45th Infantry Division Weapons Mod

Here's an excellent new realism-inspired weapons mod by Captain Piller, originally for his 45ID clan I'd imagine (judging by the name of the...

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Here's an excellent new realism-inspired weapons mod by Captain Piller, originally for his 45ID clan I'd imagine (judging by the name of the mod). This thing has got some classic changes we've seen before but also numerous unique characteristics that really set it apart from the other multi-player realism mods for Call of Duty 2. And hey, at this tiny file size, how could you go wrong? :P Just read the little excerpt I quoted from the ReadMe below, see the whole ReadMe file underneath for further details on what's in the mod (there's a lot to see :) ), and download this mod now!

This weapons mod was made in order to provide a more realistic experience for people playing Call of Duty 2 multiplayer. I give thanks to the makers of the German Front Mod and the BJustReal mod for their inspiration. With that I would also like to request that no one use these files on their server without proper credit and permission. All factors in this mod are from my personal view of what is realistic. Realism cannot be seen in tearms of black and white; each person defines realism based on their experiences and outlook of what real combat is like.

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Readme
45th Infantry Division Weapons Mod v1(beta)
Created by Captain Piller
CLASSIFIED - TOP SECRET
7/7/06

About:
This weapons mod was made in order to provide a more realistic experience
for people playing Call of Duty 2 multiplayer. I give thanks to the makers
of the German Front Mod and the BJustReal mod for their inspiration. With
that I would also like to request that noone use these files on their server
without proper credit and permission. All factors in this mod are from my
personal view of what is realistic. Realism cannot be seen in tearms of black
and white, each person defines realism based on their experiences and outlook of
what real combat is like.

Installation:
Place the .iwd file into your call of duty2/main file folder in your C drive directory.
Please make sure you do not have any other weapon mods running at the time. At
the moment this is only effective on multiplayer game servers and does not
effect single player.

Features - v1a
-There will be a slight viewing error whenever you look down a teloscopic sight such as
a scoped weapon or binoculars. You can never bring the scope up to exactly the center of
your screen. This will help stop those people who put little dots on the center of their
monitor and will lower the short range effectiveness of a sniper rifle.
-Shotgun ballistics was changed. The shotgun will actually have a somewhat tigher grouping.
aiming will help your accuracy. The grouping will be less accurate if fired from the hip but
it not affected by running or movement. The buckshot will not just spray everywhere just
because your moving so its important to aim with the shotgun or you will miss all together.

Features - v1 beta: 
-All weapon damages are increased, All large caliber rifles will likely kill if
shots hit the torso or or head. Smaller calibers will most likely kill if they hit
the upper torso or head. Sub-machineguns will most likely kill if they hit the
upper torso or head aswell, their damage highly varies on the caliber of bullet
that was used. The thompson which fired a large .45 ACP round will be more likely
to take down a target with one shot than the 9mm round used by the MP40. Pistols
may take one to four shots to kill their target, damage from pistols is inferior
to all other weapons. Shots to the limb will do minimal damage... however, multiple
shots there will take down a target.
-Bren clip is loaded with 28 rounds as opposed to 30 which was very common because
clips loaded with 30 round would often jam.
-Ensured weapons which had sharp tiped bullets would continue on through the body
of the person they hit and posibly into the person behind them. Weapons like SMGs 
will not as they use a flat fronted bullet.
-Bolt action rifles will not be able to reload midclip, it is impossible to fit 5 more
bullets into a space where bullets are already sitting. As for enfields you can still 
reload them only when theres space for the 5 more bullets to go.
-Bolt action rifle sights will be braught down from an aiming position to rechamber.
Before, the bolt would go right into your face and it is also very difficult to hold a 
rifle up to your eyes and rechamber it at the same time - this also slows down its rate
of fire a bit.
-The time it takes to bring up and bring down the weapons themselves was increased, 
its still faster than it is in real life but it helps to slow down the pace of the game.
-Accuracy of weapons was in general reduced from the WRM weapons mod, which for
some reason had the accuracy of all weapons the same and quite accurate. SMGs should be 
able to hit targets around 50 yards away with moderate difficulty. Rifles can hit
targets with minimal difficulty at distances less than 150 yards.Bolt action rifles 
have a light accuracy advantage over semi-autos. This bring me on to the next point...
-Recoil! Thanks to GFM for this, i've used their system of recoil and slightly
modded it to my personal taste. This is what will make weapons inaccurate. The
weapons themselves are in general accurate - it is their recoil which will
cause you to lose the most accuracy. Fireing in short bursts with automatic
weapons will help keep your spreads tight. Semi-Automatic rifles should be fired
slowly to conserve amunition and to ensure your shot goes where it is intended
"Quality over Quantity"
-Weapons sway. Call of Duty 2 has a somewhat limited way of doing this. Weapons
which attach to your shoulder with a stock will have a slow gradual sway. Weapons
such as pistols will jitter about abrubtly. I couldent caputre the jittery motion
of rifles without having the entire rifle move where as normally it would pivot off
of your shoulder. This sway is minimal right now, it will be reduced when you put
yourself in a crouched position and even more reduced in a prone position.
-Accuracy from the hip has in general been reduced. Running from the hip fireing
or so called "Running and gunning" will be much less effective. "Stop and pop"
methods will have the tactical advantage with this mod.
-Grenade damage has been increased from the stock damage, Realistically grenades
were very unreliable, you could come out without a scratch if a grenade blew up
5 feet from you and you could get shrap in your neck at 15 feet away. I generalized
the damage and if your within about 15 feet from the grenade you will take damage,
but if your close to the grenade it will be enough to kill you. Grenades will also
vary depending on their nationality. Russian grenades will do the most damage,
followed closely by the american and british. Next comes the german grenades
which relied more-so on their exposive effect over the shrap that they emitted.
-Throw distances for grenades vary also. Highest is the germans, followed by
russians who had a heavier grenade, followed by the americans and british. Fuse times
are also different. The Russians have a non-cookable 3.5 second fuse (This is because 
it was the jerking motion of the thow which ignited the fuse) The Germans havea 5 second 
cookable fuse. Americans and British have a 4 second cookable fuse.
-Machine Gun accuracy was reduced so shots will not hit from all the way across 
the map like El Alamien. They also have more recoil. Shots from them are also 
more damaging and will kill in 1-2 hits. The .30 Cal has slightly better accuracy 
than the MG42. 
-Rates of fire have also been lowered. Semi-Auto rifles may fire 5 times per second.
Pistols may fire 6 per second with exception to the webley which can fire 3.5 per
second due to its revolver type action. All automatic weapons have been checked and 
corrected for historical accuracy. The MG42 fire rate was increased and the .30 Cal was lowered.
-Weapon ads zoom was overall lessened. its is somewhat of a 1/3 zoom. This is to
let your "tunnel vision" take effect and to have it not appear as if the weapon is
being held way out infront of you. Sniper Rifle zoom was slightly increased to contrast it
more from the other weapons. Rifles will have the most zoom followed by the carbine/mp44,
further followed by SMGs and then pistols with no zoom. The zoom is made small enough so
that it dosent become a noticable factor but still enough to make you feel like you are
truely aiming down the sights of your gun. 
-Smoke grenades will have a 4 second fuse (will not cook). So they wont explode on impact
anymore


Contanct:
Send all constructive comments or questions to www.ljpiller@gmail.com - Be sure to drop by the 45th ID
website at: www.45th-infantry-division.net - you can find out our server info which runs this mod
and more. Thank you for reading! Enjoy! Semper Anticus!- "Always Forward!"

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Captain Piller


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Registered 15th July 2006

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