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![]() Nerve By Bill Mills - Jan 2005 Photos By Dawn Mills
Beyond the physical trigger adjustments, the Nerve features an internal adjustment to what Smart Parts calls “rebound.” Much like the original Shocker Turbo mode, the Nerve can be set to count the electronic noise created when the trigger switch contacts first close, and count the signal spikes as separate trigger pulls. The rebound setting adjusts the software’s sensitivity to these spikes. At a rebound setting of one, rebound is essentially turned off. At the most sensitive setting, a series of rapid pulls on the trigger can generate an astonishing number of shots. At most paintball fields in the US, and under most tournament rules, only a rebound setting of 1 would be allowed, as it is what has traditionally been considered “semi-automatic” – one ball fired per trigger pull. The additional rebound settings, are designed for use in the NXL, and other leagues emulating its rule set to allow enhanced firing modes so long as rate of overall fire restrictions are followed on field.
Setup of the Nerve for review was a fast process which began with attaching the included drop forward to the grip frame with a pair of included screws. An inline Max Flo air system was attached to the drop and connected to the vertical regulator with a piece of included macroline hose. A HALO loader was locked into the feedneck with a flick of its latch. No sanding of the loader was required and it locked securely in place. With the invluded 9 volt battery already installed, the Nerve was ready to hit the field in all of about 5 minutes time.
Fine tuning velocity and setting the Nerve to one’s personal tastes is a bit more involved. The dwell time can be adjusted, as well as the vertical regulator output pressure, which feeds the main valve. Starting from scratch to reset a Nerve that has gotten out of balance means setting the dwell time to a value of 30 chirps up from the bottom, the vertical regulator to a pressure of 240 to 300 psi, and then backing out the LPR knob, then turning it inward first until the Nerve fires properly, and then continuing inward until the proper velocity is reached. Turning on the Nerve before entering the field was simply a matter of pressing and holding the single power button for a couple of seconds. The Nerve responded with a chirp, and began flashing the blue light emitting diode behind the power button to indicate that it was on and ready to fire. Unlike the original Shocker SFT board, the Nerve’s circuit board is programmed to turn on with Vision mode activated, because unlike the Shocker, the Nerve is always shipped with its anti-chop eye. The Nerve Vision can be turned off when the ‘gun is live by quickly pressing the power button. This is met with another chirp followed by the LED blinking in double blinks followed by a pause rather thank blinking continuously. Powering off at the end of play – the equivalent of putting the Nerve in “safe” mode – was achieved by pressing and holding the power button for a couple of seconds.
On the WARPIG Ballistic Labs test stand loaded with DraXxus Hellfire paintballs, the Nerve was checked for velocity stability, and stability under rapid fire, as well as grouping size with its stock barrel, and the Freak barrel used as a standard during WARPIG product reviews. Fired under computer control over a ballistic chronograph, 30 shots at one shot per second yielded an average velocity of 287.6 fps, and a Standard Deviation value of 8.2. The 95%+/- factor (if the 5% least consistent shots are ignored) was +/- 3.0. Stepping up the rate of fire, and putting out 30 balls at 14 balls per second, the average velocity dropped to 277.4, indicating slight velocity shoot-down condition. It is important to note, that testing was done with the stock factory settings for dwell lpr, and the vertical regulator, with tweaks to the regulators only made to bring in the velocity around 285 fps. Further balancing of the dwell and pressure settings would likely have an effect on both consistency and efficiency. Despite the three and a half percent velocity drop when hammering on the trigger, the consistency improved. At 14 balls per second, the standard deviation dropped to 7.8, though the 95%+/- value held at 3.0, meaning the most erratic shots of the string were less erratic than when firing at one ball per second. Ten target shots were taken, at one shot per second intervals using both the stock stainless steel Freak barrel, and an aluminum Freak barrel, with insert chosen by size matching to the paint with the standard blow-through method. Surprisingly, even though it was listed at a larger bore size, and paint slid through it more freely, the stock stainless steel Freak provided a noticeably tighter target grouping. Another Innovation to go along with the Nerve is Smart Parts’ new Gold Card warranty program. The Nerve comes with a 6 month warranty covering manufacturer’s defects. Like the automotive and consumer electronics industries, Smart Parts is adding an extended warranty option for their customers. Purchase of the Gold Card Warranty extends the Nerve’s labor warrantee coverage to two years, giving the player an imprinted credit card style warranty card used to identify them as a Gold Card holder. Not only is the warranty longer, but other benefits are added in. At paintball events where Smart Parts provides tech service, they are treated as preferred customers, bouncing to the front of the line for tech support. If the ‘gun is sent in to Smart Parts for work or upgrades, the Gold Card customer gets a guaranteed two day turnaround time, and return shipping via UPS ground is provided without charge.
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