HydroRacers Version 1.6

Here you go the new version of hydro racer enjoy!!


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Here you go the new version of hydro racer enjoy!!

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Download 'hydroracers160.exe' (23.93MB)

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-- HydroRacers --

Version:	1.6 (beta 0)
Date:		31, January 2004

HydroRacers is a modification of the retail game Battlefield 1942.

All new content related to the HydroRacers modification is developed and copywritten by the Stratactic Development Team (http://HydroRacers.StratacticStudio.com). ALL RIGHTS RESERVED.


This is the 1.6 (beta) of Stratactic Development Team's 'Frustration Release', HydroRacers.

Since we couldn't continue our Terminator mod (BF2029) due to Copyright issues, we're currently in a 're-plan' mode for the content of our Man vs Machine mod.

Meanwhile, this mini-mod is a little something to let you all know our mod team is alive and kicking.

There are seven multi-player (Conquest only) maps:

Battle of Britain*
Coral Sea
Iwo Jima

(*new for HR 1.6)

Have fun!

The Stratactic Development Team.

Release Notes

Changes in 1.6

1) Lots of NEW stuff!

Map changes:

The maps have been altered to allow for underwater (sub vs. sub) combat.  Without going into a lot of detail, the developers of the BF1942 engine (DICE) didn't really seem to have had this type of thing in mind, as the engine does its best to NOT render anything more than 9 meters or so underwater.  To overcome this and ensure that all underwater areas are rendered, there must be a high density of underwater spots on a map that are 9 meters or less below the surface - so depths of more than 9 meters are achieved by use of canyons or stalagmites.

In the interests of keeping the download size for HydroRacers as small as possible, we have 'recycled' and otherwise re-used the terrain textures of the 'stock' BF1942 maps so as to avoid shipping new map textures with the HydroRacers distribution.  In some cases, the result has been to restrict the playable area on some maps (GuadalCanal) or assign one map's textures to another (Coral Sea and others).  Also, there may be some underwater areas where the default detail texture is the only texture applied.  If we had generated custom textures for the ocean bottoms, the download size of our mod would have been in the hundreds of megabytes - something we wanted to avoid.  The result, though, is that some of the textures might look a little out of place - we hope you'll go with the flow, and have fun anyway!

In addition to the 5 maps shipped with HydroRacers 1.0, HR 1.5 also includes Aberdeen (hydrated ;-) and the Battle of Britain.


These subs have been altered to allow for first and third-person underwater views, allowing underwater sub vs. sub combat.  The subs are equipped with null-grav torpedoes and guided ICBMs.

The null-grav torpedoes are very useful in sub vs. sub combat, and in the hands of an expert can even be used against targets above water.  Unlike 'normal' torpedoes, they will travel in a straight line rather than floating just below the surface - and their engines are capable of propelling them both in and out of the water.  They have the same explosive force as a 'normal' torpedo.  Note: when firing torpedoes, there is some 'parallax' effect due to the difference between the line-of-sight of the periscope and the line-of-flight of the torpedoes - learning to adjust for this at different ranges can take some practice.

ICBMs have a devastating effect on exposed targets such as infantry or boats on the surface.  However, subs are vulnerable while engaging with ICBMs - this is because sub control transfers to the ICBM during its flight (at which point the sub will bob to the surface if it was in shallow water when the ICBM was launched).  It is advisable to fire ICBMs while your sub is 'lying doggo' in deep water, or in the company of allies who can watch your back.  If you see an ICBM headed your way, it should be possible to shoot it down with an AA gun, or even the Engineer's Bazooka (the Bazooka projectiles have a proximity fuze) - if you're lucky.  ICBMs can be used against enemy subs, but only down to a limited depth - subs in deep water will not be affected by an ICBM strike.

Piloting of both submarines and ICBMs benefits greatly from the use of a joystick - especially one with throttle and rudder controls.  When the joystick is properly configured, piloting a sub underwater feels very much like flying.

The dual floating depthcharges on the Type 3 HydroRacer (Burninator Class) are effective against submarines down to a depth of 10 meters or so - beyond that depth they have little or no effect.

PT Boats:

PT Boats became available with BF1942 1.5, so we incorporated them into HydroRacers - with some changes.

The pilot's primary weapon is still the torpedo.  His secondary weapon is new - an anti-submarine weapon called the 'HedgeMouse'.  The HedgeMouse fires a barrage pattern of 12 anti-submarine depth charges, which explode at varying depths.  The HedgeMouse is very effective against any submarine caught within its spread, but in the interest of game balance it has no splash effect against any other vehicle type.  However, a _direct_ hit by a HedgeMouse projectile will cause some minor damage to any vehicle type, or more serious injury to a player.

The machinegun on the PT boat has been enhanced with a higher rate-of-fire and velocity, making it more useful against fast-moving HydroRacers.

An additional player position rounds out the PT boat enhancements with a new primary weapon, the rapid-fire rocket cannon.  The rockets have a proximity fuze (useful against ICBMs) and are effective against infantry, boats and land-based targets (DefGuns and RadarTowers).  The secondary weapon is the large floating sea mine - but be careful not to release seamines unless the PT boat is moving forward, otherwise the mine's proximity fuze will cause the mine to detonate prematurely.

AA guns:

The rate of fire has been increased to make the AA guns more effective against PT Boats and ICBMs.

Machine guns:

The rate of fire has been increased to make the machine guns in guard towers and other stationary emplacements more effective against HydroRacers, PT Boats and ICBMs.

2) Support for single player has been dropped.  We only had one single player map (Midway) and the AI was pretty bad (well, nonexistant really) - but the BF1942 patch completely broke HR single player, and rather than fix it (which would have likely taken a complete AI rewrite on our part) we decided to drop single player and concentrate on multi-player enhancements.

3) We removed the 'rampfests' (the circular groupings of floating ramps), as their collision meshes interfered with those of submarines with very strange results.  Also, they were ugly when seen from under water - so they went.

4) HydroRacers 1.6 is compatible with the BF1942 1.6 patch.

Changes in 1.0c
1) Updated the maps to be compatible with the upcoming BF1942 1.45 patch.
2) Fixed a bug in the uninstaller that could delete more files than intended if our mod were installed in a non-default location.

Changes in 1.0b

1) Major update to steering code - spinouts should be greatly reduced.
2) Moved damage (smoke) further back on Type2 boat.
3) Moved camera slightly forward on Type2 boat.
4) Changed damage model on all combat boats (it takes more damage to start smoking).
5) Increased velocity and damage of boat rockets.
6) Slight increase in speed for all combat boats.
7) Fixed 'underwater jeep driving' exploit.
8) Attached boat spawners to platform - helps reduce 'traffic jams' as boats spawn.
9) Reduced 'sinking' effects on platforms - hoping to reduce lag.

Changes in 1.0a

1) Made adjustments to reduce jitter (lag) when steering.
2) Fixed proximity fuze distance for Bazooka/Panzershreck - now explodes much closer to target.
3) Reduced boat 'spray' effect.

Dedicated Servers
Dedicated Servers hosting HydroRacers must make sure that they have 'Content Checking' Unchecked (off).

Video card settings
Low end system users: There is a lot of 'spray' in HydroRacers... a lot.  Some low-end cards may have trouble with this... in other words, HydroRacers may not run as well on low-end hardware as 'stock' BF1942.  Users with lower-end systems may improve performance by turning down their Video 'Effects Quality' first, before turning to such detail reduction areas as color depth, resolution, etc.

High end system users: There is a lot of 'spray' in HydroRacers... a lot.  Unlike the users with low-end systems, your hardware can likely handle generating spray quite well.  Perhaps too well.  You may find that too much spray is being generated for your taste.  If the amount of spray is not to your liking, you can reduce it by turning down your video 'Effects Quality' a notch - not for performance issues, but just to reduce the sheer amount of water that gets thrown into the air.

Known issues
1) The 'Arrow' (small rescue/repair boat) can drive through ramps from certain angles.  We are working this issue.

2) Exhausing the available torpedoes on the Destroyer boat (Type1) seems to interfere with the launching cycle of any remaining rockets.  This appears to be a glitch in the RF2 engine itself, not HydroRacers (the 'Apache' in DC has the same problem).

3) It is possible, in rare cases, for a boat to come to equilibrium while 'upside down' - at which point it will become effectively unresponsive to control, as all control surfaces are at that point out of the water.  We've adjusted things so that the chances of this actually occuring are small - but it can still happen.  Don't say we didn't warn you ;-). 

4) In Single Player mode, the RF2 engine seems to abandon tracking of any boat once a bot has left it... meaning that you may see bot-abandoned boats 'stuck' in midair in Single Player.  Just another reason to play on-line 8-).

5) There is a slight 'gap' in the menu loading music, only noticeable between replays.

The map loading music?  Well, it was so old as to be in the Public Domain (and we've been burned on Copyrighted stuff before, right?)... and it was about ships, being shot, or drowned, or drunk... you get the idea.  (artist: Haskell Wolfenbarger, "Sailing Out On The Ocean")

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HydroRacers Team

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Registered 17th August 2003

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