Tanelorn realism mod

This is the newest release from Tanelorn it has many many many fixes and inclusions if your a fan of this "realism" then check this out....

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This is the newest release from Tanelorn it has many many many fixes and inclusions if your a fan of this "realism" then check this out. For a full list of changes view the readme below!

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Readme
Tanelorn Mod for DC 0.65 (22 Jan 2004)

This mod is an attempt to bring DC gameplay closer to how the real equipment behaves.

I have not created this mod to rival the DC team. More, to appeal to hard-liners and prior service. It improves immersion by making the equipment behave more closely to what you would expect from real world counterparts. I *HAVE NOT* taken a truly realistic posture, as we all know how superior US equipment is to third world counterparts. 

So please give this mod a try. It's a swift download, and makes no permanent or extensive changes to your DC directory.

Remember this is a work in progress. There is still much more to be done. 
Provide feedback in the official Desert Combat forums under the Tanelorn Mod thread.
http://www.forumplanet.com/planetbattlefield/desertcombat/

*** INSTALLATION ***
The zip file is organized to reflect the directory structure of your BF1942/mods folder. You will see one folder within this zip file, called DC_Tanelorn. This folder goes into your Mods directory. 

The following files are included in this zip (with pathnames)
/mods/DC_Tanelorn/init.con
/mods/DC_Tanelorn/archives/objects.rfa
/mods/DC_Tanelorn/archives/bf1942/game.rfa
/mods/DC_Tanelorn/archives/menu.rfa

To create a shortcut to this mod, I suggest duplicating your Desert Combat shortcut, and in the target field:
replace +game DesertCombat 
with +game DC_tanelorn

While it is not necessary to play the mod, in order to see the DC movie and hear the DC music, you will need to copy the movie and music files from Desert Combat to the DC Tanelorn folders. They are located in: 
/mods/DesertCombat/Movies
and
/mods/DesertCombat/music
respectively.

*** end installation ***

*** VALID MAP LIST ***

- Valid maps (Co-op, Conquest, TDM): 
  - Battle of the Bulge (revised with spawning kits)
  - Berlin (revised)
  - Bocage day 3 (with spawning kits and revised vehicles)
  - Battle of 73 Easting (with spawning kits)
  - Desert Shield (with spawning kits)
  - El Alamein  (with spawning kits)
  - El Alamein day 3 (with spawning kits)
  - Gazala (with spawning kits and cappable airfield)
  - Kharkov day 2 (with revised vehicles)
  - Omaha Beach (revised)
  - Battleaxe (revised)
  - Stalingrad (revised)
  - Tobruk (revised)

*** end map list ***

>>> KNOWN ISSUES <<<
- Holding anims for new weapons are fine, but reload and firing anims are fast due to no custom animations
- New scoped weapons have no scope sway due to no custom animations
- recovering mines with wrench causes crash
- TNT crashes, expects expPack. Iraqis currently using C4
- non-artycall binoculars causing crashes when arty fires (disabled)

Revision history
>>> version 0.65
- Vulcan given .5x heatup speed
- Shilka given 2x cooldown speed
- BRDM and HMMWV codriver given x-hair to aid in arty calls
- Stingers given higher damage vs armored air, 2 hits do 90% damage to most
- Ural Fuel Truck given self destruct as alt-fire (disabled due to multiplayer crashes)
- Iraqi Suicide kit created
- SA-7 box given SA-7 models
- BM-21 given more HP to compensate for weak armor (from 50 to 100 HP)
- New RPG materials created for greater control of properties and effects
- New 20mm and .50cal impact effects
- Shilka given new fire sound
- Mortar given 2x range
- Sniper cover given icon
- all jet fighter guns given appropriate overheat parameters
- Audible range of suicide yell increased
- mortar blast radius and ammo count increased
- Mirage converted to air radar
- Helicopter AI disabled to prevent incapable AI from taking them
- MLRS and BM-21 have no recoil
- BM-21 fires more rapidly
- EE-9 given longer reload time, lighter shell, lower max speed
- SA-3 given adjustments for better handling
- All A-A missiles revised with better performance and damage
- Spandrel ROF increased
- FFAR damages revised
- New load screens
- New MK-19 HMMWV variant
- New AGS-17 BRDM variant
- Increased ROF for DPV Mk-19
- Added whistle to mortar
- New impact effects for Mk-19

>>> version 0.64
- artillery call given to scout choppers pilot and copilot
- artillery call given to HMMWV-50 gunner, BRDM passenger, DPV .50cal gunner
- H-6 and Gazelle copilot given freelook
- Knife range increased
- VSS AI detection range reduced
- RPG vs. Bradley armor increased 25%
- SA-3 given longer mag reload time
- Spawning kits given to 73 Eastings and Desert Shield

>>> version 0.63
-Stinger given more visible smoke trail
- MLRS artillery given thick white smoke
-  Single-fire AT rockets AT-4 and RPG-18 given new reload system. 15 sec reload, to avoid worse issues
- Shilka power stepped down to .50cal, still quad-fire with overheat
- Vulcan given overheat
- SA-7 x-hair removed
- El Alamein Day 1 and Desert Shield given spawning kits and some vehicle selection changes

>>> version 0.62
- RPG given lighter smoother smoke trail
- BM21 arty smoke returned to old black smoke
- All Tan Realism maps given icon for selection
- Gazelle reduced to 150 HP
- Littlebird reduced to 100 HP
- SA-3 given more fuel
- SA-3 given unlimited mags
- Hind FFAR fire rate increased
- AH-6 and Gazelle weapons now reload at airfields
- SMAW damage vs. MBT reduced
- 30mm given wider splash radius (2m to 5m)

>>> version 0.61
- compatible with DC 0.6
- added new weapon icons for many of the new weapons
- Sandbags now deployable
- Snipers can deploy shrubs
- PKM kit model fixed
- Iraqi saboteur kit model fixed
- new class icons for unique kits, they appear in the knife weapon slot
- Gazelle given twin 20mm cannons
- RPG-18 gien temporary reticle, animations fixed
- Most rangers given smoke and hand grenades
- Republican Guard given smoke
- M14 given stronger recoil
- Boosted HP of most vehicles by 150%, and increased critical damage accordingly, allowing for more disables.

>>> version 0.56
- added DCX SA-3, added to maps
- SA-3 minimum angle lowered
- New smoke trails for hellfires, aa missiles, and MLRS
- Added whistle delay to RPG
- Avenger cannon given more distinct smoke and shorter burst length
- new RPG launch and RPG rocket smoke effects
- New Hydra launch and rocket engine effects
- new AGM launch effects made
- Deployable ground cover working for snipers

>>> version 0.55
- Corrected display error for heli flares
- Su-25 variant with FFARs made
- F16 variant with iron bombs made
- AH-64 M230 gun given 1200 rounds and some recoil
- BM-21 given more spread and some stray rockets
- Mig-29 given GSH30 with overheat
- M1 given reload voices
- 25mm HEDP reduced in power against MBT armor
- stinger set to disable a jet in 1 hit and a heli in 2
- A-10 given increased HP
- AA missiles given reduced splash damage to helis and armored vehicles

>>> version 0.54
- corrected missing icon errors for helis with flares

>>> version 0.53 + Battle of the Bulge revision
- Many revisions to BoB including new spawning weapon kits and an extra outpost
- Su-25 given GSH30 dualgun with quicker overheat
- Hind nosegun given more power, still does not harm MBTs and is weak against AFVs
- Flares revised. Flares given to: AH64 pilot, Mi-24 pilot, Mi8 pilot, UH-60L pilot, UH-60Q pilot

>>> version 0.52 (30 Nov 2003) <<<
- Used some DCX code to add nose gunner hellfires
- Added anti-SAM flares to helis (DCX + my changes)
- Gave SU-25 AS-7 missiles
- Set Su-25 gun to 250 rounds
- Gave apache cannon some recoil
- Gave A-10 cannon recoil
- set ground-scan radar for ground attack aircraft

>>> version 0.51 (22 Nov 2003) <<<
- Added many new spawnable classes. Full class listing follows:
	(all classes get knife)
	Opposition
	  Rifleman: AKM, grenades, sandbags
	  Rifle grenadier: AKM, GP30
	  Rifleman AT: AKM, RPG-18
	  Mortarman: AKM, Mortar
	  Machinegunner: PKM
	  Light Machinegunner: RPK
	  Light Machinegunner: RPK-74
	  Republican guard: Pistol, AK-74, Binocs
	  Republican guard 2: Pistol, AK-74 scoped, Binocs
	  Grenadier: AKS-74U, RPG-7
	  Sniper: Pistol, Dragunov, Binocs (no arty call)
	  Light Sniper: Pistol, Tabuk, Binocs (no arty call)
	  Engineer: Skorpion, Mines, TNT, repair, Sandbags
	  Sabotage: PSS, Saiga, TNT
	  Anti Air: AKS-74U, Stinger

	Coalition
	  Rifleman: M16, grenades
	  Grenadier: M16, M203
	  Rifleman AT: M16, AT4
	  AutoRifleman: M249
	  Combat Medic: M16, Medicpack
	  Recon: Pistol, M25, Binocs
	  Combat engineer: Remington 870, C4, repair
	  Fortification breach: Car-15, SMAW
	  Ranger: Pistol, Car-15, Binocs, Smoke
	  Ranger AT: Pistol, CAR-15, AT4
	  Ranger demo: Pistol, CAR-15, C4
	  Ranger CQB: Pistol, CAR-15 suppressed
	  Ranger heavy sniper: Pistol, Barrett light .50, Binocs
	  Seal Sabotage: Mk23, MP5SD, C4, Smoke
	  Anti Air: CAR-15, Stinger

- Created Bocage Day 3 testbed, all class kits are present
- Handgrenade ammo count raised to 4
- C4 ammocount raised to 5
- TNT ammo count set to 3
- Eye point in prone position coincides with position of model's eyes.
- MBT gunner view is 2x zoom

>>> version 0.5 (16 Nov 2003) <<<
- Using class system from Tanelorn mod for DC 0.39
  Coalition:
    Recon
    Rifleman
    Anti-Armor
    Combat Medic
    Combat Engineer
    Automatic Rifleman

  Opposition:
    Sniper
    Rifleman
    Grenadier
    Republican Guard
    Combat Engineer
    Machinegunner

- Small arms using Tan mod for DC 0.39 recoil systems
- Small arms using Tan mod for DC 0.39 iron sights
- Tabuk sniper given real properties, 30 round clip, 7.62x39

- 30mm aa cannon increased by 30%, nerfed vs MBTs
- Avenger damage to planes increased
- Avenger hits given special effect every 5 shots
- M1A1 sabot: 6 second reload, instakill all but MBTs, increased velocity, 3m splash, loses 50% damage from 400m-800m
- M1A1: HP increased to 150
- T72 HEAT: 4 second reload, instakill all but MBT, normal velocity, 10m splash
- MBT turrets maximum angle reduced, minimum angle increased, rotation acceleration reduced
- MBT gunner view is 1.5x zoom
- TOW: Instakill all but MBT
- Small arms damage vs. infantry increased
- 7.62x39 given damage reduction past 200m
- IFVs: 45 degree max angle, 2x rocket reload time
- Shilka: -2.5 degree min angle, given quad fire with heatup, unlimited magazines, long mag reload (250x4 rds per mag)
- M163: 0 deg minimum angle, unlimited mags, long mag reload (1000x1 rds per mag)
- Mobile AA: given air radar, given deviance
- Mines: 1 mine disables IFV, 2 mines disable MBT
- C4: 2 C4 to kill IFV at epicenter, 4 to disable MBT
- Mobile Arty: reduced to 50 HP, arc increased
- HMMWV: HP reduced from 100 to 75
- BRDM: HP increased from 50 to 75
- HMMWV, Technicals, cars, given critical damage system that disables normalls but requires overkill to destroy
- M203, GP30 given 1 second delay to fire
- Destroyed tank turrets no longer fly into sky to kill airplanes

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Tanelorn


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Registered 8th July 2003

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