This is the latest release of Tanelorn's realism mod for DC. It is compatible with DC .6 and has lots of new features. All features are explained in the readme.
Tanelorn Mod for DC 0.54 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 *** >>> 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 - deploying sandbags causes crash (disabled) - TNT crashes, expects expPack. Iraqis currently using C4 - non-artycall binoculars causing crashes when arty fires (disabled) - to make AT-4 single fire and disallow ammo-box cheating, AT4 comes with two rounds with infinite reload time. This can be considered a bug because it is not "disposable" and there are also AI issues with this configuration. Revision history >>> 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 - Valid maps (Co-op, Conquest, TDM): - Battle of the Bulge - Berlin (revised) - Bocage day 3 - Battle of 73 Easting - Desert Shield - El Alamein - El Alamein day 3 - Gazala - Kharkov day 2 - Omaha Beach (revised) - Battleaxe (revised) - Stalingrad (revised) - Tobruk (revised)
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