The Battlefield 1918 Team wish you Merry Christmas! Today we deliver a new update for the XMAS Mod, for make it compatible to the actually Battlefield 1918 20th Anniversary Mod. This is the latest version of the Xmas1918 Expansion mod for Battlefield 1918. This mod requires a recent Version of Battlefield 1918. To install simply paste the contents of the .zip file over your copy of Battlefield 1942. It's created for Multiplayer Funmatches with snowballs and snowboards.
Our News Source before about, check out the news here: click here
A 3D engine for games like Battlefield 1942 / Battlefield 2
(other types of games may be supported via editing the game DLL (C++
code)).
Completely unfinished.
The making of games for this engine should look like making
mods for Battlefield (this is the concept). In the sense that you
edit the data files (if you've ever modded for Battlefield or C&C
Generals you know what I mean -- the files are text files that
describe objects and do not contain any code). But if you want to
code then there's the game DLL (which allows for much more
flexibility, practically allows you to move away from the concept of
a Battlefield like game proposed in the above).
Currently only a proto.
I started it for my own Battlefield like game a time ago. The game
isn't there, but here's a demo of the engine itself.. (pretty basic
yet)
Update (Oct 27, 2024):
Fixed object stripes popping up in
the far away.
The LOD distance was also increased a bit (see
Objects/LodSelectors) to decrease the overall popping (not a good
solution, but this is until the proper vertex morphing).
Changes in October 25 2024:
Vehicles.
UI framework.
In-game map.
Some minor graphical tweaks, a
bit better shadows.
The DX12 driver has been removed so far (an OpenGL driver
will be introduced soon).
Changes in June 26 2024:
The collisions are now true meshes
that fit the objects well (they were simple PhysX primitives in the
previous version).
Introducing the object template system (the Data/
folder). You can really change the objects right now. Not many
features supported, but it's the backbone for the future
improvements. The object placement system is in the
Assets/Levels/Features.ini file.
Notes:
The player controller is very draft and clunky.. The generic
PhysX controller is used with a little of wrapper code (this is to be
improved soon).
Technical:
The engine is currently able to work on DirectX11 and DirectX12. Also an OpenGL stub is planned.
Currently incorporates PhysX 5.4.2 as the physics engine
The demo map is about 1x1 km, more than 100.000 objects (trees and bushes)
A game engine for games like Battlefield (an update)
Most notable features:
- New vehicles, weapons, artillery
pieces (this is not only the amount but there are different types of
them.. this was also made to make it more historically accurate) -
The maps have been modified for a more positional warfare (more
bunkers, sandbags, barbwire, stationary pieces, etc.) - The LMG
class is now separated from the Assault class - Object collision
fixes: In the original game the bullets could often hit something
invisible in the air. This is now fixed (well, at most part). -
Gun sights (with range marks), artillery sights for indirect fire,
etc. - Grenade and stuff hilites (a thrown grenade is now much
easier to notice) - Bullet and projectile speeds, more realistic
damage system and armor configuration - No planes (I just didn't
have a controller at that time, so I just left them aside completely)
Installation:
Install the mod to the folder where your game is
installed (by default it picks the path in Program Files, but if you
have installed the game to a different folder then you should adjust
the path accordingly).
Movies:
https://youtu.be/iwt17E_pOrA?si=cHzoFgDWqgtzUWjr
https://youtu.be/XoZcwg61rlE?si=TF0PW_vrvp3zZRaS
It's been awhile since the last update. What has been done?
- The vehicles (at least the system to build them: separate parts
which you can setup by yourself). Some work is still required here.
Only the wheeled and tracked vehicles are currently present. No
weapons.
- The UI
- An in-game map
- Some graphical tweaks (added terrain shadows, increased the view
distance)
- The animation system (only the tank track so far)
What's next?
- Player animation and a better player controller
- Water
- Sound
- (Maybe) multiplayer..
I guess it may take the whole winter. xD I'll probably post an
update when just something be done..
After a short news dry spell, we have something new to present to you from the Battlefield 1942 world. Its about the collection of maps and mods what Black Mamba(developer) made it over the years, for anyone interested. Maps and map packs. He organized and support 2vs2 Tournement BF1942 Events also. On small Infantry Maps what he created for the Events. Raised Fist Mod was made for the Infantry battles and Tournements. The Strasbourg Map, was one of the famous creations of him. Its made converted for the FHSW Mod Mappack. Now three different Strasbourg Days for BF1942 are available.
We hope that "Black Mamba" will remain with us with his creativity and knowledge. Please Download and save his creations, for the day after, and the actually fun on the Server.
Black Mamba re-released the Battlecraft files needed to correctly display custom objects from three Battlefield 1942 maps: Battle of Britain, Coral Sea and Liberation of Caen.
The original credit for these Battlecraft files comes from a modder named Dweller_Benthos. Unfortunately his personal website where the files were hosted has disappeared.
As some of you may know, these map files feature exclusive objects. For example, the Ju88A bomber plane is only found in Battle of Britain, as is the Pegasus bridge static object in Liberation of Caen.
With this workaround, you can use the objects in any map. Note however that to make the objects appear in-game, you will need to add their appropriate archives. This workaround is ONLY for displaying the custom objects in Battlecraft 1942, and adding them to your maps.
Please report any bug you may have when using the files. OP updated.
The hg-clan.blogspot.com site that thank you Black Mamba. We would like to say thank you and hope that you continue to inspire us with your creations and events.
Greetings to our many fans, we of the Battlefield 1918 Mod Development Team hope you have enjoyed our effort to make Battlefield 1918 the mod it is today. With this in mind it is time to finally show off one of the new maps that will be coming in the next update to Battlefield 1918, namely Osowiec Fortress which became the scene of one of the most famous battles of the entire war, namely the Attack of the Dead Men!
Pictures:
Although attacked multiple times by the
Germans since September of 1914, Osowiec Fortress stood as a symbol
of Russian tenacity against overwhelming odds and this would be most
clearly demonstrated by the 3rd battle for the Fortress on August 6th
of 1915. With this attack the Germans deployed poison gas in the
hopes of destroying the Russian garrison who did not have gas masks
at the time. Amazingly between 60 to 100 of the 900 Russian soldiers
were able to survive using improvised protection made out of their
own shirts and launched a counter attack that drove back the 7,000 to
8,000 Germans who opposed them inflicting heavy losses on the Germans
in the process. This event would forever be remembered as the famous
Attack Of The Dead Men and it is this specific engagement that will
be depicted in Battlefield 1918. This map will naturally be the first
gas map to feature Russian soldiers and as such will feature a
special gas variant of the Russian forces.
As a final note it should be mentioned
that this Battle has been requested enough that we believe it
deserves its own trailer, as such see for yourself what the new map
will look like in action!
Currently Mod:
Battlefield 1918 20th Anniversary (03/24) Full Edition: Download
With this news in mind we of the
Battlefield 1918 Mod Development Team hope you are as excited as we
are for this upcoming update and this map in particular. It has been
an often requested map that we have wanted to do for a long time. We
hope you find the wait to be well worth and we hope to be back again
soon with more news. Until then we wish you all an excellent day.
- Updated to latest Finnwars release (1.91b - 2023), which means 6 new maps; few new vehicles and hand weapons; 6 kits in init selection menu etc. - Removed Viipuri Bay map - not supported by Finnwars anymore - Fixed Sohjananjoki map - Removed kit limitations (or to be clear increased kit limits to 30 - well enough even with 256 bots) - Minor fixes and changes on some maps, should be less crashes now
If you already had FWSingleplayer before, it should not matter how you install new one - on top of existing one or removing old and placing new instead. Both ways should work.
This is fan-made bots (singleplayer) support for Finnwars mod of the Battlefield 1942. It works as mini-mod on top of main Finnwars mod, so original mod content was not changed and you can still play it as is. All maps and all vehicles are supported and can be played on server, in singleplayer or via multiplay -> create game -> select coop mode.
INSTALLATION: Download the file and unpack FWSingleplayer into Mods folder of your Battlefield 1942, common path is: C:/Program Files(x86)/EA GAMES/Battlefield 1942/Mods -or- C:/Program Files(x86)/Origin Games/Battlefield 1942/Mods You of course need base Finnwars mod to launch this minimod. For more info, please check readme file contained in download. Enjoy!
A 3D game engine for games like Battlefield. Making games for this engine should be very similar to making mods for Battlefield 1942 / Battlefield 2.
Note: This is a startup project (it's very far from being completed).
A 3D game engine for games like Battlefield (other types of games may be supported via editing the game DLL).
The concepts:
There is a clean separation between the engine, the game DLL, and the data (no scripts). So, editing the data looks like making mods for Battlefield 1942/2 (as you edit only the data (text) files: add new objects, tweak the existing ones, etc.). This gives the least flexibility (you won't be able to create games that are drastically different than the predefined). Editing the game DLL (C++) will allow you to edit the logic, add new features, classes. This gives much more flexibility, but requires the knowledge of C++. Editing of the engine is currently not considered, as it's mostly the technical stuff.
The main distinguishing part of this engine is that it will not try to copy the wide spread concept of a modern game engine (eg. UE and Unity). It will not have an all in one editor with a lot of visual features in it, but rather a set of separate tools, like the level editor (which will only edit the levels), the plugins for 3D software, etc. It should be very 'old-skool' modder friendly. It probably will not be the most powerful game engine which will support the newest features like the RTX. I'd rather want to make it simple (even minimalistic). It should also scale well so that it should not require the latest hardware.
The current state (what's done or mostly done):
- Terrain and model rendering - Physics (via PhysX 5.3) - Spatial optimization - Player controller (a simple and draft one) - The core (framework)
What's to do:
- Animation - Object template system - Vehicle physics - Water - Particle system - Network - Level editor - 3D model export plugins or converters (for fbx) - UI system - Sound - Better lighting and shadows
Why? Well, I remember how fun and easy it was to mod for Battlefield 1942/2, and I thought: why a modern game engine can't be as simple? Without all these graphs, shaders, ASMs, and other stuff which most people just do not comprehend (even hate, as I do). After all, if you want to code, you will just take C++, and if you don't, you won't be a good coder anyways.. So, I've separated the logic from the data (no scripts are available in this engine), if you want to code then edit the DLL (via the C++ source), if not then edit the data (text files) (the data is built upon the C++ code, so you'll be limited to what the C++ code provides in this case). There will be no visual tools except for the level editor.
The work isn't currently going on at the full scale, as I have to do some other things, so I'll just be adding new things as I can.
I started this engine for my own Battlefield like game a time ago. Here's a mod of mine which urged me to do so: Moddb.com I wanted some new features, and the bf1942 engine just couldn't provide me with them. So here you go.. The game isn't there of course. xD
Making games for this
engine should be very similar to making mods for Battlefield 1942 /
Battlefield 2.
Note: This is a startup project (it's very far from being completed).
A 3D game engine for games like Battlefield (other types of games may be supported via editing the game DLL).
What has been done:
- The backbone for the template system: you can now edit the object parameters, add new object templates, then add these objects to the map (currently through the features.ini file in the Levels/ folder). The object templates are placed in the Data/ folder. Currently only a small set has been implemented: you can add static objects (trees, stones), also you can construct simple hierarchies (which are not yet simulated, and unable to move). The tank in the plain view at the level start is an example (you can find its data in Data/Objects/Vehicles/Stuart/). The template system is a bit more complicated than that of Battlefield, as you can notice, but I think it will also give more flexibility. I'm planning more things to do here, like for example the inverse kinematics: where you can have, for example, the moving parts of a construction connected in the form of or a rhomboid (or a triangle with a plunger, see below) (which you couldn't have in BF1942/2). This may be especially convenient for things like artillery (where you can have moving parts connected in multiple points):
- The object collisions are now fully capable triangle meshes: BVH for the static objects, for the dynamic objects PhysX supports only convexes, so the convex mesh type was implemented, but complex (i.e. concave) objects will probably require convex splitting/decomposition, which hasn't yet been done. Still you can use this type of mesh even for the static objects (via "MeshType CONVEX" to the CollisionModelTemplate). The visualization of the collision geometry is currently disabled (due to the amount of objects in the scene which will easily overwhelm the drawer -- I'll probably fix it later), so you won't see much difference anyways (with the exception maybe that the balls will hit something in the air as without the decomposition the convex may overhang the mesh).
Screenshots and videos:
What's next?
- Probably the vehicles. I'll try to make them moving in the next release. I'm not sure if it will be the tank tracks yet (this is a serious matter to do), but the wheeled ones quite maybe.
Nach einigen Monaten, die seit der letzten Aktualisierung von Forgotten Battles auf v0.13 vergangen ist, folgt nun eine neue Version von Forgotten Battles v0.13b. Die Mod setzt auf mehr Realismus, als das Basis Spiel. Hier werdet ihr auf verschiedene, vergessene Schlachtfelder geführt. An denen verschiedene, Nationen im 2.Weltkrieg beteiligt waren. Aufgeteilt waren die Kriegsparteien in zwei Lager, Achsenmächte und Aliierten Mächte. Oder vereinfacht in gut und böse. Zielvorichtungen wurden in der Mod ebenso nachgebildet, so wie man es von moderneren Kriegsspielen gewohnt ist. Es wurden einige Fehler im Spiel beseitigt. Neue Stationäre Waffen wurde hinzugefügt. Die Mod bietet einen vollen Singleplayer Modus. Bevor wir es vergessen, neue Karten wurden auch hinzugefügt.
BF1942 and Mods: Datafield v2.0 - Automatically Map Download Tool Released
After the first news about Datafield 42 end of the year, we present now an update to Datafield 42 v2.0.
Battlefield 1942 contains many custom mods and maps. For get a view what is needing for a map to join the server, this tool is delivered as your helper.
Arkyliën / henk create this usefully tool.
The database have more than 1000+ bf1942 maps and all popular mods.
In the following picture you can see the new updated overlay. Now its possible to download a needing map and a needing mod. Now you have the Server Browser List at your window. After then you can join easy the server with the additional Server Browser.
For sure there are bugs and missing features. Please report them to me (you can do that here)!
BF1942 New mod project: Secret Weapons of WWII Extended searching You!!!
Hi all,
I'd like to start a new client-side mod project for Battlefield 1942 and possibly Battlefield Vietnam. Here is some info:
- The theme of the mod is secret weapons and vehicles of WWII, from 1944 to 1950ish;
- It would be a total conversion mod, meaning no vanilla assets are to be used;
- The mod will have higher quality soldier models and skins;
- Strategic buildings and locations can be destroyed in any map (bridges, factories, weapon depots);
- All maps would be created from real life locations using digital elevation models and land-use/land cover raster models;
- The mod will highlight the importance of railroads for the
transportation of military equipment. Many new railroad objects and
models are to be created;
- Map ideas would be places like the Mimoyecques fortress in northern
France, the Peenemunde research facility, Hellendoorn V2 launch sites,
El Agheila, and an improved version of Telemark (this is just a short
list, there will be other maps based on the quality of the research
material found);
- Heavy emphasis will be placed on historical accuracy without losing
the arcade feeling of BF1942. So I am not looking to create a 1:1
replica of the real thing, but I want the models and hand weapons to be
high quality;
- Objective-based maps (destroy military targets, prisoner rescue, etc) and large-scale maps;
- Maps will use the revived cloud system and certain weather effects;
- All maps will have AI support;
- Possible conversion to BF Vietnam to use some of the features of that
engine (especially everything related to tunnels and lighting);
- The goal of the mod is not to make it a copy of Forgotten Hope Secret
Weapons with a shit ton of new vehicles and weapons but rather put the
emphasis on the historical accuracy of the maps
If anyone is interested, let me know on this topic or via PM. I am
looking for some general ideas right now, and to see what the level of
interest would be for a project like this.
This mod provides several fixes and improvements to Battlefield 1942. It also has some additional features however these are all disabled by default. It is also possible to set custom colors for players on the buddy list.
The current version is 1.3.2. You can see your version in the main menu in the bottom left corner.
If you already have a modded dsound.dll in your game directory, rename it to dsound_next.dll, it will keep working!
Extra steps under Wine
The mod works under Wine, but by default libraries placed next to executables aren't loaded. To fix this you have to run winecfg. On the Applications tab add BF1942.exe, then on the Libraries tab add dsound to the dll overrides.
Support
If you have any issues with the mod or want to ask for bugfixes or features then you can do it here by opening an issue, in the SiMPLE forum topic or on Discord by messaging me (uuuzbf).
Configuration
If you want to enable some optional features, take a look at bf42plus.ini in the game directory, it explanations for each available setting. This file is automatically created after first launch.
Alternatively you can change the configuration from the game's ingame console, type plus. then tap TAB twice to see the available commands.
Updater
The DLL has a builtin updater, so it can replace itself with newer versions. When there is an update available, a window will appear on startup, with the details of the new update. You have the option to postpone updating or apply the update. The mod only sends the mod's version string to the update server when checking for updates. No other data is transmitted.
Buddy colors
You can now assign different colors to buddies by clicking the ADD BUDDY button on the scoreboard repeatedly. It cycles between 4 different colors, or if the SHIFT key is pressed it assigns random colors.
Another way to assign colors to buddies is to use the plus.buddyColor console command. You can specify colors in #RRGGBB, #RGB formats or a webcolor name.
Some examples:
Set player chicken to pink: plus.buddycolor chicken pink After adding yourself as a buddy you can set your own color too: plus.buddycolor yournick green Don't forget to use quotes if the nickname has spaces: plus.buddycolor "name with spaces" #ADD8E6
You can also change the buddy colors in bf42plus.ini in the [buddycolors] section.
Bugfixes
Fix crash when the game is minimized Fix ping display in scoreboard Fix other windows getting resized when the game is launched Fix maplist sometimes empty Fix some servers greyed out in the server list Center kill message now shows who teamkilled you Game startup sped up by about a second, dependant on system Fix a loading screen crash caused by a bug in the game's memory allocator Fix dead players showing as alive snipers after connecting to a server Fix broken playernames breaking the middle kill message
Improvements
Speed up reconnecting to servers on map change Changing mod when joining a server from the serverlist is faster Nametags are lowered when u get close to other players so you can see it. Can be disabled by adjusting lowerNametags game.showFPS, game.showStats, etc screens are adjusted if you are using a different sized font, the font color is now yellow for better readability and can be changed with debugTextColor setting Yellow server messages are immediatedly copied to the console so one isn't lost if it is overwritten by another
Optional features
These features are disabled by default. Edit bf42plus.ini in the game directory to enable them.
Message when someone connects to the server (option showConnectsInChat) Show player IDs in chat and/or in kill messages (option showIDInChat and showIDInKills) Show player IDs in nametags (option showIDInNametags) Show in the console who started a vote or voted (option showVoteInConsole) You can start the game temporarily in windowed mode if u hold SHIFT while the game is starting and select Yes
Planned features
A 3D map like the one in BF:Vietnam Settings GUI for changing options Extending the game protocol to allow servers to create any static object Colors in console Better screenshots: timestamp in filename, png or jpg files, different save location(?) Customizing ID display in chat and nametags Improve windowed mode
Experiment
Version 1.3.0 has a few optional (disabled by default!) patches, which may improve overall gameplay experience, however it needs more testing. When it is enabled the game applies the patches with a 50% chance on startup. When a multiplayer map ends it is revealed wether it was enabled or not via a message in the chat and on the middle death message. This way one can form an opinion about gameplay experience before knowing if the patches are active or not.
To enable this blind test mode with the patches, change the setting highPrecBlindTest in the config to on (or plus.highPrecBlindTest 1 in the console, then restart). This config option will be removed in the next version when the test ends. The patches may become default enabled or disabled depending on how the tests go.
Please report your experiences in the topic on theSiMPLE forum or to me (uuuzbf on Discord) directly, or feel free to open a GitHub issue about it.
FHSW is back with 0.7! Including Co-op fixes, bug fixes, new gameplay
features and 2 new maps. There is also 2 AT guns, 4 AA guns and 13 new
vehicles.
FHSW 0.7 has been released and brings substantial changes. New
equipment, new gameplay features and overhauls of prexisting content.
They have fixed many bugs and worked on Co-op/Singleplayer support. Most
of scenes in the trailer were recorded with bots.
Change log:
I've translated most of the change log from the Japanese dev blog,
you can find the original source at the bottom of the page. This is a
long change log so to make it more brief you can read more about some
stuff covered in previous articles like the changes to the Panzer IV
tanks, the M6 heavy tank and the firearms lent from Battlefield 1918.
Error fixes in Coop mode: Some of the problems that prevented Coop mode from working properly have been fixed.
Implementation of attack lead aircraft and aerial resupply aircraft:
These new aircraft classes (marked with an R on the minimap) are weakly
armed but have special abilities to make air combat more interesting.
When attack lead aircraft are above an certain altitude they allow other
players to deploy from planes at their location. Aerial resupply
aircraft will supply other aircraft with ammo mid-air. Japanese D4Y2, US
SB2C Helldiver and British Fairey Swordfish may have these abilities.
Ammunition type indicator: The selected ammunition type is now displayed in tanks and artillery with selectable ammunition.
Expanded application of door/ramp status indicator: Large landing
craft with ramps now have a indicator to show the angle of the ramp.
Expansion of the Zoom function: The Zoom function has been added to
more weapons. In addition zoom magnification has been revised for
certain weapons according to historical data.
Revised physics for land vehicles: The behaviour of land vehicles in
the event of collision damage and blasts has been completely revised
based on a unified standard. More than half of the vehicles have been
readjusted so that their behaviour is more in line with their armour and
weight.
Revision of the accuracy for all weapons: The accuracy of all land,
sea and air weapons has been reviewed, dramatically improving hit rates
on long-range targets.
The models for aircraft seen at long distance have been revised to make it easier to identify aircraft.
Mobility of bomb-equipped fighters has been reviewed
The damage, penetration and visual effects of the 37 mm - 40 mm aircraft cannons has been revised.
Launched torpedoes can now be seen on the game minimap.
Machine guns modified to reflect heat gauge: Fixed an issue where
the heat gauge was not displayed correctly when firing machine guns in
some seats where machine guns and gunnery requests can be used.
Improved mobility of mobile towed artillery: The running and hill
climbing performance of mobile towed artillery has been improved.
Corrected hit detection for infantry/vehicles in trenches: Infantry can now jump out of firing platforms in trenches In addition, an issue where vehicles could easily get caught in trenches has been fixed.
Increased durability of tank turret bunkers: The durability of tank turret bunkers on concrete foundations has been increased.
Addition of turret orientation icons for fortified turrets: An icon
has been added to the UI of turret bunkers and tank pillboxes to
indicate turret orientation, similar to that of regular tanks.
Performances of tank smoke grenade launchers adjusted and icons
updated.: The range of some tanks' smoke grenade launchers has been
improved, allowing them to take cover more effectively. In addition, the
icon now shows the type of smoke grenade launcher on each vehicle, e.g.
elevation changeable, direction changeable, etc. Weapon icons for some
weapons have been updated with more detailed icons.
Updated performance of rifle grenades: The performance of the rifle
grenades provided to riflemen has been reviewed and they can now be used
more aggressively. Overall usability has been improved by removing
wobble when ready to fire, reducing time to fire, displaying cross hairs
and increasing the number of rounds carried.
Improvised Anti-tank weapons have been added to anti-tank ammunition
soldiers: Anti-tank ammunition soldier kits now also have their own
anti-tank weapons while also able to set up ammunition boxes. If you
find a suitable ambush site somewhere on the battlefield, you can set up
an ammunition box and keep your anti tank weapon supplied. Of course,
as before, you can also supply your allies.
Ballistic corrections to tracers and penetration effects: The tracer
and penetration effects used by some firearms had a different
trajectory to that of artillery shells.
Improved radar function of ships during ground support missions: On
maps that appear primarily for ground support, the radar of naval
vessels no longer detects targets below a certain altitude
Changed effects of shrapnel/canister shells.: The effects of
canister shells in flight and on impact have been changed to make it
easier for the shooter to recognise the scatter field.
The muzzle flash of vehicle-mounted machine guns has been reduced:
The muzzle flash of small-calibre machine guns, which are close to the
aiming point of view and the muzzle of the gun and can easily cause
glare, have been reduced to reduce glare.
Molotov cocktail sound effects: Fixed an issue where the explosion sound when a Molotov cocktail landed was not being emitted.
Changed time for vehicles with a time-limited spawn point: Vehicles
that could work as a spawn point for 30 seconds like APCs and landing
craft have had their respawn function extended to a 120-second limit.
Change log
I've translated most of the change log from the Japanese dev blog,
you can find the original source at the bottom of the page. This is a
long change log so to make it more brief you can read more about some
stuff covered in previous articles like the changes to the Panzer IV
tanks, the M6 heavy tank and the firearms lent from Battlefield 1918.
General
Error fixes in Coop mode: Some of the problems that prevented Coop mode from working properly have been fixed.
Implementation of attack lead aircraft and aerial resupply aircraft:
These new aircraft classes (marked with an R on the minimap) are weakly
armed but have special abilities to make air combat more interesting.
When attack lead aircraft are above an certain altitude they allow other
players to deploy from planes at their location. Aerial resupply
aircraft will supply other aircraft with ammo mid-air. Japanese D4Y2, US
SB2C Helldiver and British Fairey Swordfish may have these abilities.
Ammunition type indicator: The selected ammunition type is now displayed in tanks and artillery with selectable ammunition.
Expanded application of door/ramp status indicator: Large landing
craft with ramps now have a indicator to show the angle of the ramp.
Expansion of the Zoom function: The Zoom function has been added to
more weapons. In addition zoom magnification has been revised for
certain weapons according to historical data.
Revised physics for land vehicles: The behaviour of land vehicles in
the event of collision damage and blasts has been completely revised
based on a unified standard. More than half of the vehicles have been
readjusted so that their behaviour is more in line with their armour and
weight.
Revision of the accuracy for all weapons: The accuracy of all land,
sea and air weapons has been reviewed, dramatically improving hit rates
on long-range targets.
The models for aircraft seen at long distance have been revised to make it easier to identify aircraft.
Mobility of bomb-equipped fighters has been reviewed
The damage, penetration and visual effects of the 37 mm - 40 mm aircraft cannons has been revised.
Launched torpedoes can now be seen on the game minimap.
Machine guns modified to reflect heat gauge: Fixed an issue where
the heat gauge was not displayed correctly when firing machine guns in
some seats where machine guns and gunnery requests can be used.
Improved mobility of mobile towed artillery: The running and hill
climbing performance of mobile towed artillery has been improved.
Corrected hit detection for infantry/vehicles in trenches: Infantry can now jump out of firing platforms in trenches In addition, an issue where vehicles could easily get caught in trenches has been fixed.
Increased durability of tank turret bunkers: The durability of tank turret bunkers on concrete foundations has been increased.
Addition of turret orientation icons for fortified turrets: An icon
has been added to the UI of turret bunkers and tank pillboxes to
indicate turret orientation, similar to that of regular tanks.
Performances of tank smoke grenade launchers adjusted and icons
updated.: The range of some tanks' smoke grenade launchers has been
improved, allowing them to take cover more effectively. In addition, the
icon now shows the type of smoke grenade launcher on each vehicle, e.g.
elevation changeable, direction changeable, etc. Weapon icons for some
weapons have been updated with more detailed icons.
Updated performance of rifle grenades: The performance of the rifle
grenades provided to riflemen has been reviewed and they can now be used
more aggressively. Overall usability has been improved by removing
wobble when ready to fire, reducing time to fire, displaying cross hairs
and increasing the number of rounds carried.
Improvised Anti-tank weapons have been added to anti-tank ammunition
soldiers: Anti-tank ammunition soldier kits now also have their own
anti-tank weapons while also able to set up ammunition boxes. If you
find a suitable ambush site somewhere on the battlefield, you can set up
an ammunition box and keep your anti tank weapon supplied. Of course,
as before, you can also supply your allies.
Ballistic corrections to tracers and penetration effects: The tracer
and penetration effects used by some firearms had a different
trajectory to that of artillery shells.
Improved radar function of ships during ground support missions: On
maps that appear primarily for ground support, the radar of naval
vessels no longer detects targets below a certain altitude
Changed effects of shrapnel/canister shells.: The effects of
canister shells in flight and on impact have been changed to make it
easier for the shooter to recognise the scatter field.
The muzzle flash of vehicle-mounted machine guns has been reduced:
The muzzle flash of small-calibre machine guns, which are close to the
aiming point of view and the muzzle of the gun and can easily cause
glare, have been reduced to reduce glare.
Molotov cocktail sound effects: Fixed an issue where the explosion sound when a Molotov cocktail landed was not being emitted.
Changed time for vehicles with a time-limited spawn point: Vehicles
that could work as a spawn point for 30 seconds like APCs and landing
craft have had their respawn function extended to a 120-second limit.
United States
added Browning Auto 5 (From Battlefield 1918 MOD): related News
added the M6 Heavy Tank and variants with either reinforced armour or a 90 mm gun: related News
added M6A2E1 heavy tank: This variant of the M6 heavy tank is equipped
with the 105mm gun used in the T29 heavy tank. It has strong anti-tank
firepower and frontal armour, but on the other hand its anti-infantry
firepower is greatly reduced.
added M12 self-propelled artillery: A self-propelled gun with a French-made 155 mm GPF cannon mounted on an M3 medium tank. It
was active not only in indirect fire, but also in direct targeting fire
on fortifications and other targets using anti-concrete rounds. In
the game, you can select between indirect ballistic mode and direct fire
mode, which reproduces the intense penetrating effect.
added 3-inch M5 anti-tank gun: This 3-inch class anti-tank gun
utilises the gun mount of the standard 105mm howitzer. It has a large
gun shield, which makes it slightly more defensible as a towed gun.
However, the sight hole is quite large, exposing the gunners to sniping.
added 90mm T8 anti-tank gun: A prototype version with a 90 mm barrel is also added, one of the more powerful AT guns in FHSW.
M19 anti-aircraft self-propelled artillery: It is now possible to
fire two guns by clicking left or right. The sights have been changed to
optical sights.
M3 Lee/Grant medium tank: It is now possible to select canister
shells for the 37 mm gun. A zoom function has also been added to the M3
Lee 37 mm gun (except for early types) to reflect the research findings.
Sherman Jumbo Assault Tank & M4A3 Sherman (105 mm howitzer):
Fixed an issue where the seating order was different from other Sherman
tanks.
M18 Hellcat tank destroyer: Turret turning and vertical adjustment speeds have been improved.
M8HMC, M8A1GMC and T88HMC: it is now possible to select canister shells.
T34 Calliope self-propelled rocket artillery: An issue with a
discrepancy between the angle of the sights and the rocket launcher has
been corrected.
GMC Trucks: Fixed an issue with the ammunition replenishment type,
where the ability to replenish weapons in the surrounding area by the
vehicle itself was not functioning correctly. Even without ammunition
crates in place, ammunition can now be replenished simply by being
adjacent to friendly weapons, just like supply trucks in other
countries.
Bofors 40 mm anti-aircraft gun: The sights on the single-mounted
type have been made higher resolution and an issue where the viewpoint
was slightly off-centre of the sights has been fixed. The overall
accuracy of the ship-based types has been revised to be equivalent to
that of their land-based counterparts. The accuracy has been made worse
for those with multiple barrels. Cooling capacity has been improved in
view of the fact that some models had water-cooled barrels.
28 mm anti-aircraft gun: Accuracy and cooling performance have been revised.
South Dakota: A problem with the increased machine gun pointing in a different direction to the sights has been corrected.
Enterprise: Fixed an issue where the soldier model in the first seat
was exposed to the outside and could easily be killed or wounded.
Benham class destroyer: Fixed the position of some ladders.
F2A Buffalo: Fixed an issue where the nose could easily drop.
TBF Avenger: Fixed an issue where Tiny Tim-equipped models were prone to self-destructing.
F6F Hellcat: Fixed an issue with the right leg cover closing in the opposite direction.
P-36 Hawk: Fixed an issue with incorrect machine gun placement and type.
Bomber spotter kit: Fixed an issue where the viewpoint with the
sights removed could not be used in the sighting screen for some
aircraft types.
Italy
M13/40 medium tank: Zoom magnification corrected to reflect
archaeological evidence and an issue has been fixed which caused the
vehice to vibrate vertically in multiplayer.
L3/33 flame-throwing tank: Fixed an issue where the vehicle body would slide on slopes.
Semovente M40 da 75/18 assault gun: Incorrect setting of the elevation angle of the main gun has been corrected.
Semovente M42 da 75/34 assault gun: Incorrect main gun elevation angle setting has been corrected.
AS43 Safariana armoured vehicle: Fixed an issue where the artillery
request icon was not displayed in the machine-gun mounted seat.
P.108B: The 20 mm machine gun in the nose has been replaced by a
12.7 mm machine gun, reflecting the archaeological evidence. Fixed an
issue where the vertical tail wing dynamic wing had no hit detection.
United Kingdom
added Centurion Mk.3 medium tank: A post-war Centurion with a new
turret with increased armour thickness and a long-barreled 20-pounder
tank gun. It has a 20-pounder gun with excellent penetrating power
and highly accurate shooting with a stabilizer, becoming a true 'main
battle tank'.
Crusader-type vehicles: Made it less likely for infantry riding on top to fall off from the tanks when moving.
Crusader Anti-Aircraft Tank Mk. III: The minimap icon has been changed for anti-aircraft tanks.
Infantry Tank Mk.II Matilda II: Fixed an issue with the vehicle body vibrating vertically during multiplayer.
Valentine tanks: Fixed an issue where the vehicle body would vibrate
vertically during multiplayer. Fixed an issue where the vehicle would
take damage just by coming into contact with water. Fixed a missing
texture on the Lend-Lease type.
Valentine Mk. VIII.: Canister shells can now be selected.
6-pounder anti-tank gun.: Selection of canister shells is now
possible. This was historically a US Army-only piece of equipment, but
is also available to British forces in the FHSW.
QF 3.7-inch anti-aircraft gun: A variant with the option of armour-piercing rounds has been added.
Hood: The position of bullet generation has been adjusted for the
UPAA anti-aircraft rocket launcher to make it more difficult to misfire
at allies on deck.
Lion: An icon has been added to indicate turret orientation.
L-class destroyers: An icon indicating turret heading has been added.
2pdr 40mm pom-pom gun: Overall accuracy has been revised. Accuracy is worse for the more multiple guns, but still a significant improvement over previous versions overall.
Hurricane Mk.IID: An issue where armament and model outline did not match has been corrected.
3.45-inch RCL: Since the HESH Ammunition type is superior to HEAT the option for players to pick between them has been removed.
50lbs Explosive: An issue where the power and blast range were set
too high has been corrected. It also no longer sticks to vehicles.
Germany
Panzer IV: The models and textures of all Panzer 4 tanks except the
Sturmpanzer 4 have been redesigned and specifications have been revised
on all tanks. related News
Panzer IV, Type J: Main gun ammunition type changed from APCR to HEAT
Klw for superior armour penetration. Machine gun on top of turret
changed from MG42 to MG34.
added IV Type A 10.5 cm anti-tank self-propelled gun "Dicker Max": related News
added Nashorn anti-tank self-propelled gun: related News
Panzer IV with 7.5 cm RfK recoilless gun: The firing sound of the
recoilless gun has been changed and a towing effect added to the shell.
HEAT Klw ammunition is also now available for the recoilless gun.
Kugelblitz Anti-Aircraft Tank: It is now possible to fire two guns by clicking left or right.
Flak 103/38 3cm anti-aircraft machine gun: The barrel model and firing effects have been changed.
added 3cm Flakvierling103 four-barrel anti-aircraft gun: This
powerful anti-aircraft gun is a four-gun version of the 3cm Flak103. It
provides a ferocious barrage, but has no shield, leaving the shooter
unprotected. It will mainly be used for air defence of bases.
added Zerstörer 45 anti-aircraft tank: related News
added 3.7cm Flak 43 anti-aircraft gun: related News
added Jagdtiger 8.8cm PaK43/3: This variant was built in small numbers
as a last-ditch measure due to delays in the mass production of the
12.8cm gun that was originally to be fitted. Compared to the normal
12.8cm gun type, the gun's power is reduced, but thanks to its larger
body, it can carry more ammunition. It also has a faster loading speed,
making it better suited than the normal type for corrective fire against
fast, small targets and for one-versus-many battles.
added Do335: An extremely ambitious fighter aircraft with a unique
two-engine configuration, combining the high power output of a
twin-engined aircraft with the nimbleness of a single-engined aircraft. The
fighter-bomber variant can carry up to one tonne of explosives in
addition to 20 and 30 mm machine guns. The interceptor variant has an
additional 30 mm machine gun instead of bombs.
Panzer III: Fixed an issue with the vehicle body vibrating vertically during multiplayer.
StuG III Ausf G / StuH 42: An issue where the vehicle body would
vibrate vertically during multiplayer has been fixed. An issue where the
artillery request icon in the captain's seat was not displayed has been
fixed. Also, for models with bushes the foliage is no longer visible in
the subjective viewpoint. Even at a distance view the bushes no longer disappear so the vehicle has gained further concealment.
Panther V: Artillery fire can now be requested from the captain's seat of Ausf A and G tanks.
Tiger I (with 7.5 cm A18) and Tiger (with 8.8cm KwK43): The
artillery request icon in the captain's seat is no longer displayed.
Also, an issue where the direction of the turret could not be seen when
viewed from a distance has been fixed.
Tiger II: Issue where the artillery request icon in the captain's seat is not displayed has been fixed.
E-10 Tank Destroyer: Main gun ammunition type changed from APCR to HEAT Klw.
10.5cm L/65 SKC33 ship gun: Fixed an issue where AA rounds did not have the intended effect.
15cm SK/L40 coastal gun: Fixed an issue where tracers were not firing.
40.6cm SK C/34 coastal gun: Fixed an issue where shells and penetrating effects were landing on different trajectories.
Flak 18/36 8.8cm AA gun: Fixed an issue where some types of long-range models were displayed at incorrect coordinates.
Fl282 Flettner: Internal settings have been revamped to reduce line synchronisation problems during high manoeuvres.
Fa223: Internal settings have been updated to reduce line synchronisation problems at high mobility.
Me321 & Me323 Gigant: The soldier model of the gun turret on the
side of the fuselage has been deleted in consideration of interference
with hit detection when mounted on a vehicle.
He111Z: Incorrect cockpit control key settings have been corrected.
Ju88: Fixed an issue where some textures on the fuselage sides were
not displayed. Fixed an issue where the controls would not work during a
dive.
Go229: Fixed an issue where the controls would not work during a dive.
G43: Accuracy has been slightly improved.
MG34: An anti-aircraft sight has been added to the type mounted in the captain's seat above the turret.
S18 anti-tank rifle: Fixed a problem where the zoom magnification of models with scopes was the same as those without scopes.
MP40/II: The rate-enhanced MP40/II has been removed. In addition,
the magazine-extended MP40-II has been renamed to the new MP40/I.
MP717(r): Reflecting the evidence, the name of the captured Soviet PPSh with 9 mm magazines was changed to MP41(r).
Soviet Union
added Nagant M1895 revolver (From Battlefield 1918 MOD): related News
added 72-K 25mm anti-aircraft gun: single gun mount.
added 94-KM 25 mm anti-aircraft gun: twin gun mount. These are light anti-aircraft guns that fall between 37 mm and 12.7 mm. The
mount with a single gun has a gunshield and the twin mount has twice
the firepower, both are useful against aircraft at low-altitude.
72-K and 94-KM self-propelled anti-aircraft guns mounted on trucks have also been added.
added 29-K 76 mm self-propelled anti-aircraft gun: This is a large self
propelled anti-aircraft vehicle with a 76 mm anti-aircraft gun that
appeared in the inter-war period. Like other heavy anti-aircraft guns,
it is equipped with anti-aircraft shells and armour-piercing shells, but
unique to the Soviet 76 mm anti-aircraft gun, is a powerful
anti-aircraft shrapnel projectile that can also be selected. This is a
canister shell with excellent power against enemy aircraft passing at
high speed at close range, as well as on soft targets on the ground.
added Mig-3 Series 34: A mid-production variant of the Mig-3, a high-firepower version with two 20 mm machine guns in the nose.
Mig-3: High-altitude speed characteristics and dive performance have been improved.
added Yak-3: A new Soviet aircraft that appeared in the middle of
the war, a step behind the Yak-9. It had a greater power to weight
ratio, so it had excellent top speed, climbing power and
manoeuvrability. Firepower remained unchanged from other Soviet
aircraft, but the post-war Yak-3P that is also added is equipped with
three 20 mm machine guns in the nose.
ISU-based vehicles: Fixed an issue with random parts causing crashes and an error in armour thickness.
ISU-122BM, ISU-152BM and ISU-130: all now have a second level of sight zoom for their gunsights to reflect historical data.
BT-7 fast tank: An issue with the firing position of the main gun shell being misaligned has been corrected.
T-26 light tank: An issue with the firing position of the main gun
shell being misaligned has been fixed. Fixed an issue where the vehicle
body would vibrate vertically during multiplayer.
KV-1S heavy tank: Fixed an issue where the turret tilting armour was not set correctly.
KV-1 mod1942 heavy tank: An issue where the side armour of the
vehicle body was set thicker than it should have been, due to a review
of the design, has been fixed.
KV-9 heavy tank: Due to a review of the archive, a problem has been
corrected where the side armour of the vehicle was set thicker than it
should have been.
KV-2 Heavy Tank: An issue where the turret turret ring hit detection was not set correctly has been fixed.
T-28 medium tank: Adjusted the brightness of the textures. Winter textures have been implemented.
T-34-76 Medium Tank: Fixed a hit judgment setting error in the turret model.
Zis-3 battery: Fixed an issue where direct hits against the battery were disabled.
SU-76: The sighting screen and camera position have been changed to
improve visibility from outside the turret and from the sighting
viewpoint. It is also now possible to select grenade rounds and has
gained some anti-personnel firepower.
ZSU-37: A problem with the firing sound at close range has been corrected. The sights are now easier to see.
Mosin Nagant cavalry kit: An inconsistency where the kit had
different guns in slot 1 and 3 has been corrected. The weapon in slot 1
is now a knife instead of a rifle with bayonet, and a Nagant M1895
revolver is now in slot 2.
Poland
added 7TP twin turret tank with 13.2 mm machine gun: This type was
fitted with a French 13.2 mm machine gun on a trial basis. Giving the
twin turret tank limited offensive power against armoured targets.
7TP tanks: Fixed a problem with the vehicle body vibrating vertically during multiplayer.
The Polish army now uses the Nagant M1895 revolver instead of the Enfield No 2 for greater historical accuracy.
Japan
added Te-ke Type 97 Light Armoured Vehicle: This is a very small but
bean-counted tank with a 37 mm gun. As an armoured vehicle, there is
nothing much to see apart from its light mobility, but it is available
in a type that can set up 'forward bases'. This is a respawn base for
friendly soldiers that is only active for 120 seconds after it is set
up, and can be the starting point for an unexpected surprise attack if
used well. However, they cannot be reinstalled and can easily be
destroyed by enemy fire or melee attacks, so you will need to think
carefully about where to place them.
added Type 93 13 mm machine gun: This is an anti-aircraft machine
gun used in the relatively early years of the war. In addition to the
single-barreled type, there are also two-barreled and four-barreled
types, which are mounted on ships and are also available in ground-based
versions.
added Takao class Heavy cruisers Takao, Atago, Chokai and Maya: related News
Japanese tanks in general: vehicles with a short 57 mm gun can now select canister shells. vehicle-mounted
Type 91 light machine guns: Reloading time has been significantly
reduced, assuming that the entire magazine is replaced instead of the
clip when reloading.
Type 97 vehicle-mounted heavy machine gun: The reload time has been
slightly reduced to balance with the Type 91 vehicle-mounted light
machine gun.
Type 92 heavy armoured vehicle: The problem of the vehicle body being slippery on slopes has been corrected.
Type 94 light armoured vehicle: Fixed a problem where the vehicle
body tends to slide on slopes. Ammunition can now be supplied to
surrounding infantry.
Type 94 Light Tank Ke-nu: An issue where the elevation angle of the main gun and camera would shift has been fixed.
Tank Destroyer Kou: Due to the vehicle's characteristics, it is no longer possible to receive artillery fire requests.
75 mm Type 38 field gun: Types without HEAT ammunition can now
select APHE ammunition. Fixed an issue where parts of the gun could
appear to be blurred in the sighting screen. Part of the model outline
has been corrected.
Type 96 15 cm howitzer: The view from the subjective viewpoint (non-aiming viewpoint) has been improved.
Type 98 mortar: Fixed an issue where shells are not traced in the artillery request screen when firing.
Musashi: In some maps, an issue has been fixed where a dummy machine gun would fire when firing the main gun in the first seat.
Yubari: Fixed an issue where the reload indicator was malfunctioning on some maps.
Zuiho, Ise and Junyo: The camera position in the high-angle gunnery seat has been changed to improve visibility.
Daihatsu Landing craft: The cockpit is now open-topped, exposing the
driver to fire from the top or rear. The manoeuvrability of the landing
craft loaded with guns or tanks has been greatly improved. A type with a Type 96 15 centimetre howitzer has been added. It can be fired while mounted. The
type with 75 mm Type 38 field gun has been changed from a click
installation type to a push down type. This type can also be fired while
mounted. In order to prevent accidents such as falling overboard,
the moving seat of the gun is locked. When landing, the lock can be
released by pressing the ↑↓ keys. The entry points have been adjusted to make it easier to transfer to a tank loaded onboard.
No.101 class transport ship: Corrected armament arrangement of rear anti-aircraft gun seat.
Type 96 25 mm machine gun.The entire gun now sits aft when firing.
12 cm anti-aircraft rocket launcher: The projectile generation
position has been adjusted to make it more difficult to misfire at
allies on deck.
Type Zero water observation aircraft: Flight speed, especially maximum speed at high altitude, has been reduced.
Ship-based bomber D4Y: Engine power has been revised upwards for consistency of performance with other aircraft types.
Ship reconnaissance/bomber E16: High-altitude speed characteristics and dive performance have been improved.
Type 10 signal pistol: Problem with footsteps disappearing when equipped has been corrected.
Type 89 Knee mortar: Convergence speed of sights has been improved.
Firing sounds have been corrected to those of the appropriate calibre.
Type 100 SMG: Magazine capacity has been corrected.
France
AMX-13 light tank: Fixed slow turret turning speed for random APCR-equipped versions only.
Mle 1917 155mm howitzer: Visibility in subjective (non-aiming) viewpoint has been improved.
Renault FT 17 37 mm: now has the option to chose APHE or canister rounds.
Ruby: The magazine capacity has been changed to 9 rounds for historical accuracy.
Hungary
40/43M Zriny II: Ammunition type switching has been changed from HE-Shrapnel to HEAT-Shrapnel.
Nimrod Anti-Aircraft Tank: Improved visibility from inside the tank.
37M 105 mm howitzer: Ammunition type switching changed to HEAT-HE-Shrapnel.
Vehicle-mounted machine guns: Based on historical evidence, the
firing rate, magazine capacity and number of magazines of the Hungarian
vehicle-mounted machine guns has been revised.
New maps
Battle of Peleliu: US landing operation in 1944, the deadliest of the entire war.
Forgotten_Hometown: A fictional battle with the Soviets in the
Japanese countryside. The map features a lot of custom made scenery.
Removed maps
Battle_of_Leyte_Gulf
Suomussalmi-1939
The_Forgotten_Jungle
Map tweaks
In addition to the significant map tweaks that are listed here, many more maps have been rebalanced.
Alaska: Edited the terrain and changed the team balance in favor of the US.
Battle_at_River_Don: Some terrain and structures have been modified. Made the snow storm dynamic.
FHT Siege of Zeeland: All flags now have to be taken in a specific order.
Guadalcanal: Added dynamic rain and fog.
Monster des stahles: reduced the repair speed of the support ships to 1/10.
Monte Cassino: Expanded the monastery area and changed flag locations.
Raseiniai: Time of day was changed from night to early morning for more visibility.
The Great Pursuit: Fixed an issue that could cause the train to derail.
Tulagi Island: Added dynmaic rain and fog.
Other changes
The smaller maps that play well even with few players in the mod now have the prefix 20- to their name.