Simulation weapon and trigger mechanism
The simulation system with a trigger mechanism and haptic feedback in a simulation weapon enhances training fidelity by replicating the feel and operation of real firearms, addressing the limitations of live ammunition training and improving decision-making skills.
Patent Information
- Application Number
- PCT/US2025/012943
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-01-25
- Filing Date
- 2025-01-24
- Publication Date
- 2025-07-31
AI Technical Summary
Training with live ammunition and consumable cartridges in weaponry poses safety risks and does not replicate the sensory inputs of actual equipment, limiting the fidelity of simulation-based training for law enforcement personnel.
A simulation system incorporating a simulation weapon with a trigger mechanism that provides haptic feedback and a simulator that projects virtual weaponry in augmented or virtual reality environments, synchronized with the user's interactions, to replicate the feel and operation of real firearms or conducted electrical weapons.
Enhances training fidelity by providing realistic sensory feedback and virtual simulations, allowing law enforcement personnel to practice safely and iteratively improve their decision-making and skills in various scenarios.
Smart Images

Figure US2025012943_31072025_PF_FP_ABST
Abstract
Description
SIMULATION WEAPON AND TRIGGER MECHANISMFIELD OF THE INVENTION
[0001] Embodiments of the present invention relate to simulated firearms and, in particular, to trigger mechanisms for simulated firearms.BRIEF DESCRIPTION OF THE DRAWINGS
[0002] The subject matter of the present disclosure is particularly pointed out and distinctly claimed in the concluding portion of the specification. A more complete understanding of the present disclosure, however, may best be obtained by referring to the detailed description and claims when considered in connection with the following illustrative figures. In the following figures, like reference numbers refer to similar elements and steps throughout the figures.
[0003] FIG. 1 A illustrates a simulation system, in accordance with various embodiments;
[0004] FIG. IB illustrates a display of a simulator, in accordance with various embodiments;
[0005] FIG. 2A illustrates a perspective view of a trigger mechanism, in accordance with various embodiments;
[0006] FIG. 2B illustrates a perspective view of a reset finger from a trigger mechanism, in accordance with various embodiments;
[0007] FIG. 2C illustrates a perspective view of a pawl from a trigger mechanism, in accordance with various embodiments; and
[0008] FIGs. 3A-3I illustrate a process for using a trigger mechanism, in accordance with various embodiments.
[0009] Elements and steps in the figures are illustrated for simplicity and clarity and have not necessarily been rendered according to any particular sequence. For example, steps that may be performed concurrently or in different order are illustrated in the figures to help to improve understanding of embodiments of the present disclosure.DETAILED DESCRIPTION
[0010] The detailed description refers to the accompanying drawings, which show exemplary embodiments by way of illustration. While these embodiments are described in sufficient detail to enable those skilled in the art to practice the disclosures, it should be understood that other embodiments may be realized and that changes and adaptations in design and construction may be made in accordance with this disclosure. Thus, the detailed description herein is presented for purposes of illustration only and not of limitation.
[0011] The scope of the disclosure is defined by the appended claims and their legal equivalents rather than by merely the examples described. For example, the steps recited in any of the method or process descriptions may be executed in any order and are not necessarily limited to the order presented. Furthermore, any reference to singular includes plural embodiments, and any reference to more than one component or step may include a singular embodiment or step. Also, any reference to attached, fixed, coupled, connected, or the like may include permanent, removable, temporary, partial, full, and / or any other possible attachment option. Additionally, any reference to without contact (or similar phrases) may also include reduced contact or minimal contact. Surface shading lines may be used throughout the figures to denote different parts but not necessarily to denote the same or different materials.
[0012] Enforcement personnel (e.g., law enforcement officers, police officers, border patrol officers, security guards, etc.) are often issued weaponry, including lethal weapons (e.g., firearms, guns, handguns, etc.) and less lethal weapons (e.g., conducted electrical weapons, CEWs, etc.) to perform their duties. Enforcement personnel typically practice with weaponry in order to improve situational awareness, decision making and problem-solving skills, stress management, and safe and effective use of the weaponry in varying situations. Preferably, training is performed using weaponry as similar as possible to the actual equipment used by enforcement personnel in the field.
[0013] Training with weaponry typically involves the use of live ammunition and / or training ammunition. Live ammunition may include consumable cartridges for non-training usage and training ammunition may include consumable cartridges for training usage, such as frangible, marking, and / or rubber projectile ammunition. A consumable cartridge may contain a projectile, propellant, primer, and casing. Discharging ammunition or cartridges results in sensory inputs that can be unique to a particular weapon.
[0014] Simulation based training provides a means for enforcement personnel to repeatably practice with weaponry in a variety of situations without the need for using live ammunition and / or consumable cartridges. Simulation based training may use simulation cartridges (e.g., simulation deployment units) and simulated environments to advance the degree of environmental and psychological fidelity available in training. Simulated environments may include augmented reality (AR) environments and virtual reality (VR) environments and can be used to train without consumable ammunition or cartridges. As a result, the sensory inputs from a typical training weapon can differ from actual equipment used in the field.
[0015] As used herein, the phrase augmented reality (AR) environment may refer to a user’s perception of a real, physical environment with the addition of generated virtual, two-dimensional or three-dimensional objects in the real environment. Virtual objects may be perceived to exist in the real space as if they were real objects, with the ability of users to move around the virtual objects, see the virtual objects from different angles, and interact with the virtual objects, as appropriate.
[0016] As used herein, the phrase virtual reality (VR) environment may include a wholly generated virtual environment which may include images, sounds, and other sensations intended to replicate a real or imaginary environment. A virtual environment may simulate a user's physical presence in the virtual environment and enable the user to interact with the virtual space. Virtual environments may be implemented to provide an infinite number of environments and training scenarios.
[0017] Establishing an augmented reality environment within a real space may include projecting computer generated virtual objects into the space, where the virtual objects behave as if they are physically in the space. In an augmented reality environment, one or more users may be able to see each other (i.e., actual or virtual representations of each other) and the virtual objects, and they may interact with the virtual objects and each other.
[0018] Virtual reality environments may be established independent of the space and may include an entirely virtual space and virtual objects. Virtual representation of one or more users may interact with each other and with the virtual space and virtual objects therein. In a virtual reality system, an entirely virtual image may be simulated for display to a user. In an augmented reality system, a simulated image may be overlaid or otherwise incorporated with an actual image for display to the user.
[0019] A real-world experience may be simulated using an immersive virtual reality or augmented reality. Simulations of real-world experiences may offer enforcement personnel training in responding to various scenarios they may encounter in their jobs. Simulations may present multiple decision-making steps, allowing the user to rapidly iterate and learn from the outcomes of each of their choices.
[0020] A simulation system may provide feedback (e.g., immediate feedback and / or delayed feedback) based on the user's selections and actions during the simulation. Simulation weapons and trigger mechanisms of the present disclosure may incorporate physical mechanisms inside a controller to generate haptic feedback. Other feedback may include virtual representations of nonplayer characters (NPCs) during the simulation and / or a generated summary at the end of the simulation. The simulation system may also compute and provide various metrics and statistics of performance. Additionally, or alternatively, the feedback may include visual, audible, or haptic signals during the simulation and / or at the end of the simulation.
[0021] A simulation system may provide a platform on which enforcement personnel may experience and train in various scenarios. The simulation system may compute and display a visual virtual or augmented reality model of an environment, and in accordance with the user's gestures, actions, and / or interactions with weaponry, may provide feedback, such as visual, audible, or haptic signals.
[0022] A simulation system may include a simulator, a display, and simulation weaponry. The simulation weaponry may be configured to be virtually projected as virtual weaponry in a simulated environment that is generated by the simulator and projected on the display. The display may include an augmented reality display device that allows virtual objects to be represented in a real space, or a virtual reality display device that visually immerses a user in an entirely generated virtual environment. The simulator may be configured to receive inputs from simulation weaponry to track virtual weaponry corresponding with the simulation weaponry in a simulated environment.
[0023] Simulation weaponry may include real weaponry adapted to be used in a simulation system. Simulation weaponry may be configured to provide visual, audible, or haptic inputs to a user. Simulation weaponry may be displayed as virtual weaponry in a simulated environment. A user’s interactions with simulation weaponry in real space may correspond with the user’s interactions with virtual weaponry in a simulated environment. At least one of a change in position, a change in orientation, an initial orientation, and an operation of the simulation weaponry in a realenvironment may correspond with at least one of a change in position, a change in orientation, an initial orientation, and an operation of the virtual weaponry in the simulated environment.
[0024] In various embodiments and with reference to FIG. 1A, an example simulation system 3 is shown. Simulation system 3 may be similar to, or have similar aspects and / or components with, the simulation systems described herein. It should be understood by one skilled in the art that FIG. 1 A is a schematic representation of simulation system 3, and one or more of the components of simulation system 3 may be located in one or more suitable positions within, or external to simulation system 3. Simulation system 3 may comprise simulation weapon 1 and simulator 4.
[0025] In various embodiments, simulation weapon 1 may be adapted for use in simulation system 3. In some embodiments, simulation weapon 1 may be configured to simulate use of a firearm or conducted electrical weapon (“CEW”).
[0026] A CEW may be used to deliver a current (e.g., stimulus signal, pulses of current, pulses of charge, etc.) through tissue of a human or animal target. The stimulus signal carries a charge into target tissue. The stimulus signal may interfere with voluntary locomotion of the target. The stimulus signal may cause pain. The pain may also function to encourage the target to stop moving. The stimulus signal may cause skeletal muscles of the target to become stiff (e.g., lock up, freeze, etc.). The stiffening of the muscles in response to a stimulus signal may be referred to as neuromuscular incapacitation (“NMI”). NMI disrupts voluntary control of the muscles of the target. The inability of the target to control its muscles interferes with locomotion by the target. Well-known examples of CEWs include those offered under the famous TASER brand.
[0027] In various embodiments, simulation weapon 1 may comprise a simulated CEW and may include handle 10 and simulation deployment unit (e.g., simulation cartridge, simulation magazine, etc.) 20. Handle 10 may include one or more bays for receiving a simulation deployment unit 20. Simulation deployment unit 20 may be removably positioned in (e.g., inserted into, coupled to, etc.) a bay of handle 10. Simulation deployment unit 20 may releasably electrically, electronically, and / or mechanically couple to a bay of handle 10. Engagement of simulation deployment unit 20 with handle 10 may be configured to adapt simulation weapon 1 for use in simulation system 3.
[0028] In various embodiments, simulation weapon 1 may comprise a simulated firearm and may include a grip and simulated barrel and slide extending away from the grip terminating at the muzzle. The outer housing of simulation weapon 1 may be contoured similar to the type, make, ormodel of weaponry being simulated, though generic firearm-like shapes can also be used for the outer housing of simulation weapon 1.
[0029] In various embodiments, simulation weapon 1 may be configured to transmit an input signal corresponding with motion (e.g., change in orientation and / or change in position) and operation of simulation weapon 1 to simulator 4. For example, simulation weapon 1 can incorporate a Hall effect sensor to detect when a trigger is in position to discharge the weapon. Simulation weapon 1 may transmit to other components of simulator 4 a signal indicating simulation weapon 1 has been discharged in response to detecting the trigger moving into the firing position. Simulator 4 may perform operations on the input signal and provide an output signal to a display to project virtual weaponry in a simulated environment corresponding with simulation weapon 1.
[0030] In various embodiments, simulation weapon 1 may be configured to provide local feedback regarding use of the simulation weapon 1 by a user. The local feedback may comprise mechanical feedback. The local feedback may comprise haptic feedback. In some embodiments, the local feedback may be configured to replicate local feedback that the user may experience upon using a non-simulation version of a weapon that is represented by simulation weapon 1.
[0031] In various embodiments, simulation weapon 1 may comprise a trigger mechanism configured to provide local feedback. The trigger mechanism may be configured to generate the local feedback. The trigger mechanism may be configured to provide the local feedback to the user via the simulation weapon 1. In embodiments, the trigger mechanism may comprise at least one mechanical device coupled to a trigger of the simulation weapon 1. Responsive to actuation of the trigger and / or other manual interface of the simulation weapon 1, the trigger mechanism may be configured to generate the local feedback.
[0032] In various embodiments, simulator 4 may be configured to receive an input signal corresponding with motion and / or operation of simulation weapon 1 and project a virtual weapon corresponding with the input signal on a display. Simulator 4 may comprise a processing circuit, such as simulation processing circuit 6, and a display, such as display 7.
[0033] In various embodiments, simulation processing circuit 6 and / or display 7 may be integrated into a wearable unit, such as wearable unit 5. Wearable unit 5 may be configured to be worn by a user, such as user 2. For example, wearable unit 5 may comprise a headset configured to be worn on the head of user 2 to position display 7 close to eyes of user 2.
[0034] Tn various embodiments, display 7 may comprise a remote display configured to be separate of the user, such as a screen or monitor. Display 7 may include an augmented reality display or a virtual reality display. Display 7 may include a light emitting diode (LED) display, liquid crystal display (LCD), organic liquid crystal display (OLED), cathode ray tube (CRT) display, plasma display, quantum dot display, projection display, stereoscopic display, holographic display, head-mounted display, near-eye display or other display configured to display visual data to user 2.
[0035] In various embodiments, a processing circuit may comprise various circuitry, electrical components, electronic components, software, and / or the like configured to perform various operations and functions discussed herein. For example, simulation processing circuit 6 may comprise a processing circuit, a processor, a digital signal processor, a microcontroller, a microprocessor, an application specific integrated circuit (ASIC), a programmable logic device, logic circuitry, state machines, MEMS devices, signal conditioning circuitry, communication circuitry, a computer, a computer-based system, a radio, a network appliance, a data bus, an address bus, and / or combinations thereof. In various embodiments, a processing circuit may include passive electronic devices (e.g., resistors, capacitors, inductors, etc.) and / or active electronic devices (e.g., op amps, comparators, anal og-to-digi tai converters, digital-to-analog converters, programmable logic, SRCs, transistors, etc.). In various embodiments, a processing circuit may include data buses, output ports, input ports, timers, memory, arithmetic units, and / or the like.
[0036] In various embodiments, a simulator and / or a weapon (e.g., simulator 4, simulation weapon 1, etc.) may comprise a memory configured to store data, instructions, programs, or the like. The memory may comprise a tangible, non-transitoiy, and computer-readable memory. A processing circuit may comprise or be in communication with the memory. A processing circuit may communicate with the memory to access, retrieve, and / or transmit data, instructions, and / or programs to the memory. Instructions stored on the tangible non-transitory memory may allow a processing circuit to perform various operations, functions, and / or steps, as described herein. For example, in response to simulation processing circuit 6 executing the instructions stored on the tangible, non-transitory memory, simulation processing circuit 6 may communicate with display 7 to display a generated virtual object corresponding with simulation weapon 1 as discussed herein.
[0037] A processing circuit may be configured to provide and / or receive electrical signals whether digital and / or analog in form. A processing circuit may provide and / or receive digital information via a data bus using a protocol. A processing circuit may receive information, manipulate the received information, and provide the manipulated information. A processing circuit may store information and retrieve stored information. Information received, stored, and / or manipulated by a processing circuit may be used to perform a function, control a function, and / or to perform an operation or execute a stored program.
[0038] A processing circuit may control the operation and / or function of other circuits and / or components. A processing circuit may receive status information regarding the operation of other components, perform calculations with respect to the status information, and provide commands (e.g., instructions) to one or more other components. A processing circuit may command another component to start operation, continue operation, alter operation, suspend operation, cease operation, or the like. Commands and / or status may be communicated between a processing circuit and other circuits and / or components via a bus (e.g., SPI bus). The bus, according to various aspects of the present disclosure may comprise one or more of a data bus and / or an address bus.
[0039] In various embodiments, simulation processing circuit 6 may be configured to translate an input signal provided by simulation weapon 1 into output data to be projected on display 7. Simulation processing circuit 6 may manipulate the received input signal and provide the manipulated input signal as output data to display 7.
[0040] In various embodiments, simulator 4 may comprise a server, such as server 13, configured to aid in manipulating the input signal into output data to be displayed by display 7. Server 13 may perform functions similar to those of a processor, such as simulation processing circuit 6. Server 13 may be in wireless communication with simulation processing circuit 6 via a network, such as network 8. Network 8 may comprise a wireless communication network using one or more wireless communication protocols, such as WiFi, 2G, 3G, 4G, 5G, LTE, WiMAX, Bluetooth, and the like.
[0041] In various embodiments, an input signal may be uploaded to server 13. Various methods may be used to upload an input signal from a simulation weapon to a server. In an implementation, a simulation weapon may upload an input signal to a server via a wireless connection to a network. For example, simulation weapon 1 may wirelessly transmit an input signal to server 13 via network8. In another implementation, simulation weapon 1 may transmit an input signal to server 13 via a wired connection to network 8.
[0042] A server may store an input signal. A server may analyze the input signal provided by a simulation weapon. A server may analyze the input signal from one or more simulation weapons to determine one or more of a change in position, a change in orientation, an initial orientation, and an operation of the one or more simulation weapons. A server may be configured to generate a virtual weapon in a virtual environment, wherein movement and / or operation of the virtual weapon corresponds with movement and / or operation of a simulation weapon.
[0043] A server may generate a virtual environment, virtual objects, or a combination of a virtual environment and virtual objects. The generated virtual environment and / or virtual objects may be projected on a display. A change in position, change in orientation, initial orientation, or operation of a virtual object may correspond with a real object.
[0044] For example, and with reference to FIGs. 1A-1B, server 13 may receive an input signal from simulation weapon 1. Simulation weapon 1 may transmit the input signal to server 13. Server 13 may analyze the input signal from simulation weapon 1. Server 13 may analyze the input signal to determine at least one of a change in position, change in orientation, initial orientation, and operation of a virtual object, such as virtual weapon 9. Server 13 may analyze the input signal to determine at least one of change in position, change in orientation, initial orientation, and operation of virtual weapon 9 relative to a generated virtual environment, such as virtual environment 15. Server 13 may project virtual weapon 9 and / or virtual environment 15 on a display, such as display 7. Server 13 may project virtual weapon 9 on an augmented reality display. Server 13 may project virtual weapon 9 and virtual environment 15 on a virtual reality display.
[0045] In various embodiments, simulation weapon 1 may transmit an input signal to simulation processing circuit 6. Simulation processing circuit 6 may receive an input signal from simulation weapon 1. Simulation weapon 1 may transmit an input signal to simulation processing circuit 6. Simulation processing circuit 6 may analyze the input signal from simulation weapon 1. Simulation processing circuit 6 may analyze the input signal to determine at least one of a change in position, change in orientation, initial orientation, and operation of a virtual object, such as virtual weapon 9. Simulation processing circuit 6 may analyze the input signal to determine at least one of a change in position, change in orientation, initial orientation, and operation of virtual weapon 9 relative to a generated virtual environment, such as virtual environment 15. Simulationprocessing circuit 6 may project virtual weapon 9 and / or virtual environment 15 on a display, such as display 7. Simulation processing circuit 6 may project virtual weapon 9 on an augmented reality display. Simulation processing circuit 6 may project virtual weapon 9 and virtual environment 15 on a virtual reality display.
[0046] In various embodiments, a simulation deployment unit, such as simulation deployment unit 20, may be configured to adapt a simulation weapon for use in simulation system 3. A simulation deployment unit may be configured to cooperate with a handle to adapt the handle for use in a simulated environment (e.g., virtual environment 15). A simulation deployment unit may be configured to cause the CEW to transmit an input signal to simulator 4 (e.g., via simulation processing circuit 6 and / or server 13), such that a virtual CEW representing the CEW (e.g., virtual weapon 9) may be projected on a display.
[0047] In various embodiments, a simulation weapon may be configured to detect motion data corresponding with motion (e g. movement, etc.) of the simulation weapon and provide the detected motion data as an input signal to simulation processing circuit 6 and / or server 13. Detecting motion data may include using one or more detectors (e.g., sensors) to determine whether the CEW is presently moving or has moved within a period of time. Movement may be detected along one or more axes. For example, one or more detectors may detect movement about an x-axis, a y-axis, and / or a z-axis of a Cartesian coordinate system. A change in the position and / or orientation of the simulation weapon, or a portion thereof, from one coordinate in the coordinate system to another coordinate in the coordinate system may indicate movement of the simulation weapon. Detectors may be used to detect movement in accordance with a coordinate system (e.g., polar, cylindrical, spherical, homogeneous, curvilinear, orthogonal, skew, log-polar, Pliicker, Lagrangian, Hamiltonian, Barycentric, trilinear, etc.).
[0048] A detector may be used to detect movement of the CEW. Detectors (e.g., sensors) may include radar-based sensors, infrared sensors, microwave sensors, gyroscopes, ultrasonic detectors, acoustic sensors, optical sensors, vibration detectors, electromagnetic sensors, accelerometers, inertial measurement units (IMUs), and / or other device or component capable of detecting movement. In an implementation, an accelerometer and gyroscope are used to detect movement of the simulation weapon.
[0049] A detector detects (e.g., measures, witnesses, discovers, monitors, etc.) a physical property (e.g., intensive, extensive, isotropic, anisotropic, etc.). A physical property may includea physical property such as, for example, acceleration, linear acceleration, angular velocity, a force of gravity, capacitance, electric charge, electric impedance, and electric potential. A detector may detect a quantity, a magnitude, and / or a change in a physical property. A detector may detect a physical property and / or a change in a physical property directly and / or indirectly. A detector may detect a physical property and / or a change in a physical property of an object. A detector may detect a physical quantity (e.g., extensive, intensive). A detector may detect a change in a physical quantity directly and / or indirectly. A physical quantity may include an amount of time, an elapse (e g., lapse, expiration) of time, an electric current, an amount of electrical charge, a current density, an amount (e.g., magnitude) of capacitance, an amount of resistance, a magnitude (e.g., value) of a voltage and / or a current. A detector may detect one or more physical properties and / or physical quantities at the same time or at least partially at the same time. In an example simulation weapon 1 using a trigger mechanism of the present disclosure, a Hall effect sensor may be used to detect the position of the trigger. One of the Hall effect sensor or magnet may be coupled to a trigger, a trigger lever, or trigger linkage and the other can be coupled to the housing to enable detection of the presence or absence of the trigger in a predetermined position.
[0050] A detector may transform a detected physical property from one physical property to another physical property (e.g., electrical to kinetic). A detector may transform (e.g., mathematical transformation) a detected physical quantity. A detector may relate a detected physical property and / or physical quantity to another physical property and / or physical quantity. A detector may detect one physical property and / or physical quantity and deduce the existence of another physical property and / or physical quantity.
[0051] A detector may cooperate with a processing circuit, or may include an integrated processing circuit for detecting, transforming, relating, and / or deducing physical properties and / or physical quantities. A processing circuit may include a circuit for detecting, transforming, relating, and / or deducing physical properties and / or physical quantities. For example, a processing circuit may include a voltage sensor, a current sensor, a charge sensor, a light sensor, a heat sensor (e.g., thermometer), an electromagnetic signal sensor, and / or other suitable or desired sensor.
[0052] A detector may provide information (e.g., report). A detector may provide information regarding a physical property and / or a change in a physical property. A detector may provide information regarding a physical quantity (e.g., magnitude) and / or a change in a physical quantity. A detector may provide information to a processing circuit.
[0053] A motion detector may detect motion. A motion detector may detect linear motion (e.g., translation, a change in position, etc.). A motion detector may detect linear motion by measuring linear acceleration. A motion detector may detect angular motion (e.g., rotation, change in orientation, etc.). A motion detector may detect angular motion by measuring angular velocity. A motion detector may detect angular orientation. A motion detector may detect a physical quantity (e.g., heat, electricity, vibration, radio wave, electromagnetic wave, gravity, etc.) to detect motion. A motion detector may detect motion in one or more directions. A motion detector may detect and / or relate detection of motion, or the lack thereof, to a coordinate system.
[0054] A motion detector may provide motion data (e.g., data, signal, input data, information, etc.) responsive to detecting motion and / or to detecting a lack (e.g., absence) of motion. A motion detector may provide raw (e.g., unprocessed, without calculations) data to one or more components to perform one or more computations. A computation may include detecting motion or a lack of motion. A processing circuit may receive information from a motion detector. A processing circuit may perform computations to determine whether the motion detector has detected or not detected motion.
[0055] A motion detector may detect a force of gravity. A motion detector may use the force of gravity to detect movement of a simulation weapon. A motion detector may use (e.g., factor in) or exclude (e.g., factor out) a force of gravity in the information reported by the detector. A motion detector may exclude the force of gravity to report movement related to movement of the CEW only.
[0056] A motion detector may measure a passage of time. A motion detector may provide information regarding detecting motion or the absence thereof for a period of time. A motion detector may cooperate with a processing circuit or system clock to measure a passage of time. Information provided by a motion detector may include data and / or a signal. Information may include providing a signal when a simulation weapon does not move for a period of time. Information may include providing a signal each instance motion of a simulation weapon is detected.
[0057] A processing circuit may receive information from one or more motion detectors. A processing circuit, as opposed to the motion detector, or in cooperation with the motion detector, may measure a passage of time. A processing circuit may use information provided by a motion detector to determine whether a simulation weapon has moved or not moved during a period oftime and at what speed or velocity. A processing circuit may perform an operation in response to motion, or a lack of motion, of a simulation weapon. A processing circuit may perform an operation in response to motion, or a lack of motion, detected during a period of time.
[0058] A processing circuit may use motion data provided by one or more motion detectors to determine at least one of a change in position, change in orientation, and initial orientation of a simulation weapon. A processing circuit may use motion data related to linear acceleration or linear motion to detect a position, or change in position, of a simulation weapon. A processing circuit may use motion data related to angular velocity or angular motion to detect an orientation (e.g., pitch, yaw, roll, etc.) or change in orientation of a simulation weapon. A processing circuit may determine at least one of a change in position, a change in orientation, and an initial orientation in response to receiving motion data reported by a motion detector.
[0059] A processing circuit may perform sensor fusion on motion data from two or more motion detectors to improve estimation of position and orientation of a simulation weapon. For example, a processor may combine first motion data provided by an accelerometer and magnetometer with second motion data provided by a gyroscope by applying a sensor fusion algorithm (e.g., a complementary filter, Kalman filter, Madgwick filter, Mahony filter, etc.). Applying sensor fusion algorithms may help to initialize orientation and correct for gyroscopic drift.
[0060] Referring now to FIG. 2A, an example trigger mechanism 100 is shown for use in a simulation weapon (e.g., simulation weapon 1 of FIG. 1A), in accordance with various embodiments. Trigger mechanism 100 may be coupled to a housing of the simulation weapon. Trigger mechanism may be coupled to a handle of the simulated weapon. Trigger mechanism 100 may include trigger shoe 102 pivotably coupled to a handle or housing by pin 104. Trigger shoe 102 may include trigger safety 106 disposed between parallel prongs of trigger shoe 102. Trigger safety 106 may be pivotably coupled to trigger shoe 102 by pin 107. Lever 108 may be formed integrally with trigger shoe 102. Lever 108 may extend upward from pin 104 with a distal end of lever 108 configured to translate forward in response to trigger shoe 102 being pulled. The distal end of lever 108 may similarly be configured to translate rearward in response to trigger shoe 102 being released.
[0061] As used herein to describe directions, displacement, or relative locations, the term forward may mean in the direction extending from the grip-end, down the sights, and towards a muzzle or a deployment end of a simulation weapon. The term rearward may mean the directionopposite of forward, typically in the direction extending from the muzzle, along the sights, towards the grip-end of a simulation weapon. The term upward may mean the direction extending from the grip-side of the weapon towards the sight-side of the weapon. The upward direction is typically towards the sky when the simulation weapon is held in the orientation depicted in FIG. 1A. The term downward may mean the direction extending from the sight-side of the weapon towards the grip-side of the weapon. The downward direction is typically towards the ground when the simulation weapon is held in the orientation depicted in FIG. 1A. The directions used to describe trigger mechanism 100 may differ in various embodiments and are used only as non-limiting examples.
[0062] In various embodiments, lever 108 of trigger shoe 102 may be pivotably coupled to trigger linkage 112 by pin 110. Pins described herein as pivotably coupling structures can include screws, journal bearings, rivets, fasteners, pivot points, integrally formed protrusions, or other elongate members suitable to pivotably couple adjacent structures. Trigger linkage 112 may define an internal cavity that retains reset finger 114. Reset finger 114 may be coupled to trigger linkage 112 by pin 115. Pin 115 extends through reset finger 114 and into trigger linkage 112. Pin 115 may be fixed relative to trigger linkage 112 such that pin 115 and reset finger 114 translate forward and rearward in concert with trigger linkage 112.
[0063] In various embodiments, pawl 116 may be pivotably coupled to a housing by pin 118. Pin 118 may be fixed relative to the housing to inhibit pawl 116 from forward or aft translation. Pawl 116 may define a seat or recess 117 to receive pawl spring 120. Pawl 116 may pivot about pin 118 to compress pawl spring 120 in response to engagement with reset finger 114 as trigger linkage translates forward relative to pawl 116. The application of energy to compress pawl spring 120 manifests to a user as resistance to pulling trigger shoe 102. The trigger resistance experienced by a user can be controlled by adjusting the spring rate or preload of pawl spring 120. Pawl spring 120 can also control the amplitude or prominence of haptic feedback generated by trigger mechanism 100. Pawl 116 may pivot about pin 118 back to its starting position in response to a downward force exerted by pawl spring 120 against pawl 116. The downward force applied by pawl spring 120 to pawl 116 may be selected or modified to control the amplitude of the or haptic feedback generated as pawl 116 snaps downward and towards its starting position and unloads pawl spring 120.
[0064] Tn various embodiments, trigger linkage 112 may be coupled to the housing by triggerpull spring 122. Trigger-pull spring 122 can be selected with a desired spring constant to apply a resistance to pulling trigger shoe 102. Heavier springs tend to increase resistance to pulling trigger shoe 102, and lighter springs tend to decrease resistance to pulling trigger shoe 102. Trigger-pull spring 122 tends to pull trigger linkage 112 rearward. Trigger-pull spring 122 tends to urge trigger shoe 102 forward, into an un-pulled or starting position.
[0065] Referring now to FIG. 2B and with continued reference to FIG. 1 A, reset finger 114 is shown, in accordance with various embodiments. Reset finger 114 comprises an engagement side 130. Engagement side 130 may face away from trigger linkage 112 and towards pawl 116 in trigger mechanism 100. Engagement side 130 may be substantially planar or flat, and may include protrusion 132 and end stop 144, which may extend away from engagement side 130. Body 140 of reset finger 114 may define opening 142 to receive pin 115. The pin-end of a pivoting members described herein may be referred to as the proximate end, and the end of pivoting members opposite the pin-end may be referred to as the distal end or engagement end. Pin 115 may couple the proximate end of reset finger 114 to trigger linkage 112. The distal end of rest finger 114 may translate inward or outward relative to trigger linkage 112 as reset finger 114 pivots about pin 115. End stop 144 may tend to limit the range of rotation available to reset finger 114 in the direction outward from trigger linkage 112. The range of rotation may be limited in the outward direction by physical contact between end stop 144 and a surface of trigger linkage 112.
[0066] In various embodiments, a reset spring may be disposed in the cavity defined by trigger linkage 112, between the distal end of reset finger 114 and the interior walls of trigger linkage 112. The reset spring may bias the distal end of reset finger 114 outwards, towards pawl 116. The reset spring may be similar to pawl spring 120.
[0067] In various embodiments, protrusion 132 on engagement side 130 may have a triangular- pyramid geometry. Engagement surface 134 (also referred to as a firing ramp or firing surface) may be oriented substantially orthogonally to engagement side 130. As used herein, the phrase substantially orthogonal may mean arranged at an angle of 90 degrees, in the range of 90 + / - 1 degree, in the range of 90 + / - 2 degrees, in the range of 90 + / - 3 degrees, in the range of 90 + / - 4 degrees, or in the range of 90 + / - 5 degrees. Engagement surface 134 may face forward and upward in trigger mechanism 100. Engagement surface 134 may have a substantially rectangular geometry, though other shapes could be used. Engagement surface 134 may be sloped or angledupward when moving across the surface in the rearward direction. Engagement surface 134 may push a distal end of pawl 116 upward towards pawl spring 120 in response to trigger linkage 112 and reset finger 114 translating forward during a trigger pull. Reset finger 114 may remain still relative to trigger linkage 112 during the trigger pull and while pawl 116 rotates upward.
[0068] In various embodiments, protrusion 132 may include engagement surface 138 (also referred to as a reset ramp or reset surface). Engagement surface 138 may face rearward and downward in trigger mechanism 100. Engagement surface 138 may have a triangular geometry, though other shapes could be used. Engagement surface 138 may be oriented at an obtuse angle relative to engagement side 130. Engagement surface 138 may cause the distal end of reset finger 114 to rotate into the cavity defined by trigger linkage 112 in response to trigger linkage 112 and reset finger 114 translating rearward during release of a trigger pull. Reset finger 114 may pivot relative to trigger linkage 112 during the trigger release and pawl 116 may remain in its resting or starting position. In that regard, reset finger 114 may enable trigger mechanism 100 to reset while pawl 116 remains in its resting position. Reducing the movement of pawl 116 tends to limit unwanted mechanical resistance or other outputs that could be caused by pawl 116 moving and compressing pawl spring 120 in response to the trigger release. Haptic feedback generated by pawl 116 in response to the trigger pull can thus simulate discharging a CEW or firearm.
[0069] Referring now to FIG. 2C, pawl 116 is shown, in accordance with various embodiments. Pawl 116 may include lower side 150 facing downward in trigger mechanism 100. Protrusion 152 may extend downward from lower side 150 of pawl 116. Body 164 of pawl 116 may define opening 162 to receive pin 118. Pin 118 may extend into or through body 164 to pivotably couple the proximate end of pawl 116 with the housing of a simulation weapon. The distal end of pawl 116 may translate upward or downward in response to pawl 116 rotating about pin 118. Pin 118 may be oriented substantially orthogonal to pin 115. The axis of rotation of pawl 116 about pin 118 may be substantially orthogonal to the axis of rotation of reset finger 114 about pin 115.
[0070] In various embodiments, protrusion 152 may include engagement surface 158 (also referred to as a firing ramp or firing surface). Engagement surface 158 may face downward and rearward in trigger mechanism 100. Engagement surface 158 may have a quadrilateral or rectangular geometry, though other shapes may be used. Engagement surface 158 may press against, slide against, or otherwise engage engagement surface 134 of reset finger 114 in response to trigger linkage 112 translating forward during a trigger pull. Force applied to engagementsurface 158 by protrusion 132 of reset finger (e g., by engagement surface 134) may urge the distal end of pawl 116 upward as pawl 116 pivots about pin 118 during a trigger pull.
[0071] In various embodiments, protrusion 152 may include engagement surface 156 (also referred to as a reset ramp or reset surface). Engagement surface 156 may face forward and downward in trigger mechanism 100. Engagement surface 156 may have a triangular geometry, though other shapes could also be used. Engagement surface 156 of pawl 116 may press against, slide against, or otherwise engage with engagement surface 138 of reset finger 114 in response to trigger linkage 112 translating rearward after a trigger pull. Engagement surface 156 of pawl 116 may press or otherwise urge the distal end of reset finger 114 to translate into the internal cavity defined by trigger linkage 112 as reset finger 114 rotates about pin 115 during a trigger release. The engagement of pawl 116 and reset finger 114 tends to produce haptic feedback that is tunable to accurately simulate field weapons.
[0072] Referring now to FIGs. 3A-3L, operation of trigger mechanism 100 is shown using cutaway elevation views simulation weapon 1 and trigger mechanism 100, in accordance with various embodiments. In FIG. 3 A, trigger shoe 102 and trigger mechanism 100 are depicted in a starting position. Trigger safety 106 protrudes forward of trigger shoe 102 and contacts housing 172 at interference point 174 to prevent actuation of trigger shoe 102 while the safety is engaged. Preload screw 170 is depicted and is configured to engage pawl spring 120 (of FIG. 2A) in some embodiments. Preload screw 170 may be secured to an external housing (not shown) of simulation weapon 1. Preload screw 170 can be screwed downward or backed to out adjust an amount of precompression applied to pawl spring 120 in the resting position. Pawl spring 120 may be disposed between preload screw 170 and recess 117. Pawl spring 120 is not illustrated as being disposed preload screw 170 and recess 117 in FIG. 3A-3L for purposes of clarity.
[0073] With reference to FIG. 3B, simulation weapon 1 is shown with trigger safety 106 disengaged, in accordance with various embodiments. A finger depresses trigger safety 106 into trigger shoe 102 and disengages trigger safety from housing 172 at interference point 174 to allow actuation of trigger mechanism 100. With the safety disengaged, trigger mechanism 100 and trigger shoe 102 are freed to actuate.
[0074] Referring now to FIG. 3C, simulation weapon 1 is shown during early stages of a trigger pull, in accordance with various embodiments. A finger begins to pull trigger shoe 102 rearward, towards grip 176. Trigger shoe 102 pivots about pin 104 and causes the distal end of lever 108 totranslate in a forward direction along an arc. The distal end of lever 108 pulls trigger linkage 1 12 forward, stretching trigger-pull spring 122. In that regard, trigger pull spring 122 exerts a force on trigger linkage 112 that opposes the trigger pull, giving the user a sense of a resistance or weight when pulling trigger shoe 102. The spring constant of trigger-pull spring 122 can be selected to apply a desired weight when pulling trigger shoe 102. Magnets 178 and one or more Hall effect sensors 180 may be used to determine the moment simulation weapon 1 is discharged. Magnets 178 may be coupled to a moving part, and the Hall effect sensors 178 may be coupled to the housing adjacent the path of the moving part. The identified moment of discharge may be used to synchronize the discharge of virtual weapon 9 (of FIG. IB) on display 7 (of FIG. IB) with the haptic feedback generated by simulation weapon 1. One or more magnet and a Hall effect sensor may also be used to detect when simulation weapon 1 is removed from a holster by attaching one of the sensor or magnet to the holster and the other to housing 172 of simulation weapon 1. One or more magnets and a hall effect sensor may also be used to detect when the safety is disengaged by placing a magnet on the distal end of the trigger safety and the Hall effect sensor adjacent the path of travel of the magnet on the housing.
[0075] Referring now to FIG. 3D, and with renewed reference to FIGs. 2B and 2C, pawl 116 and reset finger 114 are shown, in accordance with various embodiments. Pawl 116 and reset finger 114 are shown from the opposite side of simulation weapon 1 depicted in FIG. 3C to illustrate the interaction between pawl 116 and reset finger 114. Pawl 116 is depicted in a starting or resting position. Reset finger 114 is depicted in its starting or resting position relative to trigger linkage 112. In that regard, trigger linkage 112 may translate forward or aft and reset finger 114 may remain in its starting position until reset finger 114 is deflected into a cavity defined by trigger linkage 112 at a later stage of operation. Engagement surface 158 of pawl 116 contacts engagement surface 134 of reset finger 114 as trigger linkage 112 and reset finger 114 translate forward in response to the trigger pull. The forward motion of reset finger 114 causes engagement surface 134 of reset finger 114 to press against engagement surface 158 of pawl 116. Engagement surface 134 urges the distal end of pawl 116 to translate upward by pressing upward as engagement surface 134 slides in a forward direction across engagement surface 158. In that regard, the forward translation of reset finger 114 depicted in FIG. 3D tends to rotate pawl 116 upwards.
[0076] With reference to FIG. 3E, simulation weapon 1 is shown nearing the moment of weapon discharge in response to a trigger pull, in accordance with various embodiments. In theexample of FIGs. 3E and 3F, trigger linkage 1 12 and reset finger 1 14 have translated forward with engagement surface 134 of reset finger 114 nearly sliding completely across engagement surface 158 of pawl 116. The interaction between engagement surface 156 and engagement surface 134 has caused the distal end of pawl 116 to translate towards its highest position in FIG. 3F as pawl 116 rotates upwards about pin 118. Pawl spring 120 is compressed and applies a resistive force to pulling trigger shoe 102, which allows trigger mechanism 100 to generate haptic feedback simulating discharge of a CEW or firearm.
[0077] Referring now to FIG. 3G, trigger mechanism 100 is shown the moment after engagement surface 134 translates past engagement surface 158, in accordance with various embodiments. Once engagement surface 134 of reset finger 114 clears engagement surface 158 of pawl 116, the portion of trigger pressure imparted on trigger shoe 102 by pawl spring 120 is no longer perceivable by the user. The haptic sensation of the pressure release may be perceived by the user as firing the weapon, and the sensation may be referred to as the reset. The user can continue to actuate trigger mechanism 100, but the simulation weapon has already fired once reaching the reset. Further translation may cause the trigger mechanism to actuate through dead space. Users may train to begin releasing trigger shoe 102 in response to feeling the reset.
[0078] In various embodiments, and after the moment shown in FIG. 3F, the distal end of pawl 116 begins to translate downward. Pawl spring 120 presses on pawl 116 and urges pawl 116 back towards its starting or resting position, rotating around pin 118 in the opposite direction of the spring-loading direction shown in FIG. 3D. Lower side 150 of pawl 116 snaps downward towards protrusion 132 of reset finger 114. Nearly instantaneously, pawl 116, biased by the pawl spring 120, snaps back into resting position and relieves the force caused by pawl spring 120 from the trigger shoe 102 and from the user’s finger. Pawl spring 120 and the force applied to pawl 116 are disengaged from the trigger shoe 102. This haptic feedback is the perceived “firing” action. The impact of pawl 116 against reset finger 114 can also cause vibrations or noise.
[0079] Referring now to FIG. 3H, and with renewed reference to FIGs. 2B and 2C, simulation weapon 1 is shown with trigger linkage 112 illustrated as transparent to show cavity 182, in accordance with various embodiments. As trigger shoe 102 is released towards its starting or resting position, lever 108 translates rearward, allowing trigger linkage 112 to translate rearward towards its starting or resting position (e.g., depicted in FIGs. 3A and 3B). FIG. 31 depicts reset finger 114 in its resting position, rotated outward from the cavity defined by trigger linkage 112.As trigger linkage 112 translates rearward, reset finger 114 is brought into contact with pawl 116. As trigger linkage 112 translates rearward, engagement surface 138 translates towards and contacts engagement surface 156. Reset finger 114 may remain in its resting or starting position until engagement surface 156 of pawl contacts engagement surface 138 of reset finger 114 and presses reset finger 114 into cavity 182 defined by interior walls of trigger linkage 112.
[0080] With reference to FIG. 3 J, reset finger 114 may rotate about pin 115 and a distal end of reset finger 114 may translate or deflect into cavity 182 of trigger linkage 112 in response to engagement with pawl 116. The engagement surfaces of pawl 116 and reset finger 114 may be ramped to cause pawl 116 to remain in its resting position and to cause reset finger 114 to rotate into trigger linkage 112 during the rearward translation of trigger linkage 112 in FIG. 3J. The translation of the distal end of reset finger 114 (and thus of protrusion 132 of FIG 2B) into trigger linkage 112 allows reset finger 114 and trigger linkage 112 to continue rearward translation without rotating pawl 116 and thus without engaging pawl spring 120. Reset finger 114 rotates back out of cavity 182 into its starting or resting position (e.g., as depicted in FIG. 3D) in response to engagement surface 138 of reset finger 114 clearing engagement surface 156 of pawl 116. Once reset finger 114 has returned to its starting position, trigger mechanism 100 is reset and can be fired again by pulling trigger shoe 102. Trigger mechanism 100 can thus be reset without completely releasing trigger shoe 102 in some embodiments, as pawl 116 and reset finger 114 can both return to their starting positions as shown in FIG. 3D before trigger shoe 102 is fully released in some embodiments.
[0081] Simulation weapons of the present disclosure may create a realistic impression for users of simulation systems. Firing the simulation weapon causes haptic feedback in response to the pawl spring releasing, which may occur in concert with a visual representation of a virtual weapon firing on a display using hall effect sensors and magnets to detect the moment the weapon fires. The feel of the simulation weapons can be tuned by selecting spring constants and setting spring preload values to achieve the desired trigger weight and firing feel. The haptic feedback generated by the interaction between pawl and reset finger is tunable to simulate the feel of a user’s service weapon.
[0082] Benefits, other advantages, and solutions to problems have been described herein with regard to specific embodiments. Furthermore, the connecting lines shown in the various figures contained herein are intended to represent exemplary functional relationships and / or physicalcouplings between the various elements. It should be noted that many alternative or additional functional relationships or physical connections may be present in a practical system. However, the benefits, advantages, solutions to problems, and any elements that may cause any benefit, advantage, or solution to occur or become more pronounced are not to be construed as critical, required, or essential features or elements of the inventions.
[0083] The scope of the invention is accordingly to be limited by nothing other than the appended claims, in which reference to an element in the singular is not intended to mean “one and only one” unless explicitly so stated, but rather “one or more.” Moreover, where a phrase similar to “at least one of A, B, or C” is used in the claims, it is intended that the phrase be interpreted to mean that A alone may be present in an embodiment, B alone may be present in an embodiment, C alone may be present in an embodiment, or that any combination of the elements A, B and C may be present in a single embodiment; for example, A and B, A and C, B and C, or A and B and C. Different cross-hatching is used throughout the figures to denote different parts but not necessarily to denote the same or different materials.
[0084] Devices, systems, and methods are provided herein. In the detailed description herein, references to "one embodiment", "an embodiment", "an example embodiment", etc., indicate that the embodiment described may include a particular feature, structure, or characteristic, but every embodiment may not necessarily include the particular feature, structure, or characteristic. Moreover, such phrases are not necessarily referring to the same embodiment. Further, when a particular feature, structure, or characteristic is described in connection with an embodiment, it is submitted that it is within the knowledge of one skilled in the art to affect such feature, structure, or characteristic in connection with other embodiments whether or not explicitly described. After reading the description, it will be apparent to one skilled in the relevant art how to implement the disclosure in alternative embodiments.
[0085] Furthermore, no element, component, or method step in the present disclosure is intended to be dedicated to the public regardless of whether the element, component, or method step is explicitly recited in the claims. No claim element herein is to be construed under the provisions of 35 U.S.C. 112(f), unless the element is expressly recited using the phrase “means for.” As used herein, the terms “comprises”, “comprising”, or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or device thatcomprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or device.
Claims
CLAIMSWhat is claimed is:
1. A simulation weapon, comprising: a housing; a trigger shoe including a lever and pivotably coupled to the housing by a first pin; a trigger linkage comprising a first end coupled to the lever; a trigger-pull spring coupled to the housing and coupled to a second end of the trigger linkage opposite the first end; a reset finger pivotably coupled to the trigger linkage by a second pin, wherein the reset finger comprises a finger protrusion; and a pawl adjacent the reset finger and comprising a pawl protrusion, wherein the pawl is pivotably coupled to the housing by a third pin that is substantially orthogonal to the second pin, wherein the pawl protrusion engages the finger protrusion to generate a haptic feedback in response to the trigger linkage translating forward relative to the pawl.
2. The simulation weapon of claim 1, further comprising a pawl spring configured to press against a side of the pawl opposite the pawl protrusion, wherein the pawl spring biases the pawl towards the finger protrusion of the reset finger.
3. The simulation weapon of claim 2, wherein the pawl pivots from a resting position, about the second pin, and towards the pawl spring in response to a firing ramp of the finger protrusion engaging a firing ramp of the pawl protrusion as the trigger linkage translates forward relative to the pawl.
4. The simulation weapon of claim 3, wherein the pawl spring urges the pawl towards the resting position to generate a haptic feedback in response to the firing ramp of the finger protrusion translating forward past the firing ramp of the pawl protrusion.
5. The simulation weapon of claim 1 , wherein the reset finger rotates about the second pin in response to a reset ramp of the reset finger engaging a reset ramp of the pawl as the trigger linkage translates rearward relative to the pawl.
6. A trigger mechanism, comprising: a trigger shoe including a lever, wherein the trigger shoe and the lever are configured to pivot about a first pin; a trigger linkage comprising a first end coupled to the lever; a reset finger coupled to the trigger linkage by a second pin, wherein the reset finger is configured to pivot about the second pin, wherein the reset finger comprises a finger protrusion; and a pawl adjacent the reset finger and comprising a pawl protrusion, wherein the pawl protrusion engages the finger protrusion in response to the trigger linkage translating forward relative to the pawl.
7. The trigger mechanism of claim 6, further comprising a housing disposed about the trigger linkage, the reset finger, and the pawl, wherein the pawl is pivotably coupled to the housing by a third pin.
8. The trigger mechanism of claim 7, wherein the second pin is oriented substantially orthogonal to the third pin.
9. The trigger mechanism of claim 6, further comprising a pawl spring configured to press against a side of the pawl opposite the pawl protrusion, wherein the pawl spring biases the pawl towards the finger protrusion of the reset finger.
10. The trigger mechanism of claim 9, further comprising a preload screw configured to adjust a compression of the pawl spring.11 . The trigger mechanism of claim 9, wherein the pawl pivots from a resting position, about the second pin, and compresses the pawl spring in response to the finger protrusion engaging the pawl protrusion as the trigger linkage translates forward relative to the pawl.
12. The trigger mechanism of claim 11, wherein a force of the pawl spring is disengaged from the trigger shoe to generate a haptic feedback in response to the reset finger translating past an engagement surface of the pawl.
13. The trigger mechanism of claim 6, wherein the reset finger rotates about the second pin in response to the reset finger translating rearward relative to the pawl.
14. The trigger mechanism of claim 6, wherein the reset finger comprises: an engagement side, wherein the finger protrusion extends from the engagement side towards the pawl; a firing ramp of the finger protrusion facing forward and configured to engage the pawl protrusion in response to the trigger linkage translating forward, wherein the firing ramp is substantially orthogonal to the engagement side; and a reset ramp of the finger protrusion facing rearward and configured to engage the pawl protrusion in response to the trigger linkage translating rearward.
15. The trigger mechanism of claim 6, wherein the pawl comprises: a lower side with the pawl protrusion extending downward from the lower side; a firing ramp of the pawl protrusion facing rearward and downward, wherein the firing ramp is configured to engage the finger protrusion in response to the trigger linkage translating forward; and a reset ramp of the pawl protrusion facing forward and toward the trigger linkage, wherein the reset ramp is configured to engage the finger protrusion in response to the trigger linkage translating rearward.
16. The trigger mechanism of claim 15, wherein the lower side of the pawl rotates downward to generate a haptic feedback in response to a firing ramp of the finger protrusion translating forward past the firing ramp of the pawl.
17. The trigger mechanism of claim 6, wherein internal walls of the trigger linkage define a cavity and the reset finger is disposed in the cavity.
18. A trigger mechanism, comprising: a trigger shoe; a trigger linkage coupled to the trigger shoe; a reset finger pivotably coupled to the trigger linkage, wherein the reset finger comprises a finger protrusion; a pawl adjacent the reset finger and comprising a pawl protrusion; and a pawl spring configured to press against a side of the pawl opposite the pawl protrusion, wherein the pawl protrusion engages the finger protrusion to compress the pawl spring in response to the trigger linkage translating relative to the pawl.
19. The trigger mechanism of claim 18, further comprising: a housing disposed about the trigger linkage, the reset finger, and the pawl, a first pin coupling the reset finger to the trigger linkage; and a second pin substantially orthogonal to the first pin and coupling the pawl to the housing.
20. The trigger mechanism of claim 18, wherein the pawl protrusion comprises: a firing ramp of the pawl protrusion configured to engage the finger protrusion in response to the trigger linkage translating in a first direction; and a reset ramp of the pawl protrusion configured to engage the finger protrusion in response to the trigger linkage translating in a second direction opposite the first direction.
21. A simulation weapon comprising: a housinga trigger shoe; a trigger linkage coupled to the trigger shoe, wherein actuation of the trigger shoe translates the trigger linkage in a first direction and release of the trigger shoe translates the trigger linkage in a second direction; a reset finger pivotably coupled to the trigger linkage, wherein the reset finger comprises a finger protrusion; and a pawl adjacent the reset finger and pivotably coupled to the housing, the pawl comprising a pawl protrusion, wherein: the finger protrusion engages the pawl protrusion to rotate the pawl about a first axis of rotation when the trigger linkage translates in the first direction; the finger protrusion engages the pawl protrusion to rotate the reset finger about a second axis of rotation when the trigger linkage translates in the second direction; and the first axis of rotation is orthogonal to the second axis of rotation.
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