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ForumsShowcase → The Wild World of Wacky Weapons Part 3: The Rail Gun
The Wild World of Wacky Weapons Part 3: The Rail Gun
2005-09-15, 9:45 AM #1
"It's a special device that uses magnetic fields to sling a tiny piece of metal almost at the speed of light."
"A rail gun? The smallest one I ever saw was mounted on a naval destroyer!"
-Eraser

RPG Weapon.
The Rail Gun
[http://www.geocities.com/bearded_jarl/rg1.txt]
Let's face it, rail guns are pretty crazy when it comes to science. It sems so much easier to apply magic to them than to make any scientific sense of them.
And, as in the above quote, they aren't quite the exaggerated sniper rifle you get in video games.

[http://www.geocities.com/bearded_jarl/rg2.txt]
Here we see the other end of it. Ignore the ship, that's just an example I put around it because... well, I suck, and didn't want to model a rail frigate just yet.

[http://www.geocities.com/bearded_jarl/rg3.txt]
This is the front of the rail gun. The verticle slit thing is the actual barrel. The four nipples on either side are special focusers that keep it on a straight line. The massive vent-looking things above and below are the Dissapaters that (usually) keep the ship from being a) torn apart or b) lifted out of the water and deposited 100 yards away. The giant phalli on either side are the shock absorbers, for similar use. The big bar along the top is the stabilizer bar. There really isn't a lot of aiming done by the person in the control seat, it's mostly the ship moving throught the water and the homing beacon, but more in that later.

[http://www.geocities.com/bearded_jarl/rg4.txt]
Now it's later. As you can see, there's a fairly useless looking joystick, considering the ship moves around to aim it. Well, here's how the Rail Gun works:
About 24 hours before the rail gun is fired at a target (ususally used for clearing small islands, floatsams, etc out of the way of major shipping lanes and invasion corridors), a beacon is placed there. The beacon sends out a powerful wave of dread to anyone on the target, making them want to get off.
The target is usually fired at from a distance of 1+ miles. The target is evacuated of as many living creatures as are possible, and then the beacon activates. the rail gun cannot be fired unless the beacon is active and broadcasting. In addition to the psychic alarm, the beacon broadcasts an attracting force that helps accelerate the rail to it. This is what the joystick is for: beacon aquisition.

[http://www.geocities.com/bearded_jarl/rg5.txt]
More of the dissapaters and such. the rail gun is sued in a manner similar to that of the nuclear weapon, except there's only three rail guns (and there aren't going to be anymore for thirty years unless the contract is bought out or something else wacky like that) and one nation, Khara, owns all of them. Khara would never use them for directly military purposes (destroy an enemy capital, wipe out an invading fleet, that sort of thing) because it's not cost-effective, it's highly unethical, there's no enemy that great, and other countries have similarly powerful and unethical ways of getting vengeance.
Basically, mutually assured destruction. Whoo.

-tune in next time to WWWW4: The Weapons that tamed the wild, wild... north.
2005-09-15, 10:03 AM #2
the shots are good. I wasn't sure what the ship was at first.




i love high-poly models.
2005-09-15, 5:21 PM #3
Awww, I was hoping it would shoot segments of railway. =D Looks good regardless.
Seishun da!
2005-09-16, 7:32 AM #4
May I ask what this series is? I must have missed something. Are you going to do something with these or is it for fun?

(Because it's cool!)
Ban Jin!
Nobody really needs work when you have awesome. - xhuxus
2005-09-16, 1:31 PM #5
DnD, 1st Edition. THAC0 is Wacko.
It's for the final mission in a campaign. Well, sorta. It goes on what you might consider non-linear modern gaming principals. When the characters get to the nautical stage of their campaign, they will chose (through a round-a-bout method) who their captain is, what ship he's in charge of, and what's in a box that they need to deliver (and thus need to hire a ship for).
If they make certain decisions, they'll be helping to destroy an enemy outpost with the Rail gun. Other decisions will lead to a sky battle. They ught hend up facing off against the Pepper's Fleet, or the Dealer's Army. They'll be transporting wild animals, evil machines, ancient gods, and/or a weapon of unbelievable power across the seas for a variety of reasons.

-the other missions in teh campaign are equally bizarre. Werewolf Banditos, for a start.

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