSE: The TF has a learning curve associated with its use, you have to get used
to how
to shoot the marker. 1st when you shoot make sure the marker is not leaning left
or right,
otherwise the ball will drift in the direction of lean. The barrel imparts
backspin to the ball
this gives it the "magus effect", (lift), the axis of spin acts as a gyro, if
the balls spin is
tilted left or right, it then "lifts" in that direction, (once you get used to
how the gun
shoots you will learn to lean the marker to curve around bunkers and hit players
behind
them, the curve is not great, but sometimes what the straight-on shot will miss,
the curve
will get). The TF IS very accurate once you learn to shoot it and assuming you
are using a
quality paint, The best I have found are the small diameter paints, i.e.
Marbilizer, (best in
summer weather or temps over 40 degrees), and Anarchy's, slightly less accurate
but a close
second and also a good cold weather ball, temps below 40 degrees, (Marbs break
to much
at these temps). (There is a new ball coming out from RPS called "Flash" that is
supposed
to be perfectly round, I will let you know what I find, when these become
available).
The Maximum consistent effective range is about 180 feet, after that you have to
hit a hard
object on your target for the ball to bust. This is about true for any paint
marker, since the
balls velocity has dropped significantly due to air resistance.
Elevation of the marker is "0" up to 150 ft, meaning you don't compensate for
ball drop,
this is the hardest to understand for most people who have shot regular markers
before.
After 150 ft, compensate 1" per 10 yds.
I can constantly get 10"-12" group at 180 ft, this is good for center of mass on
most
players, 8"- 10" at 150 ft, 4"-6" at 100 ft, guaranteed head shot at 70 ft,
(mild or no wind).
One thing to remember, it's still paintball and is not perfectly round, so I
save the fancy
"Head shot" shooting to ranges under 70 ft. These groupings are with a prone
firing
position, bi-pod, scope (zeroed at 150 ft), HPA with reg, A CLEAN BARREL, and
proper barrel installation, (see below).
2. MYTH: "The Marker shoots like crap at 300 ft/sec".
TRUE: The best ft/sec for a TF is about 280 ft/sec, this speed gives the "flat
line" effect.
Speeds above that makes the ball float up, then down, speeds below decrease the
"flat
line" range by about 10 yds. per 10 ft/sec drop in velocity, at 250 ft/sec or
lower all
advantages of the TF are lost, some scenarios make 250 ft/sec the max for night
play, this
limits the max effective range of the TF to about 100 ft, (considering it is
dark also, and
unless you have night vision, is about the practical limit at night), I usually
change to my
Regular Autococker with a 18" Dye barrel or ZERO Gravity barrel 12", the Zero is
more
accurate, but the DYE shoots quieter, (but that's another story).
Notice I say "about 280 ft/sec" above, this is because of the
environmental/physics of
projectiles. The best way I have found for finding the "Sweet Spot" is adjust
the velocity
screw upwards gradually, until the ball starts to "float up" then back it down,
(small 1/4
turns), until it quits floating and flattens out. You will find that when you
chrono you will
be on or close to 280 ft/sec., Barometric pressure, humidity, HPA vs. CO2, ball
type and
size, pressure regulation all have an effect on what speed will "flatten out"
your balls
trajectory, at a certain velocity, but all in all, the velocity will be around
280 ft/sec
+/- (5-8ft/sec).
3. MYTH: "The TF breaks balls all the time, and you can't shoot it fast"
FALSE and TRUE: Starting with ball breaks, you MUST SEAT THE BARREL
CORRECTLY. 1st To seat the Barrel correctly, you must separate the halves of the
98
into its halves. 2cd The barrel seating clamp threads should be wrapped with
Teflon tape,
then Lay it into the barrel seat of the receiver and seat it all the way to the
rear of the
receiver, no gaps, make sure its all the way back, DO NOT SCREW IT IN!!!. 3rd
replace
the halves and screw them back together. 4th with the barrel screw in the barrel
clamp not
tightened push the barrel into the barrel clamp and make SURE you push the
barrel all the
way back into the clamp, make absolutely sure it is seated all the way in. As
far as
shooting fast is concerned, I wouldn't try to shoot more than 3 balls/sec, more
than that
and I think that the balls get hung up in the curve, hit each other and pop.
These are some other observations and recommendations, You can't reliably zero
the scope on
the plastic shroud, (you can initially, but the first time you bump the scope,
it's out of zero).
I highly recommend the metal shroud, sold buy the Tippmann pro shop, it's a much
more stable
than the plastic, further a even better stabilizing trick is to mount small
aluminum block under the shroud that attach to the top of the marker, and then
drill/tap through the top of the shroud into the aluminum block that will give
you a positive mount of your sight rail, that you can then attach your scope
rings to. IF you shoot CO2, I would highly recommend an expansion chamber.
The FLAC Sniper rifle, is basically like the TF above, but, In my opinion it
shoots tighter, the
above shot groups are reduced by 2" per stated range, head shot at 90-100'.
I think the barrel/receiver interface, and barrel quality are MUCH better in the
FLAC. The down
side of the FLAC is that of all cockers, When they are timed right, there is not
a better shooting
marker on the market, BUT, you have to know how to time and futz with cockers to
achieve this.
If your not a cocker mechanic, stay away from this gun, or you will cry a lot.
I am a cocker mechanic, and I like to fiddle with it, both are needed to use it.
I use my TF as my back up marker, when I have major probs with the FLAC, since
with a
Tippmann these markers are low maintenance, and sometimes when the FLAC is
acting up I just
go with the simple, reliable TF. For speeds of less than 250 ft/sec I use a
straight barreled marker.
when firing the marker for the first time after seating the barrel/receiver,
make sure the barrels curve is at Top Dead Center, there is a mark on the tip
that notes that, lightly tighten the clamp. Place the marker on a gun rest, and
sight in, (use iron sights), I also recommend a target at 20 yrds. fire off a
few rounds see where they are striking the target. (make sure gun is
perpendicular to the level ground). watch how the balls are flying, if they are
drifting to the left, rotate the barrel clockwise as viewed from the firing
position, only 2-3 degrees, until the balls trajectory does not drift, (use
quality balls), If it drifts right, turn the opposite, make only SMALL
adjustments!!, tighten the clamp screw on the barrel. Once drift is corrected,
and velocity is at 280 ft/sec, (no ball float, with Flat line trajectory). Note:
use a metal scribe to mark the position of the barrel in relation to the barrel
clamp and marker body, "Witness marks". That way the next time you take it apart
and put it back together you can just line up the marks and be at zero. That
being done, you can now mount the your scope, and zero it, on your target at
whatever range you like to shoot at. An adjustable gun rest and stable shooting
platform really helps the initial marker barrel adjusting, (you can make a home
made gun rest with sand bags). once the barrel rotation is set, tighten the
barrel clamp screw. Now you can really reach out and touch some one...hee...hee.
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Posted By: Snake6
Date Posted: 09 March 2006 at 3:10pm
Where did you get that review at?
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Posted By: Baewolf
Date Posted: 09 March 2006 at 3:51pm
Snake6 wrote:
Where did you get that review at?
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http://www.google.com -
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Posted By: Snake6
Date Posted: 09 March 2006 at 3:56pm
Ha!
Just wondering, because the facts seem to be a little skewed. I have never seen any flatline shoot in groups as small as that at 150 ft, and I have tested quite a few.
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Posted By: Baewolf
Date Posted: 09 March 2006 at 4:28pm
Snake6 wrote:
Ha!
Just wondering, because the facts seem to be
a little skewed. I have never seen any flatline shoot in groups as
small as that at 150 ft, and I have tested quite a few.
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Last weekend I was playing a game, I was in a bunker looking out
through a hole, in the distance about 130 feet away I say another
player. He was like two bunker positions away from me, I was using a
14" bigshot and knew that it was quite pointless to fire at him as
there was only small gaps between us through the trees and for that
kind of range the bigshot would not help me any. Not knowing who the
other player was or that he was the one with the flatline, like an
idiot I remember thinking, that i would keep looking around because he
was too far away for me to worry about, man was I stupid I got a
paintball right in the head, it was the longest distance away that I
have even been shot.
I don't know when I followed the guide and setup the gun the way
directed I was placing paintballs in pretty much the same grouping, the
guy seemed to be the most knowledgable person I had come across on
flatlines, I don't think he is making it up, besides when you get hit
in the face at over 130 feet and that is the only part of you exposed,
it has a way of making a believer out of you
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Posted By: Snake6
Date Posted: 09 March 2006 at 4:44pm
Luck Shot.
I have seen several shots like that. On every flatline I have every tested (all correctly installed) I have never gotten anything better grouping wise than 15-20" at 150ft(measured with a 100 yard tape), with about one ball in ten going stray due to wind. The wind effects the Flatline alot more than the fact other barrels due to the fact that the balls move rather slow once downrange. It is quite possible that this person was testing indoors which due to the lack of wind will make the flatline alot more accurate.
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Posted By: Baewolf
Date Posted: 09 March 2006 at 5:05pm
Snake6 wrote:
Luck Shot.
I have seen several shots like that.
On every flatline I have every tested (all correctly installed) I have
never gotten anything better grouping wise than 15-20" at
150ft(measured with a 100 yard tape), with about one ball in ten going
stray due to wind. The wind effects the Flatline alot more than the
fact other barrels due to the fact that the balls move rather slow once
downrange. It is quite possible that this person was testing indoors
which due to the lack of wind will make the flatline alot more accurate.
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Or in the woods on a trail, or through the trees, at home I had to wait
until there was no wind to set my flatline dead on, luckely where I
play there is a good tree canapy, and even if it is windy out, once in
the woods there is not even a breeze so the flatline works great.
The wind does really affect it though especially the furthur out it flies, but in the woods i have had good luck with it
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Posted By: Snake6
Date Posted: 09 March 2006 at 5:06pm
In most woods there is not the space to take advantage of the added range anyways though. The extra range is most useful on open terrain.
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Posted By: dodan44
Date Posted: 09 March 2006 at 5:23pm
Snake6 wrote:
In most woods there is not the space to take advantage of the added range anyways though. The extra range is most useful on open terrain.
| true. it is really useless in a woods.
------------- i pawn noobs
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Posted By: Baewolf
Date Posted: 09 March 2006 at 5:28pm
Snake6 wrote:
In most woods there is not the space to take advantage of
the added range anyways though. The extra range is most useful on open
terrain.
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I love my Bigshot barrel and my flatline, and switch different days
between the 2 of them, in the woods I can still find straight lines to
players when I work the angles. I find a good fortified position when
on defence, then I look for straight line trails in the trees. Then
from the distance at the beginning of the round I see through the scope
when they are starting to come into the woods (I know not again with
the scope) then when they are crossing the straight line in the trees I
hit them with a some paint, two things happen, one is I hit one of
them, about half of the time depending on how fast they are moving, or
even if I don't it scares the hell out of them and them bed down in any
bunker they can find. The point is they now try to move slowly towards
me but sooner they they normally would have bunked down. Then I use the
distance advantage of the flatline to either pick them off as they
advance, or let my teamates move in behind them.
When you get a player looking around wondering where in the hell did
that paintball come from they stop paying attention to things behind
them.
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Posted By: Snake6
Date Posted: 09 March 2006 at 5:36pm
What you described is the best way to use the Flatline to the advantage of your team. Long range surpression fire.
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Posted By: Baewolf
Date Posted: 09 March 2006 at 6:00pm
Snake6 wrote:
What you described is the best way to use the Flatline to
the advantage of your team. Long range surpression fire.
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yeah that pretty much sums it up nicely
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Posted By: somerobguy
Date Posted: 10 March 2006 at 3:56pm
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wow this really helped me to understand the flatline better i have alot of problems with it but after reading this i hope i can it to work now
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