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 Bright Rose Industries V0.9 
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Joined: Thu May 27, 2010 10:25 am
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Location: Longbeach (not California), Australia
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 Bright Rose Industries V0.9
BR Industries


BR Industries is Located at Alpar Nok in the HorseHead Nebula


Our Current Arsenal


The AcR1 Range

AcR1 Mk1

Image

The Acr1 Mk1 is an Air-burst capable, Anti Personnel round fired by a The Gauss enabled AcR1, it fractures just meters from its target, via built in rangefinders.


AcR1 Mk1 Cannon

Image

The AcR1 Mk1 Cannon Is the successor to the Mk1 (obviously). Though in this HE model we were able to increase its explosive Capability, Making it much more useful for Anti-Aircraft/Long Range Situations


AcR1 Mk1 GETI

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The GETI modification of the AcR1 Mk1. In this model we desired more shrapnel, so we excluded the explosives


AcR1 Mk1 Flak

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A More Powerful version of the GETI


AcR1 Mk1 OhmHE - The Sine Cannon

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A new venture into technology for us, this one features "dumb" missiles and a Sine


AcR1 Mk1 Ex

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Our Pride And Joy. Need we say more?


This is The End of Our First Line, The AcR1 (May still be subject to upgrades(will be listed as Mk2's)). We Hope You Have Enjoyed Them


The DcR1 Range

All DcR1 weapons are still in beta, please report bugs via pm-ing me. Thanks

DcR1 Mk1

Image

Sorry, Terrible Gif

This Newly Released (but highly Experimental) Gauss Powered Rifle Fires
Delayed Explosive Rounds. Enjoy. 0.02


DcR1 Mk1 Rail-Cannon

Image

Aim and Fire, easily clears a bunker room. 0.007 second delay (not as long as it seems)


We Here, At BRI, are Constantly working on new, innovative weapons. Stay Tuned for more.
Sincerely,
Sam.


I will be adding to this for years, it will hopefully end up being a big mod, I'll accept help from everyone




Massive thanks to: Grif, Geti, Whitty, Joe (Who has helped me with code for the upcoming range of weapons(The DcR1)) and None, couldn't have done it with out all you guys


Attachments:
Bright Rose.rte.rar [2.98 MiB]
Downloaded 1293 times


Last edited by Sam4578 on Sun May 15, 2011 8:00 am, edited 21 times in total.

Sun May 30, 2010 6:03 am
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Location: vancouver BC, Canada, eh?
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Post Re: Bright Rose Industries (WiP) - AcR1 Mk1 Air-burst Rifle
I See a Bright Future for this...

...A Bright, Bright, Death Filled Future :evil:
Now then, Opinions. So Far? Eeeeeh. Love the Airburst, but, I Find it To Spread out and underpowered, IMO. Tested on Tutorial, No so good against the troops, and Called in a Drop ship. Took two or so clips to take down:P Still, Fun little Weapon, and I'm Eager for More:D


Sun May 30, 2010 6:29 am
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Post Re: Bright Rose Industries (WiP) - AcR1 Mk1 Air-burst Rifle
The bullet's airburst needs to be more tailored to its target, try to get roughly man-sized spread over the 2.5m and possibly add some more shrapnel, that should be enough to bump up its power to the levels they should be at vs infantry.

Try uploading the .gif to tinypic.


Sun May 30, 2010 6:40 am
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Post Re: Bright Rose Industries (WiP) - AcR1 Mk1 Air-burst Rifle
Thanks for the responses guys.
creating an anti-aircraft (HE) version: The Mk2
and
Tweaking explosive spread
Cheers!

EDIT: Re-uploaded with fixed spread and a new weapon!


Sun May 30, 2010 7:02 am
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Post Re: Bright Rose Industries (WiP) - AcR1 Mk1 Air-burst Rifle
Neeip wrote:
I See a Bright Future for this...

...A Bright, Bright, Death Filled Future :evil:
Now then, Opinions. So Far? Eeeeeh. Love the Airburst, but, I Find it To Spread out and underpowered, IMO. Tested on Tutorial, No so good against the troops, and Called in a Drop ship. Took two or so clips to take down:P Still, Fun little Weapon, and I'm Eager for More:D


I've Upped the power on all the weapons, try the new version. Then review it please
cheers


EDIT: Sorry, Geti. :grin:


Last edited by Sam4578 on Fri Jun 04, 2010 2:05 pm, edited 1 time in total.



Sun May 30, 2010 10:11 am
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Post Re: Bright Rose Industries (WiP)
First and foremost, this is a forum, not IM, please use proper english (you've got the time to type please here, and it makes reading your posts tolerable).

On the mod: I feel the secondary explosions take away some of the feel of the airburst, especially on the infantry version.. But that's more of an opinion thing than anything. If you must keep the explosive fragments, at least give them a smoke trail..


Sun May 30, 2010 11:42 am
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Post Re: Bright Rose Industries (WiP)
I actually think that the wide spread "Flak cannon" style anti aircraft cannon is very nice; especially with the massive explosions that ensue.


Mon May 31, 2010 3:33 am
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Post Re: Bright Rose Industries (WiP)
Re-updated with another new weapon.
this time hopefully Geti will like it, (p.s i don't know how to make a trail for a fragment. Sorry)
It has your name sake, Geti.


Mon May 31, 2010 9:00 am
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Post Re: Bright Rose Industries (WiP)
Hahah, cool. I'll test it once I can play CC, it's not working in WINE for me at the moment..
to do an easy smoke trail you can do something like
Code:
function Update(self)
 --you probably want to add a timer in here otherwise you'll get really dense trails and lag, but this is how you add some smoke to the position with lua.
 local particle = CreateMOSParticle("Tiny Smoke Ball 1", "Base.rte"); --create the particle instance.
 particle.Vel = (self.Vel * math.random(2) / 3); --this makes the particle go at a random speed from 1/3 to 2/3 of the velocity of self.
 particle.Pos = self.Pos; --put it where we are.
 MovableMan:AddParticle(particle); --add it to the game.
end
commented for clarity, though you'll want to look at it out of that code box.


Mon May 31, 2010 9:58 am
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Post Re: Bright Rose Industries (WiP)
Major success.
All weapons updated to have the smoke trails. Uploading now!
Thanks Geti
EDIT: Finished Upload, try it out!

EDIT: Finished a Flak cannon design - Uploading Tomorrow


Mon May 31, 2010 10:52 am
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Post Re: Bright Rose Industries (WiP)
Great gun! Nice capabilities, but there are two things I've noticed:

1. In the heat of battle, one's shots are not always perfect. As such, I find myself occasionally firing an entire clip at a craft or something just to see the small, original projectile flying past the ship, and that being the end of that.Much if this is likely due to my not-so-amazing accuracy, but I think it's just something to consider.

2. I always keep killing myself. Using the Mark I GETI, even with one of those resilient DarkStorm people, I fired it at about half screen length and a piece of shrapnel fired back, cleanly decapitating my guy.

Other than that, all three guns are major loads of fun, especially on flat zone :wink:


Mon May 31, 2010 2:49 pm
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Post Re: Bright Rose Industries (WiP)
Sorry,
but i believe the weapon should not detonate if it does not have a target, and there should be some bounce back from the shrapnel. After all that is what makes it less of a god weapon and more "realistic".
Thanks for the comment though


Mon May 31, 2010 9:45 pm
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Post Re: Bright Rose Industries (WiP)
(pyrokwah here, didn't like last name as much as this one, picked new one)

I didn't mean it like that :roll: , I fully support what you've done and how the gun works, I was just stating some things I noticed. Like I said, I did have pretty bad accuracy (not used to this touchpad) and I cant seem to replicate the latter effect, must've just been a lucky shot. :grin:


Tue Jun 01, 2010 7:23 pm
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Post Re: Bright Rose Industries (WiP)
Ohm wrote:
I did have pretty bad accuracy (not used to this touchpad)

I decided to make a sine - cannon version with semi-dumb missiles, for less attentive aiming, hope you enjoy.
(sorry about the outburst before, it's my first mod and I'm pretty stubborn :D, sorry again)


Thu Jun 03, 2010 2:07 pm
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Post Re: Bright Rose Industries (WiP)
New one looks interesting, but you should really be posting bigger .gifs, those are just thumbnails..


Sun Jun 06, 2010 3:53 am
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