Board Thread:General Nerf discussion/@comment-27306930-20180806044815/@comment-27306930-20180808010937

Yes, that black thing above the trigger is the pusher mech. It's completely enclosed, which in itself is a little sketchy.

I think "scary" was the same adjective that popped into my head when I first saw it too. It's a nightmare of wires, switches, and circuit boards. I would put it toward the "stealth ninja nuclear physicist" end of the modding scale 😉

So here's the thing with the age old question about the Infinus, it doesn't actually know when the mag is full. I welcome alternative explanations, but here's what I've been able to deduce so far.

When you start with an empty drum, it stops loading after the 30th dart. It appears to count the number of darts loaded and the number of shots taken, and figures out whether there's room for more. When it gets to 30, it won't suck in any more and the LED over the loading port flashes.

Additionally, there are two internal sensor switches on the front side of the magwell. The CS-30 has a notch that lines up with the top one, so it knows when it can take 30 darts. The other switch might be a clip interlock, not sure. But the blaster knows when you've changed the clip and it knows when it's emtpy. In either case it appears to reset the counter to zero.

I've been able to screw it up several ways. If you start with a partially loaded drum, the loader jams on dart 31. Not badly, but it sounds terrible. You just pop out the drum and the unloaded dart falls out. Alternatively you can pop the drum out mid-play, and it seems to forget how many darts are loaded. If you use a CS-18 it will load 19 darts, but it jams trying to load the 20th.

Bottom line, it appears to do something akin to card-counting. It's clever, but it really doesn't know when it's full.