The Rail Rifle - A future mod for Fallout 4

Post » Fri Nov 27, 2015 11:45 pm

actualy not that hard to overpopulate with spikes, just add it as a common in every non first aid kit container and or merchant list and add spikes to the crafting station.
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sas
 
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Post » Sat Nov 28, 2015 5:04 am

Yeah I've actually changed my mind on that. I WILL be using 2mm EC as the light ammo. I'll have to figure out what the heavy ammo will be. The magazines will reload like the assault rifle to keep things simple.

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Jade
 
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Post » Fri Nov 27, 2015 10:43 pm

Well, nice to see you'll be around for F4. And still making sixy weapons :hehe:
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Heather M
 
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Post » Sat Nov 28, 2015 6:59 am

That's a wonderful design! My mind is a little bit blown that people are already this far along planning mods! Hopefully the mod support for the X1 kicks in sooner rather than later!

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Sasha Brown
 
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Post » Fri Nov 27, 2015 4:24 pm

For anyone interested I did an interview about my mods, with mostly a focus on the Rail Rifle. Check it out!

https://www.youtube.com/watch?v=zuTkyeKvRrY

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Heather Dawson
 
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Post » Fri Nov 27, 2015 4:03 pm

http://imgur.com/gallery/DrGuusU/new

I added a new magazine type and a rail booster modification for the barrel. Instead of using light/heavy ammo this mod will determine which barrel type will be full auto or not. This way you can have any length barrel be semi or full auto while maintaining the same ammunition type.

Now I want to ask, what modifications to the weapon would you like to see further? I've already got another stock I've yet to convert as well as a vertical grip. Optics are also to come.

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Mason Nevitt
 
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Post » Sat Nov 28, 2015 3:09 am

That's amazing, I love how it gives you the freedom of choosing semi-auto or full auto, that's going to be fantastic!

I'm absolutely looking forward to this, I'm pretty sure this is going to be fascinating, I love how greatly mod-able this weapon is, with a huge amount of implementations and modifications.

I would love to see more optics like you said, or a new musket model, either way, I'm pretty sure you're going to fascinate us with a new addon.

Thanks!
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El Goose
 
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Post » Fri Nov 27, 2015 9:56 pm

looks like a sweet mg-42-esk gun.

If i can make a suggestion, make the barrel attachment where the muzzle break would go a tad smaller. the tip of the barrel looks a little bit like a blunder bust and makes it a little cartooney

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Lew.p
 
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Post » Fri Nov 27, 2015 9:06 pm

Well now I really can't wait. I pre-ordered it on the Xbox One and with the announcement that PC mods will work on the console I am really excited.

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meg knight
 
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Post » Fri Nov 27, 2015 6:55 pm

An underbarrel coffee cup launcher. Mini junk jet i guess lol.
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D IV
 
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Post » Fri Nov 27, 2015 9:40 pm

@ Zealotlee ...

Word travels fast in the modding world - found your forum post through my daily FO4 Google search ...

VERY gratifying to see the level of general interest and in particular the enthusiasm for modding the latest addition to this great series

In that regard, I have been working steadily for FIVE years on a massive mod quest mod - what I have dubbed as a "macroscale" mod - that now has five independent but interrelated story mods

I call this project PysOdyssey ...

The central theme is the question "What does it mean to be human?" which is examined on two levels - what is the nature of physical reality and what is the nature of the human mind

Having a professional back ground in physics, biophysics, engineering, genetics as well as medical research and practice I have combined RIGOROUS technical research along with in depth historical study

For example: I spent THREE months researching hypersonic aerophysics to come up with a detailed design for a portable, "hand held" mini-rail gun

Modeled trajectory physics, devised materials of construction for the system and the projectiles, employed real-world cutting edge thinking on pulse forming networks to power the weapons discharge and imaged the bioengineering to make it possible for a single "person" to be able to use it without being injured in the process

If you are interested in sharing ideas, just drop a PM

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Crystal Clarke
 
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Post » Fri Nov 27, 2015 11:31 pm

I like what I'm seeing. You even did some mod alterations and variations. That's the kind of creativity I'm expecting from modders for Fallout 4.

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noa zarfati
 
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Post » Fri Nov 27, 2015 11:22 pm

You all deserve http://imgur.com/gallery/BOOuz/!

As you can see I've started on the texture. The barrel is mostly done at this point. Also yay or nay on the glowy bits? I didn't want to go too overboard but I figured the actual parts of the rail and the overchargers on the side could glow.

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Jodie Bardgett
 
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Post » Sat Nov 28, 2015 6:55 am

I noticed the pistol grip / trigger housing looks a lot like that found on an mg42 -this isn't a criticism because it looks boss :thumbsup:

But with all the weapons mods available to other weapons (including a bunch of different grips that provide various benefits) you might want to think of modeling a couple of other grips that can later be modded onto the weapon at the workbench (each grip with their own advantage)

Since the rifle has a very ww2-esk feel to it I think that grips from weapons like the mg34, walther p38, bren, and whatnot wouldn't distract too much from the overal design.

..which again, looks really good. :)

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abi
 
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Post » Fri Nov 27, 2015 7:13 pm

Why are you making a mod for a game that is not out yet ?

Maybe there will be a rifle like this in the game, you never know.

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luis dejesus
 
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Post » Sat Nov 28, 2015 5:38 am

Looks truly amazing, can't wait to take this one for a spin once everything's done!

Should go down a treat with some of the new perks and the rebooted combat system :)

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Marguerite Dabrin
 
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Post » Sat Nov 28, 2015 4:31 am

The texture looks great! I'm all for glowy bits, myself.

Oh, what's the rifle going to sound like?

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Emily Jones
 
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Post » Fri Nov 27, 2015 11:06 pm

I'm not sure yet. I'll decide on a sound once the game comes out as well. All the modification's stats will more than likely adjust to however it will work within the game balance as well. Sounds depend on that. Right now I'm not entertaining any ideas of mechanics until I actually play the game.

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TWITTER.COM
 
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Post » Sat Nov 28, 2015 5:18 am

Of course its a lady!

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Campbell
 
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Post » Fri Nov 27, 2015 6:43 pm

Would be cool if the firing of this weapon produced some of the characteristic fireworks that real world railguns do, as opposed to the relatively frictionless gauss gun. Since the operation of a railgun involves by necessity either physical contact between the rails and the sabot/armature OR plasma to bridge the gap and complete the circuit they do tend to look quite spectacular when fired. For examples of what that looks like on a large scale there's plenty of video and images of the naval railgun testing being done. On a smaller scale, powerlabs has some testfire videos that are pretty good.

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Mr. Ray
 
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Post » Sat Nov 28, 2015 1:15 am

Just a reality check about the sounds ... it would be loud as hell

The hypersonic shock wave produced by the projectile alone would sound like a conventional cannon with both low and high frequencies

Additionally there would be the sound of lightening along the path of the projectile as it superheated and ionized the air

Not a good silent sniper weapon I am afraid

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how solid
 
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Post » Fri Nov 27, 2015 6:27 pm

A few things:

An old scifi roleplaying game I played back in the day referred to railgun weapons as "MLA weapons", where MLA stands for 'Magnetic Linear Accelerator'. I always liked that terminology.

Glowy bits would look epic, but would imply an energy source other than just the projectile (going by the comment you made about how the ammo works in the interview video). Its your choice whether to go for cool factor or gritty realism. In a game series that includes aliens, alternative timelines, and micro-nukes, I don't think gritty realism > all. Maybe recharger-rifle technology was used to give the weapon a constant source of free energy. For extra cool factor, use electrical arcs around the inside of the barrel instead of just glowy stuff.

I did kinda think that the gauss weapons were railguns (since the name Gauss is associated with magnetic fields), but I don't know that Bethesda or Interplay really explored that in detail. The fact that it uses strictly energy weapon ammo and uses the energy weapon skill, perhaps it simply uses magnetic fields to focus a particle beam instead, such as the hydrogen-based neutral partical beam weapon the US launched into space in 1989 as part of the SDI program.

A good portable railgun will probably generate a weak plasma field to produce a vacuum in the barrel, allowing the round to accelerate without regard to air resistance until it leaves the barrel. I imagine the size of the round will have an effect on the overall pitch of the sound it makes. Bigger round means more low pitch added to the higher-pitched base sound. Plus its intuitive for small things to make a crack and big things to make a boom. Either way, hitting the air suddenly will mean the attack part of the sound wave will be a very sudden and sharp peak.

Or you could borrow sounds from the navy railgun: https://www.youtube.com/watch?v=h6sAUHwTP4A

As for a silent sniper weapon, sniper weapons are rarely silent, as the best ones tend to be large caliber and high-velocity. Silencers rob a projectile of some of its velocity which reduces accuracy by increasing projectile drop. Real snipers rely instead on large distances, careful choice of position, and preplanned escape routes. "One shot one kill" is their motto, as they may never get a second shot.

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stephanie eastwood
 
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