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View Full Version : newbie needs good FAL assembly advice...


chumply
September 04, 2001, 00:41
hey fellars, I'm a Garand guy who has been bitten by the FAL bug. I have read some posts and might like to try to build one of these animals with one of the kits available. Any advice on the best FAL assembly video? Also where is the best place to get a kit these days? Any kits to avoid? Is metric or inch better? Also what parts do I need to ixnay to keep it USA legal? TIA :confused:

EMDII
September 04, 2001, 01:31
Go to GunPlumber's site:

ARS (http://www.arizonaresponsesystems.com)

Get his handbook AND his video. Study hard grasshopper!
;)

Review the FAQ Forum for legal questions, and the RKBA/Legal Forum. Essentially, you may have only 10 evil foreign parts in a sporting replica of the FAL. The FAL has 17 of the evil foreign parts described in various ATF documents. You must therefore replace 7 in order to comply w/ these regulations. Available replacements:

Receivers
Hammer
Sear
Trigger
Trigger Mechanism Housing (TMH, or lower)
pistons
Handguards (counts as 1 piece)
PG
Buttstock
Chargig Handles
Muzzle Devices (may NOT have an attached FH or threaded muzzle capable of accepting a FH)
Magazine floorplates
Magazine followers
Barrels (DSA-Badger currently)

Avoid the follower floorplate route: you''d need one for every magazine.

W.E.G.
September 04, 2001, 07:50
Check out Cruffler.com for a real good HOW-TO (http://www.cruffler.com/trivia-April01.html) for building your first FAL.

Nachoman
September 04, 2001, 10:36
Thanks for the URL Gary. Is there a formal process to apply for your WECSOG credentials?

Radio
September 04, 2001, 16:39
Well, perhaps a few informal guidelines.

1) At some time during your "gunsmithing," you must screw up a perfectly good part.

2) Use the wrong tool because you were too cheap to buy the right one,
then after (1) above make your own that looks like hell but somehow actually works.

3) Break a tool through blatant misuse. See (2) above.

4) You MUST bleed, see (3), (2) and (1) above.

5) DREMEL!!!

6) Forget to put on the handguard ring before barrelling at least once.

7) Launch any part under spring pressure across the room and towards the same black hole
your socks seem to disappear into.

8) Carefully think out a problem, ask questions, get advice, then do it another way.
See (1), (3) and maybe (4) above.

9) Screw up something badly enough that it now needs the attention of
a professional gunsmith. (A REAL one.)

10) Never use a hand tool when a power tool is available, also see (5) above.


...LOTS more. That's what makes it fun.

--Radio

Gavin
September 04, 2001, 19:40
Hahaha #6
forget the HG ring funny.
hahaha
I think I have done that 2X.
Ugh
Gavin

Radio
September 04, 2001, 21:31
I knew I had this stuff somewhere, just had to dig it out.

WECSOG rules

gary.jeter
posted January 23, 2001 16:31
Rule 1. The Road Runner cannot harm the Coyote except by going "Beep-Beep!" (or WTF!)
Rule 2. No outside force can harm the Coyote - only his own ineptitude or the failure of ACME products.
Rule 3. The Coyote could stop anytime - if he were not a fanatic.
("A fanatic is one who redoubles his effort when he has forgotten his aim." - George Santayana)
Rule 4. No dialogue ever, except "Beep-Beep!" (or WTF!)
Rule 5. The Road Runner must stay on the road (or the FAL board). (i.e. the name "Road Runner")
Rule 6. All action must be confined to the southwest American desert.
(natural environment of the two characters... or the FAL board and the basement of Jeter's shack)
Rule 7. All materials, tools, weapons, or mechanical conveniences must be obtained from the ACME Corporation.
Rule 8. Whenever possible, make gravity the Coyote's greatest enemy.
Rule 9. The Coyote is always more humiliated than harmed by his failures.
Rule 10. The audience's sympathy must remain with the Coyote.
Stimpsonjcat
posted January 23, 2001 23:59
Rule 11. Devices which don't work when activated should be jumped up and down on, or pushed against...
whichever is more likely to cause personal (Coyote) injury.
Rule 12. Explosives are proximity based... i.e. they only work near the instigator.
Rule 13. Everything falls faster than an anvil (I can't believe you forgot this one).
Rule 14. The only reason ol' Wile E. never got anything to work was because he didn't have a DREMEL!!!!!!!!


buuhhHHAHAHAHAHAHAHAHA!!!!!

--Radio

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"Very sad life. Probably have very sad death, but at least there is symmetry.” --Zathras