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Forums
4hv.org :: Forums :: Electromagnetic Projectile Accelerators
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Average efficiency

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NiG
Sun Sept 21 2008, 12:17PM Print
NiG Registered Member #1372 Joined: Tue Mar 04 2008, 12:16AM
Location:
Posts: 6
Just a quick question. How much is the average efficiency you can obtain ?

Now I have a coilgun that can feature 2.6J with an efficiency of 2.5%. However, my goal is to go over that result, since I want at least an efficiency of 3%.

bye
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Dave Marshall
Sun Sept 21 2008, 01:24PM
Dave Marshall Registered Member #16 Joined: Thu Feb 02 2006, 02:22PM
Location: New Wilmington, PA
Posts: 554
3% is a good goal, and is pretty average. There are systems out there capable of up to 10%, but as a rule, they require some careful design.

Dave
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Barry
Sun Sept 21 2008, 02:17PM
Barry Registered Member #90 Joined: Thu Feb 09 2006, 02:44PM
Location: Seattle, Washington
Posts: 301
In my experience 2 - 3% is very good for coils in air.

If you haven't already, you'll want to tune your coilgun by taking careful measurements over a wide range of projectile lengths, voltages, and turns on the coil.

You might be able to get 5 - 8% efficiency by designing a coil with external iron to improve the magnetic flux path. This is fun -- in a small portable demonstrator I can charge and shoot directly from a 12v lantern battery.

Cheers, Barry
Every exit is an entrance to somewhere
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uzzors2k
Sun Sept 21 2008, 06:25PM
uzzors2k Registered Member #95 Joined: Thu Feb 09 2006, 04:57PM
Location: Norway
Posts: 1308
I got 2.65% peak with my 1st (430J) coil gun, but that wasn't while running with the maximum bank voltage.
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FastMHz
Sun Sept 21 2008, 07:03PM
FastMHz Registered Member #179 Joined: Thu Feb 16 2006, 02:08AM
Location: Hagerstown, Maryland - Close to Prime Outlets
Posts: 287
For induction launchers, I was getting near 10%:

Spreadsheet On This Page

I hope to do even better with my new 24kj system.
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Quantum Singularity
Fri Sept 26 2008, 12:24AM
Quantum Singularity Registered Member #158 Joined: Sun Feb 12 2006, 09:53PM
Location: Central Ohio
Posts: 282
It seems induction launchers have the potential for greater efficiency compared to reluctance based coilguns. Unfortunately my website is down right now (no internet at my new house yet) but my first couple induction launchers were close to 10% as well, and had I been able to charge them fully I believe I could have hit that mark as their efficiency steadily went up with higher charges and the highest I've ever went is approximately 50% charge and if memory serves was around 8% in efficiency.
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Barry
Fri Sept 26 2008, 01:19PM
Barry Registered Member #90 Joined: Thu Feb 09 2006, 02:44PM
Location: Seattle, Washington
Posts: 301
The type of induction launchers that do so well are the ones built with a flat pancake coil and aluminum disk. They benefit from the very tight magnetic coupling of the close contact between coil and disk.

But! For obvious reasons, you only get one stage. There is no way to add stages for higher speeds, without changing to a colinear coil-around-the-outside design. (See PLIM, pulsed linear induction motor, like this one.) And some hobbyists early results with PLIM suggest lower efficiencies in the first stage.

Cheers, Barry
Sex is like math - add the bed, subtract the clothes, divide the legs ... and pray you don't multiply
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Andyman
Fri Sept 26 2008, 05:46PM
Andyman Registered Member #1083 Joined: Mon Oct 29 2007, 06:16PM
Location: Upland, California
Posts: 256
What would be the best way to calculate efficiency? I never really tried before on my coils.
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youngcoilgunner
Fri Sept 26 2008, 11:15PM
youngcoilgunner Registered Member #1633 Joined: Tue Aug 12 2008, 04:21AM
Location:
Posts: 45
shoot a projectile out of your gun on a level surface, say 12'' above the ground. first measure the projectiles mass, and then charge your bank and shoot it. using this equation Eff = (1/2mv^2)/(1/2 cV^2), where v = velocity, m = mass of projectile in kg, c = capacitance in farads, V = voltage on bank. to find the velocity of the bullet, use x= vit +1/2at^2 to find the time it takes the projectile to drop 12", then use x/t =v to find velocity based on the distance your projectile traveled
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