Showing posts with label Chameleon. Show all posts
Showing posts with label Chameleon. Show all posts

Monday, 30 April 2018

American Projectiles and Explosives - Submarine Pyrotechnics





American Projectiles and Explosives




Shipboard Pyrotechnics



Submarine Items





Submarine Float Signal Mk 1 Mod 1 and Mk 2 Mod 0



Length: 18.75 inches
Diameter: 3 inches
Delay: 27 seconds
Burning time: 15 seconds

Color: Black, Yellow, Green, or Red


Use: These float signals are used to mark the position of a submerged submarine, and for other marking purposes.


Description: The firing mechanism consists of a firing pin, firing-pin spring, firing-pin lever, and tripping lever or lug.  The ignition system consists of a primer, time fuse, quick match, and a starter mixture.  The aluminum signal contains a smoke pot, smoke mixture, smoke pot cover, and central tube.  The signal has a nose cap and release valve.


Operation: The signal is fired from a submerged submarine, through a tube, using compressed air as a propellant.  As the signal is leaving the ejector, a tripping lever is raised by contact with a lug in the gun, cocking and releasing the firing-pin lever, which fires the primer.  The primer ignites the time fuse, which burns for 27 seconds.  The signal is buoyant and rises to the surface within the 27 seconds of fuse delay.  The time fuse ignites a piece of quick match, which, in turn, initiates the starter composition.  The starter composition sets off the smoke mixture.


Remarks: The maximum launching depth is 162 feet.

The Submarine Float Signal Mk 2 Mod 0 is similar to the Mk 1 Mod 1, except for a fixed delay of 54 to 59 seconds, a maximum launching depth of 285 feet, and sturdier construction.





Submarine Emergency Identification Signal Mk 2 Mods 1 and 2; also Submarine Emergency Signal, Star, Mk 3 Mods 0 and 1


Length: 18 inches
Diameter: 3 inches
Burning time: 25 seconds
Delay: 27 seconds

Color of star: Red, Yellow, or Green


Use: These signals are used for submarine emergency identification, whether submerged or surfaced.


Description: The signal consists of a cylindrical aluminum case containing the grenade-type Pyrotechnic Candle Mk 3.  The bottom end contains two delay elements.  A single-star candle is attached to a parachute by an asbestos cord.


Operation: The shell is projected from the standard submarine emergency identification signal ejector, using compressed air as the propellant.  The shell is fired by a lug at its base which projects beyond the side of the shell and rides in a groove in the ejector tube.  As the shell is forced through the tube, the extended lug reaches the end of the groove just before the base of the shell passes the muzzle door.  The tripping lever is pulled back, thereby cocking and releasing the firing pin lever and firing pin.  The firing pin strikes the primer, and the flash from the primer ignites a time fuse.  The time fuse burns while the signal is rising to the surface.  The delay ignites the grenade-ejection charge, which ejects the signal to a distance of approximately 250 feet.  At the summit of the trajectory, the delay train flashes into the signal-ejection charge and causes the parachute-suspended star to be ejected.


Remarks: The Mk 2 Mod 2 is obsolescent, being replaced by the Mk 3 Mods 0 and 1.  The Mk 3 Mod 0 has a slightly different method of expelling the inner grenade.  The maximum launching depth is 160 feet.

The Mk 3 Mod 1 is similar tot he Mk 2 Mod 1, except for the following:
-A delay of 54 to 59 seconds,
-A maximum launching depth of 285 feet, and
-A sturdier construction to withstand pressures at a lower depth






Pistol Rocket Signal Mk 1, Comet; Mk 3, Shower; and Chameleon




Length: 14 inches
Diameter: 1.5 inches
Burning time: 1 seconds
Intensity: 60,000 candlepower

Color of single star: Red, Yellow, or Green


Use: These signals are used for emergency identification by surfaced submarines.


Description: The upper section or signal chamber contains a pyrotechnic composition and powder-ejection charge.  The rocket motor, which is riveted to the signal chamber, contains one gram of black powder above a felt washer and 58 grams of black powder, which is the rocket element.  Four spring-loaded hinged vanes, four inches long and one inch wide, are attached to the rocket tube and fold and fit into the rocket chamber.  The rocket chamber is an aluminum container with a Primer Mk 5 in its base.  This unit receives the rocket motor.


Operation: The signal is fired from the submarine rocket pistol or the Pyrotechnic Pistol AN-M8.  Release of the trigger fires the primer, which ignites the one-gram auxiliary propelling charge.  This black-powder charge propels the signal chamber and attached rocket motor to about 30 feet from the pistol muzzle.  At this point the 58-gram charge of black powder, which is the rocket element, takes effect and propels the signal to a height of approximately 650 feet.  The rocket element ignites the expelling charge at the zenith of its trajectory.  The expelling charge ignites the star and simultaneously ejects it.  The single star falls freely, and burns out just before hitting the water.


Remarks: This signal replaces the chameleon-type submarine rocket signal.

The Rocket Pistol Signal Mk 8 Mod 0 (Shower) is similar to this signal, except that a burst shower is produced instead of a single star.

The Rocket Pistol Signal, Chameleon, is similar to this signal, except that a variety of colors is obtained.






Submarine Emergency Identification Flares Mk 10 Mods 0-2, Mk 11 Mods 0-2, and Mk 12 Mods 0-2


Length: 9.75 inches
Diameter: 2 inches
Weight: 3.2 pounds


Use: These signals are used by surfaced submarines to identify themselves.


Description: The flare case consists of a seamless steel tube, one end of which is closed by a steel closure disc.  The firing mechanism, which extends along the side of the flare body, is attached tot he base casting, which carries the closure disc and primer.  The firing mechanism is enclosed in a brass housing which contains the following: (1) a brass shaft held in place by a cotter pin, (2) a firing pin attached to the brass shaft by a sear join, (3) a spring surrounding the firing pin, and (4) a lanyard attached to the brass shaft.  The flare case contains the following: (1) a black-powder charge, (2) a starter composition, (3) a pyrotechnic charge, and (4) a steel cup riveted to the case, closing one end.  Two clamps are welded to the flare body for mounting on the bracket, fixed to the submarine bridge.





Operation: Mount the flare so that the firing mechanism points toward the deck.  A vertical pull on the lanyard forces the brass shaft up, compressing the firing-pin spring.  The sear joint between the shaft and firing pin is broken when the shaft is pulled approximately 0.5 inches.  The firing pin strikes the primer, which ignites a small charge of black powder.  The flash from the black powder ignites the starter composition, which, in turn, ignites the pyrotechnic candle.  The flare burns in four increments of 10 seconds duration and intervening blackout increments of five seconds.



Remarks: Flares that have been submerged below periscope depth should be thrown overboard at the first opportunity.

 The possibility of detonation in any of the flares, and particularly in those with green pyrotechnics, should never be lost sign of.  For this reason, personnel in the vicinity of the flares should be adequately shielded prior to firing.

Submarine Emergency Identification Flares Mk 10 and Mods are similar to the Flares Mk 11 and Mods and Mk 12 and Mods, except that these burn with only one uninterrupted color - Mod 0, red; Mod 1, green; and Mod 2, yellow.





False Target Shell Mk 1 Mod 0


Length: 18 inches
Diameter: 3 inches
Delay: 27 seconds
Persistence of echo: 4 to 18 minutes


Use: This shell is used to confuse and disrupt enemy underwater echo ranging.


Description: The external appearance is similar tot he Submarine Emergency Signal Mk 2 Mod 2.  The shell holds six metal cups 2.75 inches in diameter and 1.875 inches in depth, filled with a lithium hydride paraffin mixture.  The base of the shell contains a primer, time fuse and 20-gram charge of smokeless powder.  Attached tot he base is a firing mechanism which is used with the standard emergency identification signal ejector.


Operation: The shell is projected from the standard emergency identification signal ejector, using 200 pounds per square inch air pressure if possible.  The shell is fired by a lug at its base which projects beyond the side of the shell and rides in a groove in the ejection tube.  As the shell is forced through the tube, the extended lug reaches the end of the groove just before the base of the shell passes the muzzle door.  The tripping lever is pulled back, thereby cocking and releasing the firing pin lever and firing pin.  The firing pin strikes the primer, and the flash from the primer ignites a length of time fuse coiled in the base of the shell.  The time fuse burns for 27 seconds, and then ignites the 20-gram charge of smokeless powder, which ejects the six cups of lithium hydride.  When the lithium hydride touches the water, a chemical reaction occurs which yields fine hydrogen bubbles.  The hydrogen bubbles return an echo of the same order and magnitude as that returned by a submarine.


Remarks: False target shells should be segregated from pyrotechnics and other ammunition components, and should be kept in a dry atmosphere.

When visibility is such that surface disturbance may be a hazard, false target shells should not be released from depths less than 150 feet, because small bubbles or a surfaced canister may result.









False Target Can Mk 2 Mod 0


Length: 19.3 inches
Diameter: 3 inches


Use: False Target Can Mk 2 Mod 0 has the same use as False Target Shell Mk 1 Mod 0.


Description: Generally similar tot he False Target Shell Mk 1 Mod 0, this can is a tube of sheet steel sealed at both ends, containing nine metal cups filled with a lithium hydride composition.  These cups can be released individually at any desired rate when used with the new hydraulic-type air-operated signal ejector.  The cups are separated by aluminum discs, and a one-inch metal spacer separates the end caps of the outer tube from the top and bottom inner cups.  Tear strips are provided at either end to open the can.


Operation: The tear strips, the end caps, the spacers on either end, and the corrugate paper disc at the top end are removed, with the can in a horizontal position to prevent dropping one of the cups.  Insert one end into the breech of the ejector about one inch.  Put a rammer int he other end of the can and push the cups toward the muzzle of the ejector, until the spring detent near the top of the barrel drops behind the last cup.  Remove the empty tube.  Place the firing valve on "Vent". Close the breech door and flood the barrel from the sea through the flood line, allowing air to escape through the vent line.  When no air escapes the vent or firing valve, close these valves and open the muzzle door.

Make the pressure in the volume tank 50 pounds greater than sea pressure, and through the firing valve into the "Fire" position.





Signal (Pepper) Mk 14 Mods 0-2 (Production Suspended)

No picture available
  
Length: 27.5 inches
Diameter: 3 inches
Weight: 19 pounds (approximately)


General: The Signal (Pepper) Mk 14 is an expendable explosive noisemaker for underwater use.  It consists of a series of aluminum discs, each of which has sixteen small explosive charges around its periphery.  Each disc contains a gas-less fuse train which ignites the charges at one-half second intervals and then communicates the ignition to the succeeding discs.  Approximately five minutes of noise can be produced.  Parachute suspension is used to retard the sinking rate.  A firing device ignites two delay-fuse trains.  The initial delay train ignites the first of the explosive discs, and the secondary delay train fires a small black-powder charge which ejects the parachute.  The Signal (Pepper) Mk 14 is supplies as Mods 0, 1, and 2, having 30-second, 2-minute, and 6-minute initial delays respectively.  Mods 0, 1, and 2 are identical, except that one explosive disc in Mod 1, and two in Mod 2, have been replaced by initial time-delay discs.  The effective firing time is the same in all three Mods, for practical consideration.

Tests on the initial production of this device show that about 75% of the units may be expected to operate to completion.  It is recommended that, wherever possible, two or more units be fired in quick succession to insure functioning.


Description: The signal consists of the following components: firing device, initial time delay, secondary time delay, a stack of explosive-loaded discs, a center connecting tube and end discs to support the explosive stack, a parachute knock-off charge, parachute assembly, and packing container.

The firing device is identical in operation to the firing device used on the Submarine Emergency Identification Signals.  It consists of a support, firing lever, tripping lever, safety pin, and safety cotter pin.  When the safety cotter pin is pulled, it allows the safety pin to be forced back by its spring, releasing the tripping lever.  On ejection, the tripping lever is forced back by the end of the tripping groove.  The tripping lever lifts the firing lever against the firing spring and then releases it to fire the primer. The primer ignites both the initial and the secondary time delays.

The initial time delay is a pyrotechnic fuse train from the primer tot he first of the explosive capsules.  It has the approximate times as follows:

-Mod 0: 30 sceonds
-Mod 1: 2 minutes
-Mod 2: 6 minutes

The secondary time delay is a pyrotechnic fuse train from the primer to the parachute knock-off charge.  It is approximately five seconds for all three Mods, starting from the time of ejection.

The explosive stack consists of a series of aluminum discs three inches in diameter and one-half inch thick.  Each disc has sixteen small explosive-loaded capsules inserted radially around the periphery.  The capsules are connected by an internal ring fuse train which is timed to fire the charges at the rate of two shots per second.  The number of explosive discs in the stack varies with each Mod as follows:

-Mod 0: 37
-Mod 1: 36
-Mod 2: 35

A center connecting rod and end discs support the explosive stack.  The secondary delay and parachute-ejection charge are located int he center tube.  The parachute assembly, chute packed in a can which is split open by the ejection charge, is screwed onto the end opposite the firing device.


Ejection: The signal may be ejected from either the hand or the new hydraulic air-operated ejector at any depth.




Next Time: Hand Grenades (Part 1)

Monday, 23 April 2018

American Projectiles and Explosives - Shipboard Pyrotechnics





American Projectiles and Explosives




Shipboard Pyrotechnics



Surface Vessel Items





Distress Smoke Hand Signal AN-Mk 1 Mods 0 and 1




Length: 3.875 inches
Diameter: 1.625 inches
Weight: 0.37 pounds


Description: The signal is encased in a metal cylindrical body, one end of which is closed by a soldered cap and pull ring.  The case can be held comfortably and safely in the bare hand during the burning period.  The signal contains a pyrotechnic smoke mixture and is watertight.


Operation: The sealing tape around the end of the cylinder is torn off and the paper cap is removed.  The pull ring is brought down over the rim of the can and pressed down, using the ring as a lever to break the seal.  The cylinder is pointed away from the face; and a quick pull is exerted on the pull ring, which comes out of the can, thereby igniting the smoke mixture.  The signal should be held at arm's length at an angle of about 30 degrees, so that drippings will not fall on the hand.


Remarks: This signal is to replace the White Smoke Grenade, H.C., AN-M8, for emergency kits in life rafts and aircraft.





Signal, Distress - Day and Night - Mk 13 Mod 0




Length: 5.12 inches
Diameter: 1.62 inches
Weight: 6.4 ounces


General: Adapted for both day and night use, Hand Signal Mk 13 contains both the orange smoke canister for daylight and a flare pellet, for darkness.  Like the Smoke Signal AN-Mk 1 in appearance and operation, the Signal Mk 13 is small and is easily stowed in life-vest pockets, flight suits, or life rafts.


Description: The metal outer case is closed at both ends by a soldered cap to which is attached a pull ring.  Removing the soldered cap pulls a brass wire attached to its bottom through a cup coated with a friction igniting compound.  Depending on whether the "day" or "night" ring is pulled, the two ends of the case being distinctly so marked, the smoke mixture or the flare is ignited.  Smoke emission time is 18 to 20 seconds.  The average candlepower of the flare is 3,000 candles.  Paper cups cover the pull rings on each end of the signal.


Operation: After the paper cup is removed from desired end, a quick pull is given on the ring.  If the soldered cap fails to come off, bring the pull ring down over the side of the can, and use the ring as a lever to break the seal.  Hold the signal at arm's length and 30 degrees elevation while burning.  After one end is used, the signal should be doused in water to cool the metal parts.  It should then be retained for possible use of the other end.  Each end is insulated and waterproofed from the other.


Remarks: Both ends of the Signal Mk 13 should never be ignited at the same time.






Navy Red Light Mk 1 and Navy Blue Light Mk 1 Mod 1




Length: 12 inches
Diameter: 1.25 inches

Burning time (Blue): 1 to 1.5 minutes
Burning Time (Red): 2.5 to 3 minutes


Description: The flare consists of a paper tube filled with a pyrotechnic composition and attached to a wooden handle.  The top of each flare contains a button of ignition material.  A friction striker is provided with each signal.


Operation: The flare is ignited by scraping the top of the inside cap against the forward end of the pyrotechnic mixture.  Hold the flare in an inclined position while burning, to prevent drippings from burning the hand.







Ship's Emergency Identification Signals Mks 1-4


General: The body of each of these signals varies in length according to its design.  Each signal consists of a pressure-retaining disc and disc-locking nut, a primer, a four-gram smokeless-powder propelling charge, a copper obturating cup, a delay train, an ejection charge of approximately 1.1 grams of black powder, and a signal of pyrotechnic composition.  All signal cups except the shower signals have a parachute for mid-air suspension.


Operation: The signal is fired from Signal Projector Mk 1 or Mk 1 Mod 1.  The signal is placed in the projector primer-first, where it rests against the retaining pin.  A pull on the lanyard removes the firing pin and allows the signal to descend against the firing pin with sufficient force to close the valve and fire the primer.  The primer ignites the delay train and propelling charge simultaneously.  The gases from the propelling charge expand the obturating cup until it is secured tightly in the bore of the projector.  Increased pressure ruptures the pressure-retaining disc, and the gases then escape through the openings in the retaining-disc locking nut into the projector bore.  The gases propel the signal approximately 600 feet.  The ignited delay train burns until the signal reaches approximately the zenith of its trajectory, and then ignites the ejection charge.  The ejection charge ejects and ignites the signal pyrotechnics through a quick match and first fire composition




Mk 1 (Star)

Length: 5.124 inches
Diameter: 2.49 inches
Color: Red, white, green, or yellow
Burning time: 25 ±5 seconds

The closing cup is embossed for night identification.  The star is parachute suspended.




Mk 2 (Shower)

Length: 6.374 inches
Diameter: 2.5 inches
Color: Red, white, or green
Burning time: 5 seconds

This signal is designed to give two distinct bursts, one with a short delay and one with a long delay.  The closing cup is embossed for night identification.




Mk 3 (Smoke)

Length: 9.124 inches
Diameter: 2.49 inches
Color: Red, black, green, or yellow
Burning time: 25 ±5 seconds

The closing cup is embossed for night identification.  The star is parachute suspended.


Mk 4 (Chameleon)

Length: 5.124 inches
Diameter: 2.49 inches

Color Combinations:
Red-green-white
White-red-green
Green-white-red


Burning time for each color: 9 seconds
Delay between colors: 1 second

The signal is parachute suspended and designed to change color while burning.  Otherwise, the signal is similar to the Signal Mk 1.






Float Flare Mk 15 Mods 0 and 1


Length: 37.2 inches
Diameter: 6.5 inches
Weight: 26 pounds
Burning time: 5 minutes
Intensity: 100,000 candlepower
Delay before ignition: 5 minutes


Use: Float Flare Mk 15 Type is used by PT boats in illuminating enemy ships.


Description: The flare consists of a wooden body housing a pyrotechnic column and having a metallic base to provide flotation stability.  The top of the flare is closed by a cone-shaped adapter which contains a bouchon grenade-firing mechanism attached to a celluloid disc.  Enclosed is a 3.5-foot length of time fuse.  The starter composition is attached tot he flash end of the time fuse.  The illuminant composition is next to the starter composition.


Operation: The flare is held horizontally, with the right hand firmly grasping the bouchon lever and the left hand supporting the nose cap.  The safety key is pulled and the flare is tossed overboard.  When the bouchon lever is released, the firing pin is forced by the firing-pin spring to impinge upon the primer.  the primer ignites the time fuse.  The time fuse flashes into a booster bag of starter composition, which, in turn, ignites the flare.


Remarks: It is recommended that one man hold the flare while a second man pulls the safety ring.

 Mod 1 is like the Mod 0, except that it has a mechanical clockwork timing device, for settings from one to 30 minutes, instead of the time-fuse device.






Rocket, White, Marine Type, Mk 1 Mod 0


Length: 12 inches
Diameter: 1.5 inches
Weight: 2 pounds
Burning time: 5 seconds


Use: This is a merchant marine rocket issued by the Navy


Description: This rocket signal consists of the rocket body, star pellets, propelling charge, clay heading, and closing cap.


Operation: The rocket is fired by the Pyrotechnic Pistol AN-M8 and reaches a height of 250 feet.  At the height of its trajectory, the rocket bursts.  The falling particles burn for five seconds.


Remarks: This signal will be replaced by the Rocket Pistol Signal Mk 3 Mod 0 (Shower).





Next Time: Submarine Pyrotechnics