
THIS IS NOT A STAND-ALONE OR OFFICIAL VERSION, THIS IS A BETA RELEASE
Please don't complain to me if you unzip it in a new folder and then find out it doesn't work. It doesn't include the basic stuff to cut down the download size.
Just unzip it in your existing BSF folder (or make a new one if you want) and run the new executables.
All BSF versions
Four new weapons! One new module! One new hotkey! No crappy glowing! No knockback! Hats! ...well, okay, there aren't actually hats, but still.
Fusion Beam: A custom beam that was made for the metagame, using sprites made by Ixranin and M123. Designed for mid-long duration beams that inflict terrible amounts of damage. The Fusion Beam is powerful but inelegant.
Ion Pulse Beam: Another metagame custom, the Ion Pulse Beam uses sprites made by EriErin. It's a rapid fire beam that's a bit like a scaled up scatterbeam. Accurate but relatively weak, it can wear opponents down.
Conventional MIRV: Launches a missile that splits into several smaller missiles, even when intercepted! The default setting launches several smaller missiles out in a fairly wide arc that then home in on a single target.
Nuclear MIRV: Launches a missile that splits into several explosive missiles. The default setting is a 'shotgun' pattern with homing disabled, but homing can be enabled in custom units.
Critical Object: A module, the sole purpose of which is to violently explode when it is destroyed. Designed to allow players to simulate ammunition storage, volatile reactors, and so on and so forth. It can also be used for KKW-ship warheads. The Critical Object damages everything within it's area of effect upon detonation - both allied and friendly ships, so be careful how you use them. The size and damage of the explosion are modifyable.
Field Warp: Hit the J key and the selected ship will warp out! The process is not instantaneous, of course - the time is a minimum of 30 frames, plus the ship's size multiplied by two. For example, a Hestia, size 80, takes 190 frames to jump out, or about 6&1/3 seconds. Thus, the bigger the ship, the slower the warping out. Whilst a ship is warping out in this manner, it is completely immobilized, though it can still use it's weapons and modules. This feature has NOT been tested with the campaign mode, and will probably break the game, so I suggest avoiding that key whilst playing the campaign.
No Glow!: Hardly anyone likes it. Do you like it? Well tough luck! It's not in these versions right now.

No Knockback!: Ships are no longer shoved back when they lose sections!
bsf-metacustom-mirv.exe
Metagame interception rules - only large, solid objects like missiles, certain artillery shells, torpedo shots, flares and suchlike can be shot down. May make PD "useless" depending on your mileage. Also means that super-rapid-fire pointbeams are no longer a perfect defense against projectile attacks.
shipmaker-mirv.exe
Shipmaker with support for the MIRV systems, 'nuff said. Fitting all the info in on the sidebars was a bit of a squeeze, but I'm sure you'll enjoy this - it's long overdue, eh? MIRVs fully support cloning, weapon stat pasting, the works.
Credits:
Me, for most of the coding, of course.
Kaelis, for giving me a hand with some bits.
EriErin, for the Pulse Beam sprites
Ixranin, Fusion Beam beam graphic
M123, Fusion Beam firing flare graphic
Aralonia, for unwittingly providing sprites for the MIRV missiles.
Freespace 2, for the Fusion Beam firing and rarely-heard loop sounds.
MechWarrior 4's PPC, for the Ion Pulse Beam firing sound.
Download Links:
Wyrdysm Download
Fixed Tachyon Error Ver.
Bug Reporting:
If the execs fling an error that is directly related to the MIRVs at you, post them here. But don't post any unrelated bugs here!
Random Screenshots: