Hey there soldiers! Here is the RealPlane mod v. 1.65! This new version packs up some sweet realism and new planes, so download it now and fly high with the aces! See ya on the battlefield!
New in this version (1.65): 5 new planes all with RealPlane corrected armaments, new eye candy effects and killer AI: - ME262 - 4, 20mm cannon and bombs (original code by AGES120) - P-47 Thunderbolt - 8, .5 caliber plus bombs (original code by Snerdely) - Macchi MC205 - 2, 20mm cannon in wings and 2 machine guns in nose (original code by BCBG MarieSolange) - Boulton Paul Defiant - 4, .303 in a turret and bombs (original code by Section8) - P-38 Lightning 4 .5 caliber, 1, 20mm cannon in nose and bombs (original code by BCBG Marie Solange) Also B-17 gets tail and side gunners (started to code myself but then found it had already been done by BCBG Marie Solange, included here) Includes Takiwas 3 blade prop blur correction for the Stuka, Zero and 109 (thanx Takiwa, skinner extraordinaire) and for the P-38 (by me) These planes all originally used the death animation from the Mustang for some reason, which looked pretty silly. I made new death animations for each plane. Shout out to the original modellers wherever you are, I just took what you did and polished it to RealPlane standard. ***************************************************** If you want a movie background, just copy over background.bik from your mods\bf1942\movies directory into the mods\realplane\movies directory. This cuts about 3mb out of the download that you already have. ***************************************************** Mod synopsis: RealPlane started out as a mod to increase the realism of the aircraft in Battlefield 1942, but has evolved into an overall single player focused realism mod, incorporating weapons changes, overall AI improvements and changes to maps to make them play more like the actual battlefield depicted. What follows is the documentation of what features the original mod included: Aichi Val (D3A2) Gun locations and magazine values unchanged (due to a lack of information), but set damage profile as two front 7.7 mm, one rear mounted 7.7 mm. One 550 lb bomb under fuselage, two wing mounted 66 lb bombs added. Aichi Val Torpedo (Note: this plane never carried torps, should be Nakajima B5N “Kate”) Gun locations unchanged, but set damage profile as two 7.7 mm, one rear mounted 7.7 mm. BF109 (E type) Two Rheinmetall-Borsig MG17 7.9mm machine guns (500 rpg) added in the engine cowling above the engine, two 7.9mm MG17 machine guns in the wings (500 rpg), and one 20mm MGFF cannon (200 rounds) added, firing through the prop spinner. The cannon is fired by the secondary fire command. The icon for the bombs is now a cannon shell icon. B-17 Ten (was eight) 1,000 lb bombs, and set gun values to .50 caliber Browning machine guns. Reset gunners so they can’t see as far. Corsair (F4U-1) Six (was two) .50 caliber Browning MG53-2 machine guns (2,350 total rounds) and two 1,000 (was single 500) pound bombs, now located at the proper hardpoints under the wings. Mustang (P-51D) Six (was two) .50 caliber Browning MG53-2 machine guns, 1,888 total rounds and two 1,000 (was single 500) pound bombs, now located at the proper hardpoints under the wings. SBD Gun locations unchanged and magazine values unchanged (due to a lack of information), but set damage values as two forward firing Browning .50 caliber machine guns and two rear firing Browning .30 caliber machine guns. Added two 250 lb wing bombs to go with the single 1,000 lb centerline bomb. SBD Torpedo (this plane never carried torps, should be Douglas Devastator) Same guns as above. Spitfire (Mk XIV) Two .50 caliber machine guns (250 rpg) and two 20mm Hispano cannons (added) in the wings (120 rpg). The cannons are fired by the secondary fire command. The icon for the bombs is now a cannon shell icon. Stuka (JU87B-1) Two 7.92 mm Rheinmetall MG17 in wings, one rear mounted 7.92 mm MG15 (no info on rpg). One 1,000 lb bomb under fuselage, four wing mounted 110 lb bombs. Yak 9 Two engine cowling mounted 12.7mm BS machine guns, 250 rpg, and one 20mm ShVak cannon, 100 rounds, firing through the propeller spinner. Existing inaccurate wing guns removed. The cannon is fired by the secondary fire command. The icon for the bombs is now a cannon shell icon. Fixed the annoying camera offset so gunfire lines up correctly on the centerline of the plane. Zero (A6M2) Two engine cowling mounted 7.7mm Type 97 machine guns (500 rpg) added and two 20mm Type 99 cannons (100 rpg) mounted in the wings to replace the original machine guns. The cannons are fired by the secondary fire command. The icon for the bombs is now a cannon shell icon. Note: The bombs on the SBD, Stuka, and Val were at one time set to different sizes to match the plane spec, but the game won’t allow this in Co-Op for some reason, so they were all reset to a single bomb size for fuselage and wing bombs. Sturmovik (IL-2) Two 20mm ShVak cannons (100 rpg) mounted in the wings to replace the original machine guns. Rear guns set as 7.92mm. This plane should also have a pair of wing guns inside the cannons, but I haven’t figured out how to get the BF engine to support tertiary fire buttons on joysticks. Other changes: Planes have various physics changes to fly more like they should. Planes no longer have a reverse gear, at minimum throttle they sit and idle. The threshold for gear lowering was raised. Muzzle velocities for the machine guns and cannons have been corrected. Fighter cockpit views have been adjusted for better situational awareness (SA). External bombs are now always visible objects, if the plane is carrying any. When the plane is out of bombs, there will be none showing until reload. New effects used for plane to plane gun hits, cannon shells, and shell casings dropping from guns. JU-88 Afrika Corps skin in the desert maps by Mantidae. Also includes my favorite skin, a “chrome plated” Mustang (done by me in Photoshop). Tanks have had ammo velocities corrected. AI Objects.rfa Fixed Browning and MG42 gunners (ie tank top gunners) so they can’t see as far (Max range 100). Same tweak to AA guns. Anti Tank soldiers don’t use these weapons on infantry, for obvious reasons. Infantry won’t use grenades on tanks (they are an anti-personnel fragmentation weapon). Planes have all had AI tweaked to different priorities – fighters on air fighting and bombers on ground pounding. Also tweaked pilot control and added collision avoidance “lookahead” command. ****************************** Important note ****************************** Starting in patch 1.4, DICE changed all the planes in AI\objects.con from this: aiTemplatePlugIn.vehicleNumber 1 to this: aiTemplatePlugIn.vehicleNumber -1 For whatever reason, ANY changes made to aibehaviors.con in Game.rfa will cause the game to crash unless you change each individual plane number back to 1, which I have done. I don’t know why DICE made this change, as aibehaviors.con sets the plane vehicle number to 1. Game.rfa Aibehaviors.con has been radically changed. Planes can now dogfight without crashing into their targets, as they do in the original program. For whatever reason, DICE had included no collision avoidance routines for the pilots. The pilots now dogfight and strafe very aggressively and get air-to-air and air-to-ground kills. New behavior tables created and new separate behavior weightings for infantry, tanks and planes. Planes get new collision avoidance commands added. New variables and constant values were created for the parallel mask calculations. Plane pilots also get two new behaviors, Roaming and Scouting. Collision armor Plane to plane collision damage has been reduced, it was originally set so that the slightest touch blew up both planes. Damage System Values for the MG42, AA guns, Thompson, Bar, Browning, SG44, mp40 and “airplanes” have been reset to match appropriate plane to plane damage values, since these weapons damage profiles were used to provide the types needed to differentiate the different types of plane guns. Also, most of the hand weapons have had lethality increased. If you get hit by a BAR round, you are going down soldier (like in real life), so don’t get hit! These changes force you to use cover and stealth instead of Rambo tactics. Map Changes Battle Of Britain Stukas added. Planes spawn faster, and more are allowed to simultaneously respawn at any one time. The German APC and jeep were removed as the AI were parking them in front of the planes. Battle of the Bulge No change BattleAxe No change Berlin Cleaned up a lot of junk in the code. Whoever originally coded the map was loading battleships, aircraft carriers, and stuff into game memory that weren’t meant to be on this map. Bocage Added the B-17, P-47, P-38, Me262, and JU88. Planes respawn quicker. El Alamein This is now a massive tank battle, as it should be. Added extra planes (Spit, MC205, and the JU88). Afrika Corps JU88 skin by Mantidae. Gazala This is now a massive tank battle. Added the B-17, Defiant and MC205. Planes and tanks respawn quicker. Guadalcanal Planes respawn quicker Iwo Jima Added B-17 (should be a B-29) and Mustang when the Allies control the airbase. Mustangs were the fighter flown from Iwo upon its capture. Planes respawn quicker. Kharkov Planes respawn quicker. Kursk This now a huge tank battle, as it really was (the biggest of the war). Planes and tanks respawn quicker. Added IL-2. Market Garden Planes repawn quicker. Replaced one Mustang with a P-38. Replaced a Priest with an M10. Midway This is my old Real Midway level. Added B-17’s (which did fly from Midway and led the Allies initial attack), submarines (with new AI control) and battleships. The Allies control the island, and the Japanese must take it from them to win. The Japanese will lose tickets until they gain island control points. Omaha Beach No changes Stalingrad No changes Tobruk Tanks spawn quicker, and more allowed to spawn at once Wake Planes spawn quicker
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