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AR Front Sight/Gas Block Question
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I would like to replace the tower front sight/gas block on my AR with a flip up, however the barrel is pinned and welded, can the tower sight be cutoff and replaced with a 2 piece bolt on flip up sight/gasblock?&&Brownells sells a 2 piece block . has anyone tried this ? AR gurus ? any thoughts either way would be appreciated. ThanksChris
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CharlieHotel
I will say this with the disclimer... &you have a very good chance of marking up your barrel with the cutting tool if you don't take your time.& What you can do is drill out the taper pins and remove the gas tube roll pin. Move the sight tower to the narrow part of the barrel, (this will give you some room to cut through the tower-rings without marring your barrel). You will need to cut each ring in 2 places.I have done this with success. if you are patient and take your time it can be accomplished with a dremmel without marking the barrel.CH
I have done this on one of my AR's.&&I replaced the FSGB with a 2 piece so I could put a rifle length forearm on my 16& AR.1. First thing I will say is to be prepared for what your getting yourself into.&&The FSGB do not come off easily.2. Make sure you do your research about your particular rifle and know which way the pins are tapped in.&&You can usually eyeball it and get a good idea about which direction each pin was driven in from.&&This was my first mistake.3. Get yourself some &Kroil&.&&I used kroil, along with multiple other lubricants/penetrating oils.4. Be prepared to BANG.&&You must seriously hit those pins in order for them to even begin to move.&&I spent 3 nights working on this.5.&&Have a backup plan.&&I ended up using my dremel to finish up the job.&&I was very careful and didn't even touch my barrel but this is where the frustration of banging those pins for 3 nights got me.6.&&How do you plan on getting it over your muzzle break?&&This is why I dremmeled in the end.&&I didn't care about saving the FSGBI may have made it sound scarier than it is but just be prepared to put in some work to get those pins out.&&At the end of the day I'm very happy that I did it.&&It gave me a better understanding of my rifle and I accomplished something.One of these could have seriously helped me but I rigged up my own system.&&BTW this guy does it with ease.&&It don't happen like that.&iframe width=&560& height=&349& src=& frameborder=&0& allowfullscreen&&/iframe&
I will say this with the disclimer... &you have a very good chance of marking up your barrel with the cutting tool if you don't take your time.&
What you can do is drill out the taper pins and remove the gas tube roll pin. Move the sight tower to the narrow part of the barrel, (this will give you some room to cut through the tower-rings without marring your barrel).
You will need to cut each ring in 2 places.
I have done this with success. if you are patient and take your time it can be accomplished with a dremmel without marking the barrel.
Thanks CH, when you move the tower to the thinner portion of the barrel do you think there will be enough room to slide in some sort of blocker ,like thin metal just in case?
Also ,I have a dremmel, is there a kind of cutting wheel I should look for? ie diamond blade? or will a basic metal cutting wheel do?
Thanks again
Mad Russian
Thanks CH, when you move the tower to the thinner portion of the barrel do you think there will be enough room to slide in some sort of blocker ,like thin metal just in case?
Also ,I have a dremmel, is there a kind of cutting wheel I should look for? ie diamond blade? or will a basic metal cutting wheel do?
Thanks again
No diamond wheels, no thin cut wheels (these are not reinforced and will shatter if it jams or you cut off angle). Use a medium thickness reinforced wheel, and cover and tape ALL exposed barrel metal around the sight. The wheel will slip at some point, and you want everything that you don't want cut covered.
Thanks CH, when you move the tower to the thinner portion of the barrel do you think there will be enough room to slide in some sort of blocker ,like thin metal just in case?
Also ,I have a dremmel, is there a kind of cutting wheel I should look for? ie diamond blade? or will a basic metal cutting wheel do?
Thanks again
I used the basic metal cutting wheel.&&Just be careful.&&I never used his method of drilling the pins out (not sure if that would make it harder because you would fuse the pieces together).
If I had to do it again.&&I would use the kroil from the start and let it soak on there for a couple of nights.&&I would make sure that I know the direction of my pins (you can find this out with some research).&&Get yourself a good stable mount and use the correct punch to whack the crap out of those pins.
Great advice Glocklife! Thanks&&, I'm usually not the type to just head into something with a hammer and see how it goes, so like you i could see myself taking 3 days to remove the pins too ! ;DI'm pretty handy and can take my time when doing delicate work so I might give it a go . Any pitfalls in installing the new block I should be concerned with ?
You guys are awesome , Thanks Mad R for your input and help. I thought I might get &just leave it alone& but obviously you guys are &where theres a will theres a way&&&kinda guys ! I like that !I'll post pics as I go ! Gonna order the block today Chris
Great advice Glocklife! Thanks&&, I'm usually not the type to just head into something with a hammer and see how it goes, so like you i could see myself taking 3 days to remove the pins too ! ;D
I'm pretty handy and can take my time when doing delicate work so I might give it a go .
Any pitfalls in installing the new block I should be concerned with ?
Even though it was a pain in the butt sometimes.&&I'm completely happy I did it.&&I love a good project also.
In regards to getting the new one on.&&Couldn't have been easier.&&I'd be more concerned about how your going to get the one you currently have on over your muzzle break.&&If you have a large break it's not going to fit.&&That is unless you just cut it off.
I used the Specter Gas Block
I also used the Diamond Series AR-15 Forearms - Rifle length
I'm gonna just cut it off !&&very carefully !!!
Just a thought. There is another way to go. If you have an inexpensive muzzle break like a standard A2 flashider. Or you want to replace the muzzlebreak. You could remove the muzzlebreak by cutting and splitting it. I dont know if you have the means to permanently attach a new one. But this is the other altenative. Good luck and take your time. If you do decide to cut anything secure it in a vise, tape all exposed metal not once but many times. Its just tape its cheap. Wear safety glasses because things will be flying. Good luck
Here's the finished product.&&Rifle on top&&
OK got the pins out !!!!!&&Now Im stuck . Do I need to remove the pin in the photo to get the gas tube out ??? Its snug and I dont want to force it withoutchecking with the experts first . Thanks
ok , found it myself, Gas Tube Roll pin !! Removed it and the gas tube is still real snug , Does it just pull out ???Thanks Chris
CharlieHotel
Probably alot of carbon around it. It should just pull out.CH
Parashooter
No one has proposed the option of just cutting the tower part off, and then cutting the triangular forearm cup off, and just keeping the block in place under the new forearm/handguard...&&cheaper that way too....99% less chance of buggering the barrel, and you're gonna trash the original gas block either way.
ok , found it myself, Gas Tube Roll pin !! Removed it and the gas tube is still real snug , Does it just pull out ???
Using a roll pin punch makes it easier.
The gas tube will come out, the roll pin is the only thing that holds it in place (besides carbon build-up) use a little solvent, (Berkebile 2+2 Gum Cutter works very well here) and rotate the tube as you pull it back. When you move the sight block to the narrow part of the barrel there will be a bit of room to slide some thin stock in there to protect the barrel. Take your time, be careful, and it will work out just fine.
Got it, thanks for the help . The gas tube has 2 rings cut in it , maybe a couple &seals& in there ?Sorry, I have to do this everytime someone says &seal& !
Getting the gas tube out was also very hard for me.&&It was fused in with carbon.&&Again I used the kroil and it popped out.Now you have a big decision on how your going to get it over the muzzle break.&&The FSGB looks like it's in really good shape, so you have to decide are you going to cut it or are you going to attempt to take the break off.&&I wouldn't do the latter.Parashooter also made a great point.&&I have seen people cut the post down to make your own low profile GB but you've already come this far.
The FSGB is in perfect condition , but thank goodness im not trusted to be able to remove the break at will, or who knows what I'd be capable of.&&The sheeple feeling safe is more important !! F'n ridiculous !I'm still going to cut it off, as luck would have it my neighbor borrowed my dremmel and hes at work now so I'm on hold for now. Once the wheel touches metal, there is no turning back !!
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Don't add me to the active users listOur second sight system is a decision making aid and real-time health monitoring application for operators involved in Nuclear Decommissioning. The system has been developed with Google Glass and the Android operating system in order to create a modular, hands-free product.Modular
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BIOMETRIC REPORTINGWe can deliver health monitoring data via use of wearables such as heart rate monitors and temperature sensors as well as radiation dose data.The operator can view (via Google Glass) live data pertinent to their environment, including scanning items to receive information, and capture live video of their activities.Out-cell, all incoming data can be monitored and messages can be sent directly to the operator from a control-panel.
AID DECISION-MAKINGVisual messages, images and documents can be sent direct to the field operator so that they can do the job more efficiently.Shared video means back-up expertise can be used to offer further support and guidance.Items can be scanned to retrieve technical data or complete job audit trails.
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Video Game / Second Sight
Second Sight is a third person action/adventure game developed by Free Radical Design and published by , in which you take on the role of John Vattic, an
scientist who wakes up in a medical facility only to discover he has psychic powers.The game is a
thrown into the mix, with stealth being the preferred method of solving missions, especially in the early chapters. John unlocks his powers slowly, and even though they are progressively strengthened he is rarely ever a match for more than two well armed opponents. That said, once he gets his full complement of powers at full strength— Telekinesis, healing, projection, possession, energy blasts and invisibility— let's just say that the
and Difficulty Level both rise accordingly.The story itself is top notch, and has perhaps one of the best uses of
or rather, precognition in any g it's worth playing through for that alone. John Vattic is a professional skeptic and psychic debunker, seconded on a mission to find out if the legendary Soviet parapsychologist Dr. Grienko is alive, and just what he's been up to. Long story short, something
and he wakes up months later with no memory of the events and psychic powers. Throughout the game he progressively unlocks those memories, and in doing so learns more about his present. It seems a Sinister
is after Grienko's research to reliably create and empower psychics, and means to kill and discredit the heroes.Not to be confused with , another game with similar premises that came out in the same period.This game provides examples of: : Stealth is encouraged for the most part, but several of the missions effectively force the player to run and gun (especially the earlier Russian missions, before John has acquired any psychic powers). : In the first half or so of the game, "No one else can save us." : John himself. As Cortelli puts it: "You may be a pen-pusher, but it looks like you keep yourself in good shape." : WinterICE and the Vipers. : Starke is the leader of WinterICE, although he only has his head shaved in the levels set in the present: in the Russian levels he wears a crew cut. : Starke in the present has shaved his head but he's always a badass. Similarly, the present version of Vattic sports a shaved head from his time in the Osiris Medical Facility, and is a good deal more badass than his past self- at least until the later flashbacks. : Sure, he's got cool power, but an entire army's trying to kill him, he's lost his memory, his friends keep dying or going insane, and he gets crippling headaches when a power comes back... : Well, it's hardly "boom" in a T-rated game, but it's always a
(or knockout with tranquillizers). : On the tranquilizer pistol, a blessing for people who want to play . : John comes across as rather arrogant and superior in the earlier flashbacks, but after his experiences in Russia, he has become a desperate, terrified shell of a man. : Snow sometimes lands and melts on the screen in the Russian missions. When you exhaust your psychic powers, there's first a heavy distortion, then a strong grain filter obfuscates the visual for a few instants (although this is perhaps more akin to , as a way of visually representing John's mental state). : Jayne. : Franklin. Not quite as cold as many examples of this trope, but still rather standoffish. : The five psychic soldiers (who have all John's powers, plus ) that John fights just before confronting the
in the second-to-last level. : The
hides behind bullet/psi proof glass at the end of the game, too bad the FRAME isn't... : Cortelli, particularly in the mission "Teamwork". : The Psychic-powered
crews you have to fight. They get shields. You don't. : If you decide to lure the two first guards back into the room you were trapped in, and close them in, . : Played with. The last psychic power Vattic becomes aware of is one he's been using throughout the entire game. : The 's elite
Shock Troopers, who are equipped with submachineguns and psychic energy shields. : The game features enemy chatter at several points if you're stealthy enough. A few examples include one instance where two security guards play a game of "I spy", another features a Russian soldier bragging about his high score in an arcade game, with his friend questioning how he can play the game when there's no electricity in the building. The game also features a non-enemy version of this trope in the Teamwork mission where you can hide just outside a building and listen to Cortelli and J.C. talk/complain about you. If they spot you in the middle of their conversation, they quickly change the subject and pretend they're talking about something else. : Two missions involve escorting an unarmed and easily frightened Jayne out of a mental asylum. In the later Russian missions, the player will fail if any of WinterICE die, though in this case they are at least capable of defending themselves. : An interesting example. Just about every member of WinterICE is dead at the beginning of the game, except Vattic himself, but by the end they've all survived. : Starke has shades of this. : WinterICE includes a black man, a woman, a , and a Hispanic man, in addition to four white American men, one of whom is of Italian descent. It's done in an agreeably non-patronising manner, however. : You do this if you step in blood or water, and the
react accordingly, particularly if you're in their line of sight but invisible. There's even an in-game counter for it. : Subverted. : Grienko did all his experiments to ostensibly help mankind, and genuinely loves, and is loved by, the children he experimented on. Yet, for every non-mutated child psychic, there seemed to be two that were. Interestingly, his research does state that the results were replicable and had become fine tuned. The
even manages to further improve the results by giving the powers to adults. : Jayne ends up committed to a mental hospital following the mission to Dubrensk. Given that it's , the results aren't too pretty. Oddly, she starts to make a bit more sense after maybe the stress of being shot at cleared the drugs from her system. : In the Confrontation level's ending, once Vattic has a flashback migraine, it cuts to the floor of Hanson's office, a gunshot goes off ,and Jayne screams (She had a gun pointed to her head). It looks more like the Shock Trooper on the other side shot Vattic, and Jayne screamed in horror. Then there's Hanson's death scene. It cuts to John's face as he looks on. Since one of the Zener kids bit Hanson on the leg, we can likely assume
: On very rare occasions, the killing shot may land between the legs of an enemy, who will bring his hands there, stay there trembling for several seconds, and finally collapse. //: Vattic suffers these in the "Enigma" endings. By the final ending, the knowledge of his failure and the psychological torture have reduced him to a sobbing wreck of a human being. : If you use up all of Vattic's psychic power, the screen goes all fuzzy and the sound is dulled. If you try to strain your powers (e.g. by trying to use
on someone who wants to kill you), you get the same effect. : Kind of inverted. Whenever things look at their worst in the present, John has another flashback, and something's changed for the better when he comes back. When faced with a no-win situation at the end, he discovers that the present isn't, and his "flashbacks" are
he's been experiencing precognition, and the future isn't set in stone. : Vattic's eighth psychic power is evidently his ability to pull massive assault rifles literally out of nowhere. : The network password at the asylum is "mad2behere". Vattic and the doctor share a forced-sounding snicker. : Tranquillizer darts work like this on enemies, provided the dart strikes the head or neck. : The "Enigmas" that occur if one of your allies in the flashbacks dies. The "Psycho" enigma also counts as a —you get it if you find a machine gun, kill someone with it in the tutorial level, and end up killed by the ensuing swarm of mooks. : John was told his role in WinterICE was "strictly advisory", has no combat experience aside from an hour's basic military training, and is not even a member of the armed forces. And yet he is ordered to carry out virtually every mission-critical objective in the Russian missions. It's even lampshaded by the game's : when Vattic initially attempts to , Jayne replies "A pity, because no one else can save us." : John has no military training at the start of the game, and is urged to undergo a rudimentary training course prior to the Russian excursion. : The "Morality" statistic. It doesn't factor into the gameplay, however. : Poor guy can't even remember his name to start with. : John Vattic: 'vatic' means 'prophet' (think 'Vatican', ). The game's title as well: Second Sight is also another name for Precognition. : Subverted. : Near the end of the game, Vattic encounters several enemies who have the same
as him, except
: Vattic's psychic powers always seem to manifest when the need arises. Surrounded by Mooks? No problem, he gets an upgraded Psychic Burst attack allowing him to exude a shockwave, blowing them away. Justified with a side helping of . He's not spontaneously developing these new powers so much as he's instinctively accessing them when he needs them, in spite of having no recollection of acquiring them. It's not so different to when he finally finds a car and makes his getaway at the end
he didn't recall taking his driving test, but he still knew how to drive. This is actually a somewhat common presentation of amnesia in . : Set in '97. : The earlier
to Russia... kind of. You have to do without your , but you get access to more and better guns instead, not to mention AI allies. : It's revealed at the end that John is (or perhaps was) what he perceives to be the present is a hypothetical future, and what he perceives to be the past is the present. : The aforementioned "Enigma" endings. : Hanson's speech to John about "the bodies you've stepped over to get here." Since during the game you will be more than tempted to use the powers in , there may be some ... : Any enemy hit by a single tranquillizer dart will be out cold indefinitely, regardless of size or constitution. A body shot will take some time to take effect, whereas hitting them in the head or neck will . : Combines hilariously with a self-made . If you talk to them, you learn all the patients in the insane asylum were former video game developers. And they all look the same!. : The very broad selection of
available to the main character means you always have the option of sneaking through a level vs. running through with guns blazing, though there are points where only one or the other is feasible. The game keeps a "morality" statistic and humanises some of the mooks in order to encourage stealth via . : Possible when given a tranquilizer or just given the option to avoid combat whenever possible. The game tracks how many people you've killed in a "Morality" statistic. : The run-and-gun part of the . : A Penfold Asylum, for example, has an article on ... : Used and subverted: one password is SNOW, but most times John has a stab at figuring out the password. : One of the most notable indications that Grienko isn't the real villain of the game is that he and his staff genuinely care about the Zener C Grienko in particular is horrified to learn that Hanson plans to kill the Children for tissue samples. At some point in the Teamwork mission, Ballard stays in the front line of fire and takes a lot of damage. Very responsible from who should care about the health of the others, uh? : Turns out your escape and struggle for survival falls into this for Hanson in the possible future. : Not only are the headshots quite pretty indeed, but bullets don't seem to leave wounds of any kind anywhere on the body (though there are bloodstains). : , but usually hazardous to anyone standing near.
: used on allies to calm them down, and on yourself to make people ignore you as a form of . Using it on those who are trying to kill you , and mechanical effects (lasers and cameras) are completely unaffected. : Via accelerated metabolism, which is why overdoing it will zonk you out. : Jayne's power and later revealed to be John's as well. : Who is John Vattic? : The enemies, once killed, can be made to flop around
with telekinesis. After the Telekinesis gets upgraded, you can do the same while they are alive. The tougher ones may fall un-graciously, but will somehow manage to put all the limbs back in position and get up. :
as the protagonist is mentally unstable, possibly even suicidal. Everyone also seems to have terrible trigger discipline. John's just a civilian, so it's somewhat forgivable for him. But the rest of WinterICE keep their fingers on the trigger even when they're not aiming. Additionally, they do not use eye/hearing protection during firearms training. : John initially has no desire to accompany WinterICE to Siberia, though Jayne wins him over. : In a roundabout way: one of Vattic's psychic powers is Healing, which is powered by his psi energy. Vattic's health does not regenerate automatically, but his psi energy does, so he can always heal himself as long as he has enough psi energy. : In certain levels, there is no end of gua these levels take place in a possible future, so they aren't actually happening, or the siege in Russia with an endless wave of mercenaries. : Irritating for PC players, as it was designed for the console market. Even a console gamer would have liked to load at least from a checkpoint, instead of being forced to play a mission from the beginning if he didn't have enough time during the previous session! : What is actually happening whenever you're in the "future" levels. Suffice to say that predestination does not exist in this universe. : In one level, two guards are playing
and the letter is "E". The guesser tries "eeediot". : In the tutorial, when Franklin is giving Vattic sniper training, she explicitly refers to sniping at a distance of 15-30m as "long range". Most gunfights happen at very short range, and the player rarely has the opportunity to snipe someone more than 100m away. : Standard implementation. : The player is rarely forced to use stealth, but it soon becomes the most reliable strategy. The game's biggest innovation is probably its integration of stealth and
- the player can sneak past guards using
(allowing the player to turn effectively invisible to other people is practically a
in its own right), or create distractions, hide bodies, and disable security cameras with Telekinesis. There are also a handful of missions where the player is forced to run and gun. : The most basic sort—when you get hurt, you limp. : The
: Interestingly, you are better off not using the cover system as intended, because John must pop his entire body out to attack. You are better off just crouching behind it and taking a few steps back, or at least just standing behind it. : In the "Enigma" obtained if an ally dies during the Teamwork level, Hanson taunts Vattic from behind a one-way mirror. Clever camera angles make it look at first like Vattic's own reflection is mocking him. : Every time Vattic uncovers about something important from his forgotten past, he has a vision of the event where he can interfere with the outcome, which somehow allows him to alter the present. This is actually a
and the big final reveal of the game: Vattic is not changing the past. What he thinks is the present is in fact a potential
as seen through his precognitive powers and the "past" is what is actually taking place in the real world. : As the mission to Dubrensk carries on, Vattic stops being a reluctant tagalong and starts taking levels: first, he proves himself a capabl then he and Jayne manage to hold off an entire unit of soldiers by themselves. In the next flashback, he covertly tranquilizes an entire building full of soldiers without any of them noticing. Then he gains psychic powers... : A surprisingly original one: what John believes to be the present is in fact a hypothetical future he is experiencing due to his precognitive abilities, the "flashbacks" are actually in the present. : Using
on enemies can result in psychic burnout if they already want to kill you. : People stagger around for a few moments after being hit with tranquilizer darts, then reacting like they have been punched in the chest and falling over. Hitting them in the head takes them down instantly. It's worth noting that on the few occasions where you're shot with one yourself, it slowly saps your health rather than knocking you out (although the game treats knocked out enemies
as dead ones and the cutscenes that play after you're defeated would indicate that you survive whatever takes you down). : And psychic powers! : An optional version. On some levels, you can take a break from your infiltrations and play what amounts to . : Seems to be this at first, but near the end it is played with in an interesting way: WinterICE didn't get better because they never died in the first place. Anyone who's played the game will know what's going on. : A curious example - in the initial version of the present, John and Jayne are the only surviving members of WinterICE, with all the others killed in action. This includes Franklin, a female
who is much less feminine than Jayne. However, by the end of the game, . : "This isn't the past. It's the present." : This game has an odd treatment of this trope. You still massacre your way through them with little visible remorse, but there's little touches that makes you think the developers are aware of this trope. In the very beginning there's a running IM conversation on the personal computer of a guard you've just killed from his wife, telling him how she misses him. While non-lethal options are scant, presumably a no-killing run is possible... but then again, most
do genuinely want you dead, and KOs are near impossible even with a tranquilizer gun. Much later in the game, when you infiltrate NSE's building, there's a cleaning woman engaged with one of the guards. Like the above example, you may not find this out... which may be better for your conscience. Subverted though, when it turns out that anyone who you might feel bad about killing only exists in a possible future which is prevented by the ending. The enemies who are killed in the parts that actually happen are dangerous mercenaries, so there is no need to feel bad about killing them. Additionally, in all versions of the game, once you complete a mission, you can look at various stats for how you completed the mission (distance travelled, ammunition expended etc.), one of which is "Morality", which tallies who you killed, who you knocked out, who you avoided entirely and so on, so you're at least somewhat encouraged not to kill everyone in sight. : Go ahead. Attack any of the WinterICE team with live ammo when you get the chance. Or keep shooting at the other participants in the above-mentioned . Hit the same guy enough times and he'll basically say "screw this" and hunt you down. : John is able to use Telekinesis to move around unconscious or dead bodies from the beginning of the game, but only gains the ability to lift people that are still conscious a few missions later. Could arguably be justified by enemies struggling against his psychic powers, but it's still a bit of a
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