Written by Doc
From Dos's Machine Web site
"Me? Use Co2 in the deep, dark Winter? How?"

Temperature dropped, winter’s here and you still want to play ‘Ball?
Can’t afford an
HPA/nitrogen system, or just can’t find HP air or nitro supplies? The answer
is easy, and only
costs a few dollars.
First, a bit of background about CO2:
CO2 can exist in three states: Solid, liquid, and a gas. Let’s ignore
the ‘solid’ state right now, and focus on the two we have to deal with in
Paintball. Under normal atmospheric temperatures and pressures, CO2, or
Carbon Dioxide, is a gas. It makes up a small portion of the normal air we
breathe, and plants use it like we use oxygen. When compressed, or
pressurized, CO2 becomes a
liquid. In the tank, at ‘room’ temperature, some of the liquid vaporizes,
turning into a gas, which takes up more room. This action increases the
pressure in the tank. Once the pressure reaches around 800 psi (pounds per
square inch), no more liquid boils off to become gas.
When some of the pressure is relieved, say, by firing your paintgun, some of
the liquid vaporizes to produce more gas. This “boiling” action, just like
boiling water on a stove, requires heat energy. The boiling point of CO2 is
in the -200 degrees below zero range, so normal temperatures like we live in
are more than sufficient to boil off liquid CO2. However, the boiling action
takes some heat out of the air, and even itself, so it cools off. The cooler
the tank and liquid, the lower the pressure inside. The more you shoot, the
colder the CO2 gets, which means the lower the pressure. If you happen to be
playing during a 75 degree F day, there is plenty of ambient heat to keep
the tank warm, and therefore the pressure up. If you happen to be playing
below about 30 degrees, the already-cool day, combined with the
self-refrigerating action of the CO2 means your tank loses a lot of
pressure, and takes a long time to ‘recover’, or warm back up.
Now, short of adding additional heat to keep the tank warm, there is not a
whole lot one can do about this, it’s simply the nature of the beast, and we
have to deal with it. However, there is one other thing that can force
liquid to vaporize, and that is to remove the pressure. CO2 cannot remain as
a liquid without pressure, unless it happens to be around two-hundred below
outside, and by that point, you’re not going to want to play paintball
anyway. So, let’s take the point where the liquid vaporizes, out of the tank
and move it into the valve of the paintgun. Along with that, lets forget
about applying enough heat to boil it, and simply remove the pressure. Sound
easy? It is, and it’s a proven concept. It’s called “Going Liquid”. Tippmann
used it as far back as 1988 to keep their early SMG-60 full-auto paintguns
running, and without a drop in velocity.
How it works:
The liquid is many, many times denser than vapor. As I recall, the
expansion ratio of CO2 is something like 3000%. In other words, a given
volume of liquid, for example one cubic inch, will expand into 3,000 cubic
inches of gas/vapor. What this means is, there is an enormous amount of
potential energy, or “stored” energy in liquid CO2, much more so than in
already-vaporized CO2. The more you expand the gas, the less energy it has
per given volume. This is why some people refer to “over-expanding” CO2;
doing so simply robs it of useful potential energy.
So, let’s cram that full-power, high-octane Liquid into the valve. When the
gun is fired, the valve is opened momentarily, which allows the pressure to
drop way, way down. Since the liquid cannot remain a liquid without the
pressure, it “flashes” to a gas almost instantly. The valve only lets out a
tiny amount of liquid, but because of the tremendous expansion ratio, it
quickly becomes much more gas than the valve could have let through. Because
of this, there is more than enough energy, in the form of expanding gas, to
operate the Paintgun. And, since the expansion to gas does not take place in
the tank, the cooling action is greatly reduced, and transferred to the
valve, where it has little effect. As long as there is sufficient pressure
in the tank to force the liquid up the siphon tube, and there is still
liquid available, the marker will keep running, usually with no drop in
velocity.
Converting to Liquid:
The conversion is as easy as installing a siphon tube to an existing
tank, or buying a premade siphon tank. A “Siphon” tube, also spelled
“syphon”, is merely a flexible, weighted ‘dip tube’, like a straw,
connected to the pin valve, inside the tank. The weight on the bottom end of
the tube keeps it immersed in the liquid no matter what position the tank is
in. (Except inverted, or upside down.) Fill it like usual, slap it on like
any normal CO2 tank, and go play. Whoops, no, sorry, it’s not quite that
easy.... Since you need to keep the CO2 as a liquid, you need to minimize
the excess space that could cause the liquid to expand.
So here’s a quick list of guidelines for running Liquid:
#1: Remove any expansion chamber you may be using. Since an E-chamber is
intended to reduce the amount of liquid passing through, one should not be
used.
#2: No remotes. It is very difficult, if not impossible, to get liquid all
the way from the tank, through the remote line, and into the valve
consistently. Even with a very small-inside-diameter remote, like the old
“Slinky” type, you end up getting several shots of liquid, then a bunch of
gas, than a few shots of liquid again. Needless to say, this leads to
terribly inconsistent velocities. Liquid CO2 must be run on-gun.
#3: If you use a bottomline, minimize the amount of tubing, hoses or
connections between the tank and the ‘gun’s valve. A good suggestion is to
switch to a “Micro Line” type hose, since the internal diameter is very
small. Don’t worry, it will still flow plenty of liquid. Try to leave off
things like filters, quick-disconnects, and long coiled-up hoses.
#4: No regulators or check-valves. If liquid passes through either of these,
and you stop shooting long enough to let it expand, even slightly, the
internal pressure can and will shoot WAY up, causing all sorts of problems,
and a very dangerous situation.
Will it work on any ‘Gun?
Now then, we have the basics of Liquid operation in mind, now, you
probably want to know how to use it on your particular paintgun. Okay, first
off, unfortunately, not all paintguns can utilize Liquid CO2 operation.
Almost all pumps can, along with most blowback semi-autos. However, several
markers, including some of the top-of-the-line ones, cannot be run on liquid
for various reasons.
For example, the Automag has a regulator and sensitive internal seals which
are damaged by liquid CO2. Velocities and internal pressures would be
astronomical, and very unsafe, not only for you holding it, but the guy
you’d be shooting at.
The Autococker also has a regulator which controls the pressure fed to the
‘pneumatics’, the cocking mechanism. While the valve and bolt systems can
easily accommodate liquid use, the pneumatics would be unreliable at best,
damaged at worst.
Other markers which have a regulator built-in, or used to regulate
velocities, such as the Equalizer, Desert Fox, Shocker, Typhoon, Blazer,
Sovereign and Automag RT, similarly cannot use liquid CO2, and could very
easily be damaged by it.
Some ‘guns that can use liquid include the Pro-Am/Pro-Lite/MiniLite, Raptor,
F-1/2/4 Illustrators, Spyder, AlleyCat/ThunderCat/BobCat/Puma, VM-68/PMI-3,
Icon/Z-1/Mega-Z, Master/Combat, Stingray 1&2, Mirage, BlackKnight, and
probably several more I’ve missed. Even some of the older discontinued ‘guns
will take liquid, like the Storm, the Blade, SMG-60, 68-Special, Poison, and
Patriot 1&2.
However, there are a few exceptions to the rule. For example, Tippmann’s
Carbine uses a unique “floating valve”, and the seals between the receiver
and the valve don’t take well to the freezing action of full-time liquid. As
I write this, rumor has it TP is working on a newer, less troublesome valve,
so we’ll see what the future brings. Also, there are a few markers that come
with an expansion chamber from the factory, like the VM-EXE. If at all
possible, the expansion chamber should be removed.
(Note: The new Carbine valve was released, called the CVX: It withstands
liquid perfectly.)
Setting it up:
For the most part, switching to liquid is as easy as slapping on a
siphon tank. When you go to chronograph it, you’ll want to take a few shots
to get the liquid up into the valve, then chrono to get a correct reading.
You can tell the marker is getting liquid in the valve when you see a large
‘cloud’ of vapor or “snow” when it’s fired. On a warm day, you’ll want to
pre-charge a warm ‘gun before chrono’ing. To do this, hold the bolt knob all
the way forward while screwing on the tank, or opening the valve. When heavy
vapor or snow starts coming out, release the knob and/or cock it. It should
then be chilled, fully charged with liquid, and ready to play.
If its fairly warm, say 50 degrees or higher, you’ll need to occasionally
fire three to five shots every couple of minutes to keep the valve flooded
with liquid. If you run siphon on really warm days, like 60 degrees or
higher, you’ll have to really lean on the trigger to keep it up to speed.
However, for the most part, if its below 30 degrees, shoot it and play like
it’s still summer. Between games, you’ll actually want to keep the tank
cool; not cold, or frozen, but cool. Don’t set it in the direct sun, or on
the dash of your car with the defroster going.
To get the proper chrono readings depends on individual guns. Markers using
a “choke” type velocity adjuster, such as the Pro-Lite, may not have enough
adjustment to keep the velocity under 300 fps before the adjuster bottoms
out. In that case, you might want to try cutting the mainspring a tiny bit
to get the velocity down. Be careful, don’t cut too much, and it’s a good
idea to have a spare on hand before cutting. The same applies to markers
that use mainspring adjusters to regulate the velocity, like Spyders. If you
back it out all the way, and it’s still shooting ‘hot’, try clipping a turn
of the mainspring. Finally, there are the ‘guns that have no trouble
regulating velocity, like the Mirage, because it’s mainspring adjuster has
plenty of travel, and the VM-68, because of the ‘choke’ adjuster in the
bolt, which can be almost completely closed, and the extra, smaller, holes
in the valve body itself.
There are some ‘guns which also have adjustments for the amount of gas used
to blow the hammer back. The Indian Creek Designs markers have an easy
“recock” adjustment on the side, right next to the velocity adjuster. In
this case, ICD recommends closing the adjustment completely for use with
siphon CO2. Also, the Brass Eagle Raptor has a sort of ‘hidden’ adjustment,
under the grip frame, just behind the front grip-frame mounting screw. The
brass ‘plug’ there can regulate the ‘recock margin’; screw it in for less
gas to recock the hammer, out for more. You’ll have to experiment for best
results, but try a turn back from all the way in to start.
Other tips for cold-weather use:
Along with the siphon tank, and proper velocity regulation, you can do a
few other things to set your marker up for good, reliable, cold weather use.
You’ll want to use a thin oil, since the marker actually becomes very cold
when run on liquid, and many normal “warm weather” oils will “gel” or get
thicker, which slows the action down. I prefer KC TroubleFree oil, and
Palmer’s paintgun oil is pretty good as well. Gold Cup thickens considerably
in the cold, as do some Teflon-based oils, like Tri-Flow and 1-Shot. In a
pinch, automotive Automatic Transmission Fluid works reasonably well in the
cold, and a quart bottle lasts forever and a day, for about a dollar. No
matter what lube you choose, use it sparingly. The more oil inside, the more
it can gum up the works when it gets cold. Lube everything with a light
coat, and wipe off the excess.
Liquid CO2 can act like Liquid Nitrogen inside a cold paintgun, causing even
temperature-resistant polyurethane O-rings to crack or shrink. It’s not a
bad idea to keep a few extra ‘rings and seals on hand anyway, moreso under
the punishment of intense cold.
Some lightweight blowbacks take quite a beating from liquid CO2, since a
much larger burst of air is delivered, which slams the hammer back, often a
bit harder than it needs to be. Smaller markers, such as the Spyder and
Illustrator lines, should be checked frequently for additional
wear-and-tear, and any worn parts should be replaced before they become a
problem. Also, especially on the Spyder, keep an eye on the pins in the grip
frame; they tend to walk out at the most inopportune moment under the
additional battering.
Lastly, after a fast cold-weather game, Don’t stick your tongue on the
barrel!
A few extra details:
The number of shots you get per tank goes down a bit with the switch to
siphon, but not greatly. If your marker got around 400 shots per tank
before, if it’s set up right, it should get around 350 or better on liquid.