Difference between revisions of "WWII Reality (BF1942 mod)"

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== ReadMe content ==
 
== ReadMe content ==
 
=== About ===
 
=== About ===
WWII Reality - A reality mod for Battlefield 1942, created by Pilot_51
+
WWII Reality - A reality mod for Battlefield 1942, created by Pilot_51 of X-Clan.
  
 
This mod started with some ideas over a few weeks. As I was working on my naval map, Battleship, and trying to modify vehicles to be visible at a greater distance and adding full support for multiple ships of the same type, I discovered that while the file structure of a map is very similar to that of a mod, the network code didn't support that level of modification. To do what I wanted to do I literally needed to include all the original ships in their entirety with the map and make the modifications there. That would've been a waste of time and effort for one map, so I decided it would be best if I did that with a mod instead and just added support for my map to the mod.
 
This mod started with some ideas over a few weeks. As I was working on my naval map, Battleship, and trying to modify vehicles to be visible at a greater distance and adding full support for multiple ships of the same type, I discovered that while the file structure of a map is very similar to that of a mod, the network code didn't support that level of modification. To do what I wanted to do I literally needed to include all the original ships in their entirety with the map and make the modifications there. That would've been a waste of time and effort for one map, so I decided it would be best if I did that with a mod instead and just added support for my map to the mod.
  
About the time I started getting serious for doing this mod, I was also thinking of making another map considerably larger than the "large" size that Battlecraft creates. The map as I imagined it would've been focused heavily on dogfighting to make use of that extra space. Anyway, long story short, I asked my clan what they wanted me to do first and it came down to this mod.
+
About the time I started getting serious for doing this mod, I was also thinking of making another map considerably larger than the "large" size that Battlecraft creates. The map as I imagined it would've been focused heavily on dogfighting to make use of that extra space. Anyway, long story short, I asked my clan what they wanted me to do first (that map or this mod) and it came down to this mod.
  
Over the course of the initial development, there was much research involved and I learned many things about WWII weapons and vehicles and the inner workings of BF1942. A year ago I probably wouldn't have expected to know so much about modding. There are some popular mods that similarly improve the realism of BF1942, but they've missed a number of the things that I've done to make it look and feel more realistic. I'm not saying that this mod is better than those mods, I'm just saying I've had a different focus on how to make it realistic. My focus is more on the coding than the customized models and effects, which I've found to be a very enjoyable and rewarding experience, especially when I lack the creativity skills to make good custom models and effects.
+
During early development, there was much research involved and I learned many things about WWII weapons and vehicles and the inner workings of BF1942. A year before I started I didn't expect that I would get to know so much about modding. There are some popular mods that similarly improve the realism of BF1942, but they've left out a number of the things that I've done to make it look and feel more realistic. I'm not saying that this mod is better than those mods, I'm just saying that I've had a different focus on how to make it realistic. Due to my experience, my focus is more on the coding than the customized models and effects, which I've found to be a very enjoyable and rewarding experience.
  
  
 
=== Installation ===
 
=== Installation ===
Simply extract the WWIIReality folder to your 'C:\Program Files\EA Games\Battlefield 1942\mods' directory (this is the default directory, change as necessary).
+
Simply extract the wwiireality folder to your 'C:\Program Files\EA Games\Battlefield 1942\mods' directory (this is the default directory, change as necessary).
  
 
If the folder already exists and you want to keep it, back it up before installing the mod.  Changing the filename of the folder will usually cause BF1942 not to start.
 
If the folder already exists and you want to keep it, back it up before installing the mod.  Changing the filename of the folder will usually cause BF1942 not to start.
 
If you do not know how to extract the files, please do not contact me, look for other sources of information such as the help documents for your operating system or the archiver you use or try searching online with a search engine like Google.
 
If you do not know how to extract the files, please do not contact me, look for other sources of information such as the help documents for your operating system or the archiver you use or try searching online with a search engine like Google.
 +
 +
 +
=== Recommended settings ===
 +
This mod does not override settings that can be configured with the Black Bag Operations Server Manager. To live up to the intended purpose of this mod, here are the recommended server settings:
 +
*Disable External Camera Views
 +
*Disable Freelook Camera View
 +
*Disable Death Camera to Show Killer
 +
*Disable Nose Camera View in Aircraft
 +
*Disable Hit Indication
 +
*Disable Crosshair Centerpoint
 +
*Set Nametag Distance (both normal and aiming) to 0
 +
*Set Friendly Fire and Splash Damage to 100%
 +
*Set Kickback to 0%
 +
*Set Gravity in BFSM to -10 or physics.gravity in ServerSettings.con to -9.81 (more realistic object physics, but soldier jumping is weird)
 +
 +
Voice chat is recommended for players. Here are some suggestions to make the voice chat more realistic, but depending on the voice chat program or how you want players to interact, you might not use some of these.
 +
*Separate teams into subchannels under the server channel
 +
*Separate squads into subchannels under the team channels
 +
*Use fading positional audio so the voice of other players sounds like they're talking from their character and fades as they get further, this can replace or work along with the above suggestions if implemented correctly
 +
*Allow cross-communication between squad/team leaders via PTT 'radio'
 +
 +
Personally, I recommend [http://mumble.sourceforge.net Mumble] for voice chat, which can do everything suggested here.
  
  
 
=== Legal stuff ===
 
=== Legal stuff ===
Please do not claim this mod as your own or try making money from it.  You may modify it and give it out as long as you mention me as the creator (i.e. 'Created by: Pilot_51/modified by: you') and I suggest you keep this information file with it.  I ask that you notify me if you want to use this mod for any project including distribution of the original.  As long as you follow these simple rules, I encourage the modification, distribution, and use of my mod.
+
Please do not claim this mod as your own or try making money from it.  You may modify it and give it out as long as you mention me as the creator (i.e. 'Created by: Pilot_51/modified by: you') and I suggest you keep this information file with it.  I ask that you notify me if you want to use this mod for any project including distribution of the original or research/ideas for another mod.  As long as you follow these simple rules, I encourage the modification, distribution, and use of my mod.
  
I am not responsible if this mod causes problems with your game or computer. I have tested it to work without causing problems outside the mod itself. In most cases, if it causes problems or simply doesn't work, it's because it was installed incorrectly. The instructions in Installation.txt should be very clear and I'm not sure how much clearer I could make it, but if that doesn't help and you really want help, you can contact me and I'll try to walk you through the installation.
+
I am not responsible if this mod causes problems with your game or computer. I have tested it to work without causing problems outside the mod itself. In most cases, if it causes problems or simply doesn't work, it's because it was installed incorrectly. The instructions in the Readme should be very clear and I'm not sure how much clearer I could make it (some people have still had problems understanding it), so if you're having trouble ask someone who has installed BF1942 mods before.
  
  
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=== Websites & contact info ===
 
=== Websites & contact info ===
Website: http://pilot51.com<br />
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Website: http://pilot51.com<br>
Forums: http://forums.pilot51.com<br />
+
Forums: http://forums.pilot51.com<br>
Mod forum thread: http://forums.pilot51.com/viewtopic.php?t=99<br />
+
Mod wiki page: http://pilot51.com/wiki/WWII_Reality_%28BF1942_mod%29<br>
Mod Wiki page: http://wiki.pilot51.com/index.php?title=BF1942:_WWII_Reality<br />
+
Mod forum thread: http://forums.pilot51.com/viewtopic.php?t=99<br>
Mod profile on ModDB: http://www.moddb.com/mods/10299/wwii-reality<br />
+
Mod profile on ModDB: http://www.moddb.com/mods/10299/wwii-reality<br>
X-Clan website: http://freewebs.com/bfxclan<br />
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X-Clan website: http://freewebs.com/bfxclan<br>
X-Clan forums: http://jjxclan.proboards53.com
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X-Clan forums: http://xclan.info<br>
 
+
<br>
Email: pilota51 (at) gmail (dot) com
+
Email: pilota51 (at) gmail (dot) com<br>
MSN: areapilot51 (at) hotmail (dot) com
+
MSN: areapilot51 (at) hotmail (dot) com<br>
ICQ: 85196460
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ICQ: 85196460<br>
AIM: P51pub
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AIM: P51pub<br>
Yahoo: Pilot_A51
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Yahoo: Pilot_A51<br>
Xfire: pilot51
+
Xfire: pilot51<br>
Skype: pilot_51
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Skype: pilot_51<br>
Mumble: voice.pilot51.com
+
Twitter: Pilot_51<br>
 +
Mumble: voice.pilot51.com<br>
  
  
 
=== Credits ===
 
=== Credits ===
Creator:
+
Creator:
 
   Pilot_51-(X)
 
   Pilot_51-(X)
Contributions:
+
Contributions:
   HotShot-(X) for making the r1 installer
+
   Andrewvio [r2p1 iron sight lag fix]
Suggestions:
+
  HotShots-(X) [r1 installer and icon]
 +
  Jason9811 [r2 logo/icon]
 +
Suggestions:
 +
  JJ-(X)
 +
Bug reports:
 +
  JJ-(X)
 +
Pre-release testers:
 +
  Captain-(X)
 +
  Elias-(X)
 +
  Hotshots-(X)
 +
  Jason9811
 
   JJ-(X)
 
   JJ-(X)
Bug reports:
+
  Major Lee(X)
   (Nobody yet)
+
  Mark-(X)
Pre-release testers:
+
  maxkill-(X)
   (Haven't tested yet)
+
  (HFS)natteman(NL)-(X)
WWII resources:
+
   Nixxorzz-(X)
 +
  Rubynator-(X)
 +
  Snipes12
 +
Music:
 +
   bands.army.mil/music [Army Song, Taps]
 +
  JJ-(X) (original source unknown) [Semper Fidelis, Washington Post]
 +
WWII resources:
 
   CombatSim.com
 
   CombatSim.com
 
   CV6.org
 
   CV6.org
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   Wikipedia.org
 
   Wikipedia.org
 
   And probably several others I missed
 
   And probably several others I missed
Modding resources:
+
Modding resources:
 
   battlefieldsingleplayer.planetbattlefield.gamespy.com
 
   battlefieldsingleplayer.planetbattlefield.gamespy.com
 
   mdt.planetbattlefield.gamespy.com
 
   mdt.planetbattlefield.gamespy.com
Special thanks:
+
Tools used:
 +
  Avidemux v2.4.3
 +
  gmax v1.2 with MDT Battlefield Tools
 +
  LexTxt v1.0
 +
  MDT Mod Installer Creator
 +
  winRFA v2.05
 +
Special thanks:
 
   Members of X-Clan
 
   Members of X-Clan
And much thanks to you and everyone else for playing my mod!
+
And much thanks to you and everyone else for playing my mod!
  
  
 
== Suggestions ==
 
== Suggestions ==
If you have any suggestions, post them in the [[Talk:BF1942:_WWII_Reality |Talk (discussion)]] page and I'll most likely list them here. Credit isn't given in the main credits until at least one suggestion from the person is implemented.
+
If you have any suggestions, post them in the [[Talk:WWII_Reality_%28BF1942_mod%29 |Talk (discussion)]] page and I'll most likely list them here. Credit isn't given in the main credits until at least one suggestion from the person is implemented.
  
  -[suggested by RussianComrade]
+
  -Fish [suggested by JJ-(X)]
 +
-Add more planes (about 10) to the carrier decks [suggested by rome8800]
 +
-Make ships sink slower [suggested by JJ-(X)]
 +
-Explosive fuel drums [suggested by JJ-(X), modified Forgotten Hope code provided by RussianComrade]
 +
-Weather [suggested by Jason9811, modified Forgotten Hope code provided by RussianComrade]
 
  -Make explosions (such as grenades) and blasted soldier animations more realistic [suggested by JohannesdeN]
 
  -Make explosions (such as grenades) and blasted soldier animations more realistic [suggested by JohannesdeN]
  -Weather [suggested by Jason9811, modified Forgotten Hope code provided by RussianComrade]
+
  -Parachutes only work for players with an aviator/pilot or airborne/paratrooper class [suggested by JJ-(X)]
  -Explosive fuel drums [suggested by JJ-(X), modified Forgotten Hope code provided by RussianComrade]
+
-Bayonets [suggested by JJ-(X)]
  -Make ships sink slower [suggested by JJ-(X)]
+
-Third-person soldier brings weapon up to face when aiming through ironsight/scope [suggested by JJ-(X)]
  -Add more planes (about 10) to the carrier decks [suggested by rome8800]
+
  -Range-limited ExpPack detonator [suggested by JJ-(X)]
  -Fish [suggested by JJ-(X)]
+
-Flamethrower [suggested by Rubynator-(X)]
 +
  -Limit ammobox supply [suggested by JJ-(X)]
 +
  -Ammo boxes for individual ammo types [suggested by Jason9811]
 +
-Drawing with knives [suggested by Animemax-(X)]
 +
-Tanks fitted with dozer [suggested by |SAS|Pfc.Tippy_1stPLT]
 +
-Limit number of times a particular class can spawn, maybe changing dynamically according to condition of battle [suggested by exdeath]
 +
-Let planes land on water if they are going slow, and die if they go too fast (if possible) [suggested by Devildog-(X)]
 +
  -Increase the bomb damage and splash from the bomb. [suggested by Devildog-(X)] "in wwii, divebombers could make a tiger tank cartwheel through the air by placing a bomb right infront of it."
  
 
The following suggestions have already been implemented:
 
The following suggestions have already been implemented:
Line 101: Line 157:
 
== Changes ==
 
== Changes ==
 
Note: Generally, to-do is in order of newest on bottom and change history is in order of newest on top.
 
Note: Generally, to-do is in order of newest on bottom and change history is in order of newest on top.
 +
''* = Problem existed in original game (patch 1.61b)''
  
 
=== To-do ===
 
=== To-do ===
 
''Completed: C = to-do item, V = vehicles, A = aircraft, L = land vehicles, S = ships, H = hand weapons, T = stationary weapons, lower case = partially completed''
 
''Completed: C = to-do item, V = vehicles, A = aircraft, L = land vehicles, S = ships, H = hand weapons, T = stationary weapons, lower case = partially completed''
==== Next release (r2) ====
 
Most if not all of these changes should be in the next release. Fully completed items are removed and can be found in the [[BF1942:_WWII_Reality#Change_history |Change history]].<br />
 
    -Fix objects known to "pop into view": defgun bunker, ammo box, flags, trees, watch tower, medic locker, some buildings, smoke, bombs
 
    -Add or remove tracers where necessary (research)
 
    -Add music and background image/movie (in-game movie/screenshot is planned for capture during pre-release testing)
 
aH  -Remove zoom and crosshairs from non-scoped weapons and add iron sights
 
    -Fix visible mounted bombs/rockets to reappear when reloaded (probably something to do with the number of mags)
 
    -Add simultaneous fire (primary fire) and independent firing (secondary fire) to ship cannons; depth charges and artillery targeting will need to be considered
 
    -Improve realism of weapon accuracy and recoil
 
    -Add extra spawn groups (avoid using 1-16, 64-83, or 97-99)
 
    -Allow control of aircraft while using mouselook and allow mouselook to be configured to joystick HAT
 
    -Remove grenade primary fire and replace it with the secondary fire
 
    -Add existing disabled controls: bomb sight, depth charge, and infantry run/special
 
    -Add raft spawn for subs
 
    -Improve visual perspective of ship size
 
    -Sun glare (not lens flare)
 
    -Modify in-game credits
 
    -Air resistance (drag) for all projectiles
 
    -Increase limit of submarine depth indicator
 
    -Remove ability to switch positions using number keys on ships
 
    -Visible first-person body and shadow
 
    -Fix networking for PT raft spawn
 
    -Adjust soldier speed
 
    -Make outside map penalty more realistic (Game.DamageForBeingOutsideWorld)
 
    -Make explosions (such as grenades) and exploded soldier animations more realistic [suggested by JohannesdeN]
 
  
      Pre-release checklist
+
==== Release 2 Patch 1 (r2patch1) ====
        -Check that soldier external views (used for testing) are disabled
+
  -Fix weapon animation lag when using iron sights and walking [reported by an emailer wishing to remain anonymous]
        -Check version info in init.con and lexiconAll.dat
+
  -Fix iron sights not aligning [reported by kiddi1000]
        -Stability test before and after release
+
  -Fix slow iron sights when frame rate is slow, cause is definitely in animations.rfa [reported by Andrewvio]
        -Possible stability issues especially include timetolive of projectiles and destroyed objects and increased polygons
+
  -Remove crosshairs for Pak40 and Ju88A
        -There could be a problem with extra spawn groups
+
  -Replace serverinfo.dds and wwiireality.ico with new logo and maybe add a logo intro video
        -Check Battleship map
+
  -Reduce corpse lifetime from 10 to 5 minutes
        -Test networking stability
+
 
       
+
==== Next release (r3) ====
==== Release 3 ====
+
These changes are planned for the next release, many probably won't make it in the final release and some new ones might be added. Fully completed items are removed and can be found in the [[BF1942:_WWII_Reality#Change_history |Change history]].<br>
Release 3 will focus primarily on the damage system.
+
Release 3 will focus primarily on collision, damage, and motion.
 
   -Adjust vehicles for more accurate strengths and weaknesses
 
   -Adjust vehicles for more accurate strengths and weaknesses
 
   -Modify weapon overheat speed (research)
 
   -Modify weapon overheat speed (research)
Line 152: Line 184:
 
   -Add bounding boxes to all objects that have complex collision meshes
 
   -Add bounding boxes to all objects that have complex collision meshes
 
   -Modify collision materials (e.g. so projectiles can collide into each other)
 
   -Modify collision materials (e.g. so projectiles can collide into each other)
    
+
   -Back-seat gun for Willy, maybe create a separate vehicle
 +
  -Improve landmine detonation trigger
 +
  -Make explosions (such as grenades) and exploded soldier animations more realistic [suggested by JohannesdeN]
 +
  -Projectile momentum [suggested by JJ-(X)]
 +
  -Remove ability to switch positions using number keys on ships
 +
  -Limit ammo for stationary weapons (research for a good median)
 +
  -Add or remove tracers where necessary (research)
 +
  -*Modify Spitfire model to accommodate dynamic flaps
 +
  -View ports in vehicles (and any other holes) pass bullets through and players inside are vulnerable
 +
  -Remove reverse from planes, add manual wheel brakes, and find a way to roll back
 +
  -Inspect and adjust range of motion for cameras
 +
  -Allow bullets of a certain type and speed to pass through (limited) certain objects (e.g. sniper bullet passes through a head) (ObjectTemplate.AddToCollisionGroup)
 +
  -Limit ammobox supply (ObjectTemplate.AddAmmoType) [suggested by JJ-(X)]
 +
  -Modify effects for Katyusha rockets
 +
  -Add ability to duck in vehicle hatches
 +
  -Adjust positions of first person soldier to match with new gun positions
 +
  -*Fix first person stance transition and jump animations
 +
  -*Fix grenades to appear to come from the hand rather than some distance in front, without the negative side-effect of the grenade also staying in the hand (likely needs animations modified)
 +
  -Add/tweak deviation for projectiles
 +
  -Fix single aircraft bomb/torpedo reappearing when empty
 +
  -Kit remains as long as body [suggested by JJ-(X)]
 +
  -Fix collision problems such as falling through ship decks [reported by JJ-(X)]
 +
  -Switch grenade secondary fire to primary fire or consider re-enabling primary fire
 +
  -Use Ub_Stand with Ub_StandAim as iron sights
 +
  -Intro movie: mimic scenes from BF1942 intro
 +
  -Direction of fire never recenters after recoil/reload (prevent snipers from shooting the same spot twice while only using scope for first shot)
 +
  -Tanks fitted with dozer [suggested by |SAS|Pfc.Tippy_1stPLT]
 +
  -Reduce performance impact caused by excessive dynamic objects (wreckage/corpses)
 +
  -Ju88A bombs need repositioned to avoid premature detonation against aircraft [reported by Andrewvio]
 +
  -Increase time to throw or detonate TNT or mines
 +
  -Vehicle corpses completely stop moving (no bouncing or shaking) to reduce lag
 +
  -Add scopes to cannons as necessary
 +
  -Recheck Zero armament
 +
  -Small amount of health taken away when running full into wall [suggested by zavaboy-(X)]
 +
 
 
==== Multi-release ====
 
==== Multi-release ====
 
These changes are being made over the course of two or more releases.
 
These changes are being made over the course of two or more releases.
Line 166: Line 232:
 
  a      -Make flaps and/or speed brakes operational on aircraft
 
  a      -Make flaps and/or speed brakes operational on aircraft
 
  h      -Make projectiles inherit directional speed of originating weapon
 
  h      -Make projectiles inherit directional speed of originating weapon
 +
        -Fix objects known to "pop into view": defgun bunker, ammo box, flags, trees, watch tower, medic locker, some buildings, smoke, bombs
 +
        -Remove unrealistic/unimportant HUD elements
  
 
==== Likely changes ====
 
==== Likely changes ====
Most of these will likely happen, probably be in a not-too-distant release.
+
I believe these are likely possible and they qualify for this mod.
 
   -Voluntary sonar for submarines and other ships as necessary
 
   -Voluntary sonar for submarines and other ships as necessary
 
   -Modify ship motion (research)
 
   -Modify ship motion (research)
Line 178: Line 246:
 
   -2 additional torpedo tubes for patrol boats as necessary (research)
 
   -2 additional torpedo tubes for patrol boats as necessary (research)
 
   -Operational bomb bay doors, APC doors, and aircraft hatches
 
   -Operational bomb bay doors, APC doors, and aircraft hatches
  -Vehicles act without a driver as they would with a driver not touching the controls
+
   -Improve wake effect behind sea vehicles
  -View ports in vehicles (and any other holes) pass bullets through and players inside vulnerable to it
 
  -Ammunition and soldiers add weight to vehicles
 
   -Improve wake behind sea vehicles
 
  -Allow bullets of a certain type and speed to pass through (limited) certain objects (e.g. sniper bullet passes through a head)
 
 
   -Allow removal of explosives while prone/standing and repairing while crouched
 
   -Allow removal of explosives while prone/standing and repairing while crouched
 
   -Modify artillery targeting for vehicles as necessary (research)
 
   -Modify artillery targeting for vehicles as necessary (research)
 
   -Improve depth charge realism for time, depth, and damage effect
 
   -Improve depth charge realism for time, depth, and damage effect
 
   -Adjust fade-away and speed of sound
 
   -Adjust fade-away and speed of sound
  -Remove reverse from planes and add manual wheel brakes
 
 
   -More realistic shadows
 
   -More realistic shadows
 
   -Change controls for slow-moving cannons (mouse is too slow and tiring with modified weapon speed)
 
   -Change controls for slow-moving cannons (mouse is too slow and tiring with modified weapon speed)
   -Blood
+
   -Blood (probably e_Blood01)
 
   -Reduce soldier crouch/prone collision height
 
   -Reduce soldier crouch/prone collision height
  -Spent shell casing projectile where needed, especially aircraft and AA
 
  -Increase shell lifetime
 
 
   -Rockets propel themselves unassisted by launch velocity, but only if the correct velocity can be matched
 
   -Rockets propel themselves unassisted by launch velocity, but only if the correct velocity can be matched
 
   -Projectile damage drop-off depend on speed rather than distance
 
   -Projectile damage drop-off depend on speed rather than distance
Line 201: Line 262:
 
   -Explosive fuel drums [suggested by JJ-(X)]
 
   -Explosive fuel drums [suggested by JJ-(X)]
 
   -Allow more players to enter large vehicles as passengers
 
   -Allow more players to enter large vehicles as passengers
   -Underground landminds [thanks to the BattleGroup 42 mod for reminding me]
+
   -Underground landminds [thanks to the BattleGroup42 mod]
 
   -Add AI support for all maps in multiplayer conquest mode
 
   -Add AI support for all maps in multiplayer conquest mode
 
   -Fuel (engine life time) for all vehicles
 
   -Fuel (engine life time) for all vehicles
Line 207: Line 268:
 
   -Improve sounds (weapon firing, vehicle engines, etc.)
 
   -Improve sounds (weapon firing, vehicle engines, etc.)
 
   -Fix reload freezing after 15 seconds in some weapons (not important right now since no weapons with the bug take 15 seconds to reload)
 
   -Fix reload freezing after 15 seconds in some weapons (not important right now since no weapons with the bug take 15 seconds to reload)
 +
  -Parachutes only work for players with an aviator/pilot or airborne/paratrooper class [suggested by JJ-(X)]
 +
  -Bayonets [suggested by JJ-(X)]
 +
  -Third-person soldier brings weapon up to face when aiming through ironsight/scope [suggested by JJ-(X)]
 +
  -Range-limited ExpPack detonator [suggested by JJ-(X)]
 +
  -Flamethrower [suggested by Rubynator-(X)]
 +
  -Add existing disabled controls: bomb sight, depth charge, and infantry run/special
 +
  -Add raft spawn for subs
 +
  -Improve visual perspective of ship size (probably by reducing soldier speed)
 +
  -Sun glare (not lens flare)
 +
  -Drag for all projectiles (tests reveal that it can cause massive lag, but drag is important)
 +
  -Visible first-person body and shadow
 +
  -*Fix networking for PT raft spawn
 +
  -Adjust soldier speed
 +
  -Make outside map penalty more realistic (Game.DamageForBeingOutsideWorld)
 +
  -Add simultaneous fire (primary fire) and independent firing (secondary fire) to ship cannons; depth charges and artillery targeting will need to be considered
 +
  -Allow control of aircraft while using mouselook and allow mouselook to be configured to joystick HAT
 +
  -Improve realism of weapon accuracy and recoil
 +
  -Allow throttle to remain in position without a player in the driver position
 +
  -Ability to drop kit without picking up another kit
 +
  -Grenades and other thrown objects can injure or kill players on impact to vulnerable areas of the body
 +
  -Match submarine depth indicators to actual meters
 +
  -Increase tooltip view time
 +
  -Ammo boxes for individual ammo types [suggested by Jason9811]
 +
  -*Dead soldiers make vocal sounds when getting run over [reported by JJ-(X)]
 +
  -Morse code communication (both visual and audible types)
 +
  -Nuke
 +
  -Match third-person animations to first-person animations
 +
  -Some child objects fall off or apart from parent objects when hit or destroyed, such as helmets or guns falling from soldiers
 +
  -Drawing with knives [suggested by Animemax-(X)]
 +
  -*Vehicle collisions and shadows don't match wreckage (possible workaround: scrapmetal effects)
  
 
==== Unlikely changes ====
 
==== Unlikely changes ====
Most of these probably will not happen, usually due to engine limitations or lack of development resources.
+
I believe these are likely not possible, usually due to engine limitations or lack of development resources, or they don't qualify for this mod.
 
   -Specific damage to vehicle parts, affecting control of the vehicle accordingly
 
   -Specific damage to vehicle parts, affecting control of the vehicle accordingly
 
   -Soldiers drown after about a minute under water
 
   -Soldiers drown after about a minute under water
Line 227: Line 318:
 
   -Vehicle enter/exit animations
 
   -Vehicle enter/exit animations
 
   -Manual transmission for vehicles where necessary (research)
 
   -Manual transmission for vehicles where necessary (research)
   -Control points attached to ships, which when captured (after a long wait) gives the ship to the captors and replaces ship flags
+
   -Control points attached to ships, which when captured (after a long wait) gives the ship to the captors and replaces ship flags (possible, but not very realistic)
   -Remove distance blur of textures (add anisotropic) if possible
+
   -Improve angle/distance blur of textures (anisotropic)
  -Parachutes only work for players bailing from planes
 
 
   -Earth curvature
 
   -Earth curvature
 
   -Automatically seeking rockets and torpedoes (probably needs AI code)
 
   -Automatically seeking rockets and torpedoes (probably needs AI code)
Line 237: Line 327:
 
   -Allow reusing mags with bullets remaining
 
   -Allow reusing mags with bullets remaining
 
   -Weapons break when overheated too much
 
   -Weapons break when overheated too much
   -Redesign sonar to be realistic (outward instead of around and only works underwater)
+
   -Redesign sonar to be realistic (only works underwater, outward instead of around)
 
   -Allow sharing of ammunition
 
   -Allow sharing of ammunition
 
   -Dynamic terrain deformation
 
   -Dynamic terrain deformation
 +
  -Ammunition and soldiers add weight to vehicles
 +
  -Parts break from structural stress
 +
  -Radar/sonar sharing among entire team (I'm pretty sure they had to share it by manual communication)
 +
  -Aircraft external fuel tanks, droppable and possibly adds fuel
 +
  -Limit number of times a particular class can spawn, maybe changing dynamically according to condition of battle [suggested by exdeath]
 +
  -*Music plays wrong song in menu when starting with +restart 1
  
  
 
=== Change history ===
 
=== Change history ===
==== r2 [Under development] ====
+
==== Release 2 Patch 1 [in progress] ====
   -Fixed rotation of models for Yamato AA turret/gun models and adjusted positional values to compensate
+
   -Fixed iron sight bugs
 +
    -Changed handweapon (with iron sights) idle animations to 0 speed
 +
    -Changed addTransitionWhenDone Ub_LieThompson to Ub_Lie and returnToState Ub_LieThompson to Ub_Lie in AnimationStatesLie.con
 +
    -Changed returnToState Ub_StandThompson to Ub_Stand and Ub_StandAimThompson to Ub_StandAim in AnimationStatesUpper.con
 +
  -Removed crosshairs for Pak40 and Ju88A
 +
  -Replaced serverinfo.dds and wwiireality.ico with new logo
 +
 
 +
==== Release 2 [2009-02-01] ====
 +
  -Added background video
 +
  -Changed physics.gravity -9.81 back to the default -14.73
 +
  -Changed hpLostWhileCriticalDamage to 0 for all land and air vehicles
 +
  -Increased time limit for binocular artillary targetting from 120 to 600 seconds
 +
  -Renamed music files to default BF1942 names to avoid problems with the music not playing
 +
  -Removed modified controlpoints.con files to fix multiplayer crash in Aberdeen, Battle of the Bulge, Guadalcanal, and Market Garden
 +
  -Removed endrem with no associated beginrem in ObjectSpawns.con for Guadalcanal and Liberation of Caen
 +
  Pre-release 4 [2009-01-12]
 +
  -Changed setMapId in all maps from WWIIReality to wwiireality
 +
  -Added military music [Thanks to JJ-(X) for helping]
 +
  -Tweaked e_ExFumePOW to be even more realistic, especially when fading
 +
  -Removed extra spawn groups to fix extremely common multiplayer crash
 +
  Pre-release 3 [2008-12-21]
 +
  -Added Stunting Grounds and Battleship to lexiconall
 +
  -Changed map names in lexiconall.dat to reflect official battle names
 +
  -Changed roundOfFire for single-bomb aircraft from 5 (bomb) or 10 (torpedo) seconds to just under 15 seconds
 +
  -Changed settings for standard airplane ammo resupply from 4 bombs/sec and carrier airplane ammo resupply from 2 bombs/sec to 1 bomb/50 sec
 +
  -Changed/added Reloadtime 30 for aircraft bombs
 +
  -Modified JohnsonLMG texture with transparency for iron sight
 +
  -Fixed animation transitions to line up with iron sights
 +
  -Fixed iron sights for prone
 +
  -Fixed some minor errors reported by the debugger that were in the original game
 +
  -Changed URL in init.con from forum thread to wiki article
 +
  -Added submarine HUD for sub AA guns to restrict exiting the sub while underwater and to limit use of the AA gun underwater
 +
  -Changed submarine AA guns
 +
  -Fixed Gato torpedoes exploding when launched while turning
 +
  -Fixed multiple aircraft bombs not reappearing when reloaded
 +
  -Fixed Katyusha rockets not reappearing when reloaded
 +
  Pre-release 2 [2008-10-01]
 +
  -Added extra spawn groups for cloned ships (44-63)
 +
  -Increased limit of submarine depth indicators
 +
  -Modified in-game credits
 +
  -Changed smoke color for e_MuzzBigAAGun, e_MuzzBigGun, and e_MuzzDefgun
 +
  -Changed color and physics for ship smoke
 +
  -Removed remaining crosshairs from stationary weapons and vehicles
 +
  -Repositioned in-game HUD messages
 +
  -Removed radio buttons from HUD (radio commands still work, only hidden)
 +
  -Removed primary fire from grenades to force the use of secondary fire (strength build-up)
 +
  -Removed first person recoil animation from Bazooka and Panzershreck
 +
  -Readjusted X rotation of Colt
 +
  -Readjusted Z position of most weapons when aiming through iron sights [suggested by JJ-(X)]
 +
  -Increased timetolive for bullet marks
 +
  -Changed filenames to lower-case to be Linux-friendly
 +
  Pre-release 1 [2008-08-07]
 +
  -*Fixed rotation of models for Yamato AA turret/gun models and adjusted positional values to compensate
 
   -Enabled collision physics for ship cannons
 
   -Enabled collision physics for ship cannons
 
   -Moved ship cannon geometry from Objects.con to Weapons.con as needed
 
   -Moved ship cannon geometry from Objects.con to Weapons.con as needed
Line 250: Line 398:
 
   -Added engine smoke for Enterprise
 
   -Added engine smoke for Enterprise
 
   -Changed e_ExFumePOW (ship engine smoke) to be more realistic and tweaked smoke position on ships
 
   -Changed e_ExFumePOW (ship engine smoke) to be more realistic and tweaked smoke position on ships
   -Changed battleship main cannons to use e_MuzzHeavy instead of e_MuzzDefGun
+
   -Changed effects for battleship cannons and AA
 
   -Changed ship cannons to shoot one (per group) at a time
 
   -Changed ship cannons to shoot one (per group) at a time
 
   -Changed effect and projectile position for ship cannons and DefGun
 
   -Changed effect and projectile position for ship cannons and DefGun
   -Changed e_MuzzDefGun, e_MuzzHeavy, and e_MuzzAAgunB (cannon effects) to be much more realistic
+
   -Changed e_MuzzDefGun to be more realistic and created e_MuzzBigGun and e_MuzzBigAAGun to be similar
 
   -Added an extra set of ships and spawn groups
 
   -Added an extra set of ships and spawn groups
 
   -Changed hitpoints from 300 to 200 for Fletcher and Hatsuzuki to match Fletcher2 and Hatsuzuki2
 
   -Changed hitpoints from 300 to 200 for Fletcher and Hatsuzuki to match Fletcher2 and Hatsuzuki2
Line 263: Line 411:
 
   -Added collision mesh for ATrocket and used it to replace AT projectile
 
   -Added collision mesh for ATrocket and used it to replace AT projectile
 
   -Created new bullet model and made bullet projectile visible
 
   -Created new bullet model and made bullet projectile visible
   -Fixed rifle switch-fire bug
+
   -*Fixed rifle switch-fire bug
   -Fixed Aichival prop blur
+
   -*Fixed Aichival prop blur
 
   -Changed Battle of Britain Radar_AA with the same changes as AA_Base
 
   -Changed Battle of Britain Radar_AA with the same changes as AA_Base
 
   -Modified Enterprise propeller model
 
   -Modified Enterprise propeller model
Line 294: Line 442:
 
   -Removed zoom from non-scoped hand weapons
 
   -Removed zoom from non-scoped hand weapons
  
==== r1 [2008-02-01] ====
+
==== Release 1 [2008-02-01] ====
 
   -Added custom icon
 
   -Added custom icon
 
   -Changed reloadtime for Bazooka and Panzershreck
 
   -Changed reloadtime for Bazooka and Panzershreck
Line 393: Line 541:
 
=== Changes by object ===
 
=== Changes by object ===
  
==== Buildings ====
+
==== Debugger ====
 +
These are fixes to errors reported by the debugger which have very little or no noticeable side-effect in the game.
 
  -Release 2
 
  -Release 2
   -Removed 'window fog' for the following objects
+
   -These errors were in the original game
   -afr_house1_ste
+
   -Removed endrem with no associated beginrem in ObjectSpawns.con for Guadalcanal and Liberation of Caen
   -Afrhouse
+
   -Added rem to "** Clouds" located in skyandsun.con for following maps: aberdeen, battle_of_the_bulge, battleaxe, berlin, bocage, coral_sea, el_alamein, gazala, invasion_of_the_philippines, iwo_jima, kharkov, kursk, liberation_of_caen, market_garden, midway, omaha_beach, stalingrad, tobruk, wake
   -Airrep1
+
   -Added rem to "-----------------------------Lower Body----------------------------------" located in animations.rfa/animations/animationstatescrouching.con
  -Barack
+
   -Added space between rem and commented content for 2 instances located in objects.rfa/objects/buildings/common/airrep1/objects.con
  -bunker1
+
   -Removed "ÿþ" located in objects.rfa/objects/effects/e_explbazooka/effects.con
  -Bunker2
+
   -Removed "`" located in objects.rfa/objects/handweapons/bar1918/objects.con
  -Bunker2_des2
+
   -Removed "`" located in objects.rfa/objects/handweapons/dp/objects.con
  -Citymesh1
+
   -Removed "`" located in objects.rfa/objects/handweapons/johnsonlmg/objects.con
  -Citymesh2
+
   -Removed "`" located in objects.rfa/objects/handweapons/type99/objects.con
   -Citymesh4
+
   -Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/move_files/gibb_mroof30_m1/objects.con
   -euwindmill_m1
+
   -Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/move_files/gibb_mroof30_nc_m1/objects.con
   -eu_church
+
   -Added space to "rem***** TRACER ******" located in objects.rfa/objects/stationary_weapons/common/geometries.con
   -eu_lumbermill_m1
+
   -Removed "§§0" located in objects.rfa/objects/vehicles/land/blackmedal/physics.con
   -eu_watermill_m1
+
   -Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/vehicles/land/flak_38/weapons.con (originally removed, unremoved in mod)
   -French_Barn_Lrg_M1
+
   -Removed "§§0" located in objects.rfa/objects/vehicles/land/lynx/physics.con
   -Hospital
+
   -Removed "§§0" located in objects.rfa/objects/vehicles/land/willy/physics.con
   -landrep1_supply
+
   -Added space between rem and commented content in soldierspawns.con and soldierspawntemplates.con for following maps: aberdeen, battle_of_the_bulge, battleaxe, berlin, coral_sea, el_alamein, gazala, guadalcanal, invasion_of_the_philippines, iwo_jima, kharkov, kursk, market_garden, midway, omaha_beach, stalingrad, tobruk, wake
   -lrgfrenchfarm
+
   -Added space between rem and commented content in controlpoints.con for following maps: berlin, kursk, liberation_of_caen, stalingrad
   -o_bunker
+
   -Added space between rem and commented content in objectspawns.con for following maps: aberdeen, battle_of_the_bulge, berlin, guadalcanal, kursk, liberation_of_caen, market_garden, stalingrad
   -Pacificfarm1
+
   -Changed wrem to rem in soldierspawntemplates.con for guadalcanal
   -Pacificfarm2
+
   -Changed `rem to rem in skyandsun.con for battle_of_britain
   -rh_Russian_Barn_main
+
   -Added rem to "*** BOAT WOOD ARMOR ***" located in game.rfa/bf1942/game/damage_system/sg44.con
   -smdh2
+
   -Added rem to "*** BOAT WOOD ARMOR ***" located in game.rfa/bf1942/game/damage_system/dp.con
   -smlfrenchfarm
+
   -Added missing NetworkableInfo for HoHa: HoHaSteeringInfo
   -subhouse_5_m1
 
   -SuburbHouse_1_m1
 
   -SuburbHouse_2_m1
 
   -SuburbHouse_3_m1
 
   -SuburbHouse_4_m1
 
   -Supplyde
 
  
 
+
==== Menu ====
==== Effects ====
 
 
  -Release 2
 
  -Release 2
 +
  -Added background video
 +
  -Added military music
 +
  -Menu: Washington Post (instrumental)
 +
  -Loading: Semper Fidelis (instrumental)
 +
  -Win/Debriefing: Army Song (instrumental)
 +
  -Lose/CampaignLose: Taps (bugle)
 +
  -Modified in-game credits
 +
  -Repositioned game status starting or not started
 +
  -Repositioned spawn point selected or not selected
 +
  -Repositioned time to next spawn
 +
  -Repositioned outside map warning
 +
  -Removed radio buttons
 +
  -Added mod copyright and version to the main menu
 +
 
 +
  lexiconall.dat
 +
  -Added Stunting Grounds and Battleship
 +
  -Changed map names to reflect official battle names
 +
    -Battle of the Bulge
 +
    -English: From BATTLE OF THE BULGE to Battle of the Ardennes
 +
    -German: From SCHLACHT IN DEN ARDENNEN to Unternehmen Wacht am Rhein
 +
    -Berlin
 +
    -English: From BERLIN to Battle of Berlin
 +
    -German: From BERLIN to Schlacht um Berlin
 +
    -Bocage
 +
    -English: From BOCAGE to Battle of Villers-Bocage
 +
    -El Alamein
 +
    -English: From EL ALAMEIN to Second Battle of El Alamein
 +
    -Gazala
 +
    -English: From GAZALA to Battle of Gazala
 +
    -Guadalcanal
 +
    -English: From GUADALCANAL to Guadalcanal Campaign
 +
    -Iwo Jima
 +
    -English: From IWO JIMA to Operation Detachment
 +
    -Kharkov
 +
    -English: From KHARKOV to Donbas and Kharkov operations
 +
    -German: From CHARKOW to Donets Kampagne
 +
    -Kursk
 +
    -English: From KURSK to Battle of Kursk
 +
    -Stalingrad
 +
    -English: From STALINGRAD to Battle of Stalingrad
 +
    -Tobruk
 +
    -English: From TOBRUK to Siege of Tobruk
 +
    -Wake
 +
    -English: From WAKE ISLAND to Battle of Wake Island
 +
    -Coral Sea
 +
    -English: From CORAL SEA to Battle of the Coral Sea
 +
    -Invasion of the Philippines
 +
    -English: From INVASION OF THE PHILIPPINES to Battle of the Philippines
 +
    -Liberation of Caen
 +
    -English: From LIBERATION OF CAEN to Battle for Caen
 +
    -Changed all other map names and languages to capitalized lower case
 +
 +
==== Buildings ====
 +
-Release 2
 +
  -Removed 'window fog' for the following objects:
 +
  afr_house1_ste
 +
  Afrhouse
 +
  Airrep1
 +
  Barack
 +
  bunker1
 +
  Bunker2
 +
  Bunker2_des2
 +
  Citymesh1
 +
  Citymesh2
 +
  Citymesh4
 +
  euwindmill_m1
 +
  eu_church
 +
  eu_lumbermill_m1
 +
  eu_watermill_m1
 +
  French_Barn_Lrg_M1
 +
  Hospital
 +
  landrep1_supply
 +
  lrgfrenchfarm
 +
  o_bunker
 +
  Pacificfarm1
 +
  Pacificfarm2
 +
  rh_Russian_Barn_main
 +
  smdh2
 +
  smlfrenchfarm
 +
  subhouse_5_m1
 +
  SuburbHouse_1_m1
 +
  SuburbHouse_2_m1
 +
  SuburbHouse_3_m1
 +
  SuburbHouse_4_m1
 +
  Supplyde
 +
 +
  AlliedAirplaneAmmo
 +
  -Release 2
 +
    -Changed addAmmoType 9 and 7 from -1 4 0 to -1 0.02 0
 +
 +
  AxisAirplaneAmmo
 +
  -Release 2
 +
    -Changed addAmmoType 9 and 7 from -1 4 0 to -1 0.02 0
 +
 +
 +
==== Effects ====
 +
-Release 2
 +
  -Changed timetolive for e_Decal_Metal, e_Decal_Stone, and e_Decal_Wood (bullet marks) from 1-15 to 300-600 (5-10 minutes)
 +
  -Created e_MuzzBigAAGun and e_MuzzBigGun
 
   -Changed ship engine smoke (e_ExFumePOW) to be more realistic: lasts longer, more intensity which is also affected by speed, tweaked physics, tweaked fade color and size
 
   -Changed ship engine smoke (e_ExFumePOW) to be more realistic: lasts longer, more intensity which is also affected by speed, tweaked physics, tweaked fade color and size
 
   -Changed e_MuzzDefGun, e_MuzzHeavy, and e_MuzzAAgunB (cannon effects) to be much more realistic
 
   -Changed e_MuzzDefGun, e_MuzzHeavy, and e_MuzzAAgunB (cannon effects) to be much more realistic
Line 436: Line 677:
 
==== Hand weapons ====
 
==== Hand weapons ====
 
  -Release 2
 
  -Release 2
 +
  -Removed returnToState Ub_CrouchToStand and added addTransitionWhenDone Ub_StandAim in Ub_CrouchThompson
 +
  -Changed returnToState from Ub_LieThompson to Ub_Lie and setMorphFactor from 0.7 to 7 in Ub_LieThompson
 +
  -Changed returnToState from Ub_StandAimThompson to Ub_StandAim and setMorphFactor from 0.7 to 7 in Ub_StandAimThompson
 +
  -Changed AnimationState Ub_LieThompson with some animations/transitions from stand/crouch to fix iron sights for prone
 
   -Created new bullet model and made bullet projectile visible
 
   -Created new bullet model and made bullet projectile visible
  
Line 446: Line 691:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 1.2/1/0
 
     -Added SetRotation 1.2/1/0
     -Changed soldierZoomPosition from -0.04/0/0 to -0.118/0.04/0
+
     -Changed soldierZoomPosition from -0.04/0/0 to -0.118/0.04/-0.3
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.5 to 1
 
     -Changed zoomFov from 0.5 to 1
Line 457: Line 702:
 
   Bazooka
 
   Bazooka
 
   -Release 2
 
   -Release 2
 +
    -Changed set1pAnimationSpeed Ub_FireBazooka and Ub_LieFireBazooka from 1.00 to 0
 
     -Removed smoke and sound from AT projectile
 
     -Removed smoke and sound from AT projectile
 
     -Added collision mesh for ATrocket and used it to replace AT projectile
 
     -Added collision mesh for ATrocket and used it to replace AT projectile
Line 464: Line 710:
 
     -Changed setCrossHairType from CHTIcon to CHTNone
 
     -Changed setCrossHairType from CHTIcon to CHTNone
 
     -Added SetRotation -3/-1.5/0
 
     -Added SetRotation -3/-1.5/0
     -Changed soldierZoomPosition from -0.05/-0.02/0 to -0.115/0/0
+
     -Changed soldierZoomPosition from -0.05/-0.02/0 to -0.115/0/-0.3
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.5 to 1
 
     -Changed zoomFov from 0.5 to 1
Line 475: Line 721:
  
 
   Binoculars
 
   Binoculars
 +
  -Release 2
 +
    -Increased timeToLive for BinocularsProjectile and BinocularsProjectile2 from 120 to 600
  
 
   Colt
 
   Colt
Line 482: Line 730:
 
     -Changed set1pAnimationSpeed Ub_StandAimColt from 0.1 to 0
 
     -Changed set1pAnimationSpeed Ub_StandAimColt from 0.1 to 0
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
     -Added SetRotation 4/2/0
+
     -Added SetRotation 4.4/2/0
     -Changed soldierZoomPosition from -0.01/-0.01/0.1 to -0.072/0.025/0
+
     -Changed soldierZoomPosition from -0.01/-0.01/0.1 to -0.072/0.025/-0.1
 
     -Changed soldierZoomFov from 0.5 to 1
 
     -Changed soldierZoomFov from 0.5 to 1
 
     -Changed zoomFov from 0.7 to 1
 
     -Changed zoomFov from 0.7 to 1
Line 504: Line 752:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 0.6/0.8/0
 
     -Added SetRotation 0.6/0.8/0
     -Changed soldierZoomPosition from -0.04/0/0 to -0.101/0.06/-0.15
+
     -Changed soldierZoomPosition from -0.04/0/0 to -0.101/0.06/-0.4
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
Line 521: Line 769:
 
   GrenadeAllies
 
   GrenadeAllies
 
   -Release 2
 
   -Release 2
 +
    -Added SetInputFire c_PIAltFire to remove primary fire
 
     -Changed setCrossHairType from CHTIcon to CHTNone
 
     -Changed setCrossHairType from CHTIcon to CHTNone
 
   -Release 1
 
   -Release 1
Line 527: Line 776:
 
   GrenadeAxis
 
   GrenadeAxis
 
   -Release 2
 
   -Release 2
 +
    -Added SetInputFire c_PIAltFire to remove primary fire
 
     -Changed setCrossHairType from CHTIcon to CHTNone
 
     -Changed setCrossHairType from CHTIcon to CHTNone
 
   -Release 1
 
   -Release 1
Line 533: Line 783:
 
   JohnsonLMG
 
   JohnsonLMG
 
   -Release 2
 
   -Release 2
 +
    -Changed envmap from true to false in Johnson_base_m1.rs to fix reflection problem on edges of transparency
 +
    -Modified Johnson_M1.dds with transparency for iron sight
 
     -Added set1pAnimationSpeed Ub_LieJohnsonLmg 0
 
     -Added set1pAnimationSpeed Ub_LieJohnsonLmg 0
 
     -Added set1pAnimationSpeed Ub_CrouchJohnsonLmg 0
 
     -Added set1pAnimationSpeed Ub_CrouchJohnsonLmg 0
Line 539: Line 791:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 3.8/3.8/0
 
     -Added SetRotation 3.8/3.8/0
     -Changed soldierZoomPosition from -0.04/0/0 to -0.11/-0.03/-0.15
+
     -Changed soldierZoomPosition from -0.04/0/0 to -0.11/-0.03/-0.2
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.5 to 1
 
     -Changed zoomFov from 0.5 to 1
Line 602: Line 854:
 
     -Added SetPosition -0.03/0.03/0
 
     -Added SetPosition -0.03/0.03/0
 
     -Added SetRotation 4.2/2.8/0
 
     -Added SetRotation 4.2/2.8/0
     -Changed soldierZoomPosition from -0.04/-0.03/0 to -0.098/-0.025/-0.1
+
     -Changed soldierZoomPosition from -0.04/-0.03/0 to -0.098/-0.025/-0.2
 
     -Changed soldierZoomFov from 0.8 to 1
 
     -Changed soldierZoomFov from 0.8 to 1
 
     -Changed zoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
Line 623: Line 875:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 5/2/0
 
     -Added SetRotation 5/2/0
     -Changed soldierZoomPosition from -0.05/0.02/0.06 to -0.1/0.02/-0.1
+
     -Changed soldierZoomPosition from -0.05/0.02/0.06 to -0.1/0.02/-0.2
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
Line 642: Line 894:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 4/3/0
 
     -Added SetRotation 4/3/0
     -Changed soldierZoomPosition from -0.02/-0.0/-0.08 to -0.075/0.035/-0.1
+
     -Changed soldierZoomPosition from -0.02/-0.0/-0.08 to -0.075/0.035/-0.2
 
     -Changed soldierZoomFov from 0.9 to 1
 
     -Changed soldierZoomFov from 0.9 to 1
 
     -Changed zoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
Line 682: Line 934:
 
   Panzershreck
 
   Panzershreck
 
   -Release 2
 
   -Release 2
 +
    -Changed set1pAnimationSpeed Ub_FirePanzershreck and Ub_LieFirePanzershreck from 1.00 to 0
 
     -Removed smoke and sound from AT projectile
 
     -Removed smoke and sound from AT projectile
 
     -Added collision mesh for ATrocket and used it to replace AT projectile
 
     -Added collision mesh for ATrocket and used it to replace AT projectile
Line 689: Line 942:
 
     -Changed setCrossHairType from CHTIcon to CHTNone
 
     -Changed setCrossHairType from CHTIcon to CHTNone
 
     -Added SetRotation -3/1/0
 
     -Added SetRotation -3/1/0
     -Changed soldierZoomPosition from -0.05/-0.02/0 to -0.072/0/0
+
     -Changed soldierZoomPosition from -0.05/-0.02/0 to -0.072/0/-0.4
 
     -Changed soldierZoomFov from 0.6 to 0.7
 
     -Changed soldierZoomFov from 0.6 to 0.7
 
     -Changed zoomFov from 0.5 to 1
 
     -Changed zoomFov from 0.5 to 1
Line 712: Line 965:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 2.4/2.4/0
 
     -Added SetRotation 2.4/2.4/0
     -Changed soldierZoomPosition from -0.04/-0.01/0 to -0.082/0/-0.1
+
     -Changed soldierZoomPosition from -0.04/-0.01/0 to -0.082/0/-0.2
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.5 to 1
 
     -Changed zoomFov from 0.5 to 1
Line 729: Line 982:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 0.31/1.6/0
 
     -Added SetRotation 0.31/1.6/0
     -Changed soldierZoomPosition from -0.05/-0.01/0.08 to -0.072/0.044/-0.1
+
     -Changed soldierZoomPosition from -0.05/-0.01/0.08 to -0.072/0.044/-0.2
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.5 to 1
 
     -Changed zoomFov from 0.5 to 1
Line 747: Line 1,000:
 
     -Added SetPosition -0.03/0.03/0
 
     -Added SetPosition -0.03/0.03/0
 
     -Added SetRotation 4.25/2.2/0
 
     -Added SetRotation 4.25/2.2/0
     -Changed soldierZoomPosition from -0.04/-0.03/0 to -0.099/-0.028/-0.1
+
     -Changed soldierZoomPosition from -0.04/-0.03/0 to -0.099/-0.028/-0.2
 
     -Changed soldierZoomFov from 0.8 to 1
 
     -Changed soldierZoomFov from 0.8 to 1
 
     -Changed zoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
Line 764: Line 1,017:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 1.25/4.4/0
 
     -Added SetRotation 1.25/4.4/0
     -Changed soldierZoomPosition from -0.05/0.02/0.06 to -0.072/0.055/-0.1
+
     -Changed soldierZoomPosition from -0.05/0.02/0.06 to -0.072/0.055/-0.2
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed soldierZoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
 
     -Changed zoomFov from 0.6 to 1
Line 781: Line 1,034:
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Changed setCrossHairType from CHTCrossHair to CHTNone
 
     -Added SetRotation 4.5/3.5/0
 
     -Added SetRotation 4.5/3.5/0
     -Changed soldierZoomPosition from -0.01/-0.01/0.1 to -0.075/0.028/0
+
     -Changed soldierZoomPosition from -0.01/-0.01/0.1 to -0.075/0.028/-0.1
 
     -Changed soldierZoomFov from 0.5 to 1
 
     -Changed soldierZoomFov from 0.5 to 1
 
     -Changed zoomFov from 0.7 to 1
 
     -Changed zoomFov from 0.7 to 1
Line 835: Line 1,088:
  
 
   Stationary_Browning
 
   Stationary_Browning
 +
  -Release 2
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone
 
   -Release 1
 
   -Release 1
 
     -Changed muzzle velocity from 1000 to 805
 
     -Changed muzzle velocity from 1000 to 805
  
 
   Stationary_MG42
 
   Stationary_MG42
 +
  -Release 2
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone
 
   -Release 1
 
   -Release 1
 
     -Changed muzzle velocity from 1000 to 755
 
     -Changed muzzle velocity from 1000 to 755
Line 868: Line 1,125:
 
   AichiVal
 
   AichiVal
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Added Reloadtime 30 for bombs
 +
    -Added AutoReload 1 for bombs
 +
    -Changed numOfMag from 1 to 2 for bombs to fix dummybomb not reappearing when reloaded
 +
    -Changed setCrossHairType from CHTIcon to CHTNone for rear gun
 
     -Modeled prop blur using spinner from Aichival and blur from Zero
 
     -Modeled prop blur using spinner from Aichival and blur from Zero
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
Line 883: Line 1,145:
 
   AichiVal-T
 
   AichiVal-T
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed roundOfFire for torpedo from 0.1 to 0.067
 +
    -Changed Reloadtime from 10 to 30 for torpedo
 +
    -Changed setCrossHairType from CHTIcon to CHTNone for rear gun
 
     -Modeled prop blur using spinner from Aichival and blur from Zero
 
     -Modeled prop blur using spinner from Aichival and blur from Zero
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
Line 895: Line 1,161:
  
 
   B-17
 
   B-17
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 4 to 0
 +
    -Changed Reloadtime from 15 to 30 for B17 bombs
 +
    -Changed setCrossHairType from CHTIcon to CHTNone for guns
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 2 to 600
 
     -Changed projectile timetolive from 2 to 600
Line 904: Line 1,174:
 
   Bf109
 
   Bf109
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed roundOfFire for bomb from 0.2 to 0.067
 +
    -Added Reloadtime 30 for bombs
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Removed crosshair for primary position
 
     -Removed crosshair for primary position
Line 919: Line 1,192:
 
   Corsair
 
   Corsair
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed roundOfFire for bomb from 0.2 to 0.067
 +
    -Added Reloadtime 30 for bombs
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Removed crosshair for primary position
 
     -Removed crosshair for primary position
Line 932: Line 1,208:
 
   Ilyushin
 
   Ilyushin
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed Reloadtime from 0.3 to 30 for bombs
 +
    -Added AutoReload 1 for bombs
 +
    -Changed numOfMag from 1 to 2 for bombs to fix bombdummy not reappearing when reloaded
 
     -Removed crosshair for secondary (gunner) position
 
     -Removed crosshair for secondary (gunner) position
 
     -Removed crosshair for primary position
 
     -Removed crosshair for primary position
Line 950: Line 1,230:
 
   Mustang
 
   Mustang
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Added Reloadtime 30 for bombs
 +
    -Changed numOfMag from 1 to 2 for bombs to fix bombdummy not reappearing when reloaded
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Removed crosshair for primary position
 
     -Removed crosshair for primary position
Line 967: Line 1,250:
 
   SBD
 
   SBD
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed Reloadtime from 0.3 to 30 for bombs
 +
    -Added AutoReload 1 for bombs
 +
    -Changed numOfMag from 1 to 2 for bombs to fix bombdummy not reappearing when reloaded
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Removed crosshair for secondary (gunner) position
 
     -Removed crosshair for secondary (gunner) position
Line 986: Line 1,273:
 
   SBD-T
 
   SBD-T
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed roundOfFire for torpedo from 0.1 to 0.067
 +
    -Changed Reloadtime from 10 to 30 for torpedo
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Removed crosshair for secondary (gunner) position
 
     -Removed crosshair for secondary (gunner) position
Line 1,003: Line 1,293:
 
   Spitfire
 
   Spitfire
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed roundOfFire for bomb from 0.2 to 0.067
 +
    -Added Reloadtime 30 for bombs
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Removed crosshair for primary position
 
     -Removed crosshair for primary position
Line 1,016: Line 1,309:
 
   Stuka
 
   Stuka
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Added Reloadtime 30 for bombs
 +
    -Added AutoReload 1 for bombs
 +
    -Changed numOfMag from 1 to 2 for bombs to fix bombdummy not reappearing when reloaded
 +
    -Changed setCrossHairType from CHTIcon to CHTNone for rear gun
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Removed crosshair for primary position
 
     -Removed crosshair for primary position
Line 1,031: Line 1,329:
 
   Yak9
 
   Yak9
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed roundOfFire for bomb from 0.2 to 0.067
 +
    -Added Reloadtime 30 for bombs
 
     -Removed crosshair for primary position
 
     -Removed crosshair for primary position
 
   -Release 1
 
   -Release 1
Line 1,044: Line 1,345:
 
   Zero
 
   Zero
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed roundOfFire for bomb from 0.2 to 0.067
 +
    -Added Reloadtime 30 for bombs
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
 
     -Removed crosshair for primary position
 
     -Removed crosshair for primary position
Line 1,064: Line 1,368:
 
   AA_Allies
 
   AA_Allies
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 
     -Changed SoldierExitLocation from 1/0/-1.5 to 1/0.2/-1.5
 
     -Changed SoldierExitLocation from 1/0/-1.5 to 1/0.2/-1.5
 
   -Release 1
 
   -Release 1
Line 1,080: Line 1,385:
  
 
   BlackMedal
 
   BlackMedal
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 
   -Release 1
 
   -Release 1
 
     -Added timeToStartFadeAfterDeath 570
 
     -Added timeToStartFadeAfterDeath 570
Line 1,088: Line 1,395:
  
 
   Chi-ha
 
   Chi-ha
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for both positions
 
   -Release 1
 
   -Release 1
 
     -Changed projectile gravitymodifier from 0.5 to 1
 
     -Changed projectile gravitymodifier from 0.5 to 1
Line 1,103: Line 1,413:
 
   Defgun
 
   Defgun
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1 to 0
 +
    -Changed setCrossHairType from CHTIcon to CHTNone
 
     -Changed effect and projectile positions
 
     -Changed effect and projectile positions
 
   -Release 1
 
   -Release 1
Line 1,121: Line 1,433:
  
 
   Hanomag
 
   Hanomag
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
 
   -Release 1
 
   -Release 1
 
     -Added timeToStartFadeAfterDeath 570
 
     -Added timeToStartFadeAfterDeath 570
Line 1,128: Line 1,443:
  
 
   Ho-Ha
 
   Ho-Ha
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for guns
 
   -Release 1
 
   -Release 1
 
     -Added timeToStartFadeAfterDeath 570
 
     -Added timeToStartFadeAfterDeath 570
Line 1,135: Line 1,453:
  
 
   Katyusha
 
   Katyusha
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1 to 0
 +
    -Changed numOfMag from 1 to 2 to fix rockets not reappearing when reloaded
 +
    -Changed setCrossHairType from CHTIcon to CHTNone for rockets
 
   -Release 1
 
   -Release 1
 
     -Added timeToStartFadeAfterDeath 570
 
     -Added timeToStartFadeAfterDeath 570
Line 1,157: Line 1,479:
  
 
   KettenKrad
 
   KettenKrad
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
 
   -Release 1
 
   -Release 1
 
     -Added timeToStartFadeAfterDeath 570
 
     -Added timeToStartFadeAfterDeath 570
Line 1,165: Line 1,490:
 
   Kubelwagen
 
   Kubelwagen
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 
     -Removed lower-body passenger animation, which enables upper-body movement
 
     -Removed lower-body passenger animation, which enables upper-body movement
 
     -Added back seat passenger positions
 
     -Added back seat passenger positions
Line 1,176: Line 1,502:
  
 
   Lynx
 
   Lynx
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 
   -Release 1
 
   -Release 1
 
     -Added timeToStartFadeAfterDeath 570
 
     -Added timeToStartFadeAfterDeath 570
Line 1,184: Line 1,512:
  
 
   M10
 
   M10
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 10 to 600
 
     -Changed projectile timetolive from 10 to 600
Line 1,196: Line 1,527:
  
 
   M3A1
 
   M3A1
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
 
   -Release 1
 
   -Release 1
 
     -Added timeToStartFadeAfterDeath 570
 
     -Added timeToStartFadeAfterDeath 570
Line 1,203: Line 1,537:
  
 
   PanzerIV
 
   PanzerIV
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for both positions
 
   -Release 1
 
   -Release 1
 
     -Changed projectile gravitymodifier from 0.5 to 1
 
     -Changed projectile gravitymodifier from 0.5 to 1
Line 1,215: Line 1,552:
  
 
   Priest
 
   Priest
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 +
    -Changed setCrossHairType from CHTIcon to CHTNone for gun
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 10 to 600
 
     -Changed projectile timetolive from 10 to 600
Line 1,228: Line 1,568:
  
 
   Sexton
 
   Sexton
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 +
    -Changed setCrossHairType from CHTIcon to CHTNone
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 10 to 600
 
     -Changed projectile timetolive from 10 to 600
Line 1,243: Line 1,586:
  
 
   Sherman
 
   Sherman
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for both positions
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 10 to 600
 
     -Changed projectile timetolive from 10 to 600
Line 1,255: Line 1,601:
  
 
   T34
 
   T34
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 10 to 600
 
     -Changed projectile timetolive from 10 to 600
Line 1,268: Line 1,617:
  
 
   T34-85
 
   T34-85
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for both positions
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 10 to 600
 
     -Changed projectile timetolive from 10 to 600
Line 1,282: Line 1,634:
  
 
   Tiger
 
   Tiger
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 10 to 600
 
     -Changed projectile timetolive from 10 to 600
Line 1,294: Line 1,649:
  
 
   Wespe
 
   Wespe
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 +
    -Changed setCrossHairType from CHTIcon to CHTNone for gun
 
   -Release 1
 
   -Release 1
 
     -Changed projectile timetolive from 10 to 600
 
     -Changed projectile timetolive from 10 to 600
Line 1,308: Line 1,666:
 
   Willy
 
   Willy
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 
     -Removed lower-body passenger animation, which enables upper-body movement
 
     -Removed lower-body passenger animation, which enables upper-body movement
 
     -Added back seat passenger positions
 
     -Added back seat passenger positions
Line 1,343: Line 1,702:
 
   Daihatsu
 
   Daihatsu
 
   -Release 2
 
   -Release 2
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
 
     -Replaced fixed rudder with movable rudder
 
     -Replaced fixed rudder with movable rudder
 
     -Changed propeller position from 0/-1.1/-5.999 to 0/-1.2/-6
 
     -Changed propeller position from 0/-1.1/-5.999 to 0/-1.2/-6
Line 1,356: Line 1,716:
 
   Elco 80
 
   Elco 80
 
   -Release 2
 
   -Release 2
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
 
     -Replaced fixed rudder with movable rudder
 
     -Replaced fixed rudder with movable rudder
 
     -Replaced fixed propeller with throttle-controlled propeller
 
     -Replaced fixed propeller with throttle-controlled propeller
Line 1,393: Line 1,754:
 
   Enterprise
 
   Enterprise
 
   -Release 2
 
   -Release 2
     -Added e_ExFumePOW armoreffect x3
+
    -Changed EnterpriseAirplaneSupplyDepot addAmmoType 9 from -1 2 0 to -1 0.02 0
 +
     -Added e_ExFumePOW armoreffect for three exhaust locations
 
     -Modified Enterprise propeller model to swap texture from inside to outside
 
     -Modified Enterprise propeller model to swap texture from inside to outside
 
     -Replaced fixed rudder with movable rudder
 
     -Replaced fixed rudder with movable rudder
Line 1,406: Line 1,768:
 
   Fletcher
 
   Fletcher
 
   -Release 2
 
   -Release 2
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for machine guns
 
     -Moved cannon geometry from Objects.con to Weapons.con
 
     -Moved cannon geometry from Objects.con to Weapons.con
 
     -Added RecoilSize 10 and RecoilSpeed 10 for cannons
 
     -Added RecoilSize 10 and RecoilSpeed 10 for cannons
Line 1,431: Line 1,794:
 
   Gato
 
   Gato
 
   -Release 2
 
   -Release 2
 +
    -Added submarine HUD for AA gun to restrict exiting the sub while underwater and to limit use of the AA gun underwater
 +
    -Changed AA gun from AA_Allies to Gato_AA (uses Carrier_AA_Base template)
 +
    -Fixed torpedoes exploding when launched while turning by repositioning them further on the Z plane
 
     -Added movable rudder
 
     -Added movable rudder
 
     -Added throttle-controlled propellers (modified propeller models to center on axis)
 
     -Added throttle-controlled propellers (modified propeller models to center on axis)
Line 1,453: Line 1,819:
 
   Hatsuzuki
 
   Hatsuzuki
 
   -Release 2
 
   -Release 2
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for machine guns
 
     -Enabled collision physics for cannons
 
     -Enabled collision physics for cannons
 
     -Added RecoilSize 10 and RecoilSpeed 10 for cannons
 
     -Added RecoilSize 10 and RecoilSpeed 10 for cannons
Line 1,479: Line 1,846:
 
   Lcvp
 
   Lcvp
 
   -Release 2
 
   -Release 2
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
 
     -Replaced fixed rudder with movable rudder
 
     -Replaced fixed rudder with movable rudder
 
     -Replaced fixed propeller with throttle-controlled propeller
 
     -Replaced fixed propeller with throttle-controlled propeller
Line 1,494: Line 1,862:
 
     -Added RecoilSize 10 and RecoilSpeed 10 for AA
 
     -Added RecoilSize 10 and RecoilSpeed 10 for AA
 
     -Changed e_ExFumePOW height from 34 to 32 and moved it forward from 3 to 4 (front stack)
 
     -Changed e_ExFumePOW height from 34 to 32 and moved it forward from 3 to 4 (front stack)
     -Changed main cannons to use e_MuzzHeavy instead of e_MuzzDefGun
+
    -Changed AA cannons to use e_MuzzBigAAGun instead of e_MuzzAAgunB
 +
     -Changed main cannons to use e_MuzzBigGun instead of e_MuzzDefGun
 
     -Added SetAsynchronyFire 1 and adjusted roundOfFire from 0.033 to 0.133 for main cannons and 0.13 to 0.27 for AA
 
     -Added SetAsynchronyFire 1 and adjusted roundOfFire from 0.033 to 0.133 for main cannons and 0.13 to 0.27 for AA
     -Changed effect and projectile positions for cannons/AA
+
     -Changed effect and projectile positions for cannons and AA
 
     -Replaced fixed rudder with movable rudder (modified hull model to remove fixed rudder)
 
     -Replaced fixed rudder with movable rudder (modified hull model to remove fixed rudder)
 
     -Added axles
 
     -Added axles
Line 1,526: Line 1,895:
 
   Shokaku
 
   Shokaku
 
   -Release 2
 
   -Release 2
 +
    -Changed ShokakuAirplaneSupplyDepot addAmmoType 7 from -1 2 0 to -1 0.02 0
 
     -Changed first e_ExFumePOW addarmoreffect from 500 to 600
 
     -Changed first e_ExFumePOW addarmoreffect from 500 to 600
 
     -Changed e_ExFumePOW height from 10 to 9 and moved it left from 21 (back) and 22 (front) to 18
 
     -Changed e_ExFumePOW height from 10 to 9 and moved it left from 21 (back) and 22 (front) to 18
Line 1,539: Line 1,909:
 
   Sub7C
 
   Sub7C
 
   -Release 2
 
   -Release 2
 +
    -Added submarine HUD for AA gun to restrict exiting the sub while underwater and to limit use of the AA gun underwater
 +
    -Changed AA gun from AA_Allies to Sub7C_AA (uses Carrier_AA_Base template)
 
     -Added movable control surfaces (rudder + front and back elevators)
 
     -Added movable control surfaces (rudder + front and back elevators)
 
     -Added throttle-controlled propellers
 
     -Added throttle-controlled propellers
Line 1,562: Line 1,934:
 
   Type 38
 
   Type 38
 
   -Release 2
 
   -Release 2
 +
    -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
 
     -Replaced fixed rudder with movable rudder
 
     -Replaced fixed rudder with movable rudder
 
     -Replaced fixed propellers with throttle-controlled propellers
 
     -Replaced fixed propellers with throttle-controlled propellers
Line 1,603: Line 1,976:
 
     -Added RecoilSize 10 and RecoilSpeed 10 for AA
 
     -Added RecoilSize 10 and RecoilSpeed 10 for AA
 
     -Changed first e_ExFumePOW addarmoreffect from 400 to 600
 
     -Changed first e_ExFumePOW addarmoreffect from 400 to 600
-Changed e_ExFumePOW height from 35 to 30 and moved it forward from -25 to -23
+
    -Changed e_ExFumePOW height from 35 to 30 and moved it forward from -25 to -23
     -Changed main cannons to use e_MuzzHeavy instead of e_MuzzDefGun
+
    -Changed AA cannons to use e_MuzzBigAAGun instead of e_MuzzAAgunB
 +
     -Changed main cannons to use e_MuzzBigGun instead of e_MuzzDefGun
 
     -Added SetAsynchronyFire 1 and adjusted roundOfFire from 0.1 to 0.3 for medium cannons, 0.029 to 0.086 for large cannons, and 0.18 to 0.36 for AA
 
     -Added SetAsynchronyFire 1 and adjusted roundOfFire from 0.1 to 0.3 for medium cannons, 0.029 to 0.086 for large cannons, and 0.18 to 0.36 for AA
     -Changed effect and projectile positions for cannons/AA
+
     -Changed effect and projectile positions for cannons and AA
 
     -Replaced fixed rudder with movable rudder (hull model modified to remove fixed rudder and create indepentent rudder)
 
     -Replaced fixed rudder with movable rudder (hull model modified to remove fixed rudder and create indepentent rudder)
 
     -Added throttle-controlled propellers
 
     -Added throttle-controlled propellers
Line 1,642: Line 2,016:
 
     -Changed propeller position from 0/-0.697/-0.033 to 0/-0.62/-0.033
 
     -Changed propeller position from 0/-0.697/-0.033 to 0/-0.62/-0.033
 
     -Replaced fixed propeller with throttle-controlled propeller
 
     -Replaced fixed propeller with throttle-controlled propeller
 +
 +
  M3A1_Britain
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
 +
  M3A1_Caen
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
  
 
   Ju88A
 
   Ju88A
 +
  -Release 2 Patch 1
 +
    -Changed setCrossHairType from CHTIcon to CHTNone for gun positions
 
   -Release 2
 
   -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 4 to 0
 +
    -Changed Reloadtime from 10 to 30 for bombs
 
     -Changed projectile gravitymodifier from 0 to 1
 
     -Changed projectile gravitymodifier from 0 to 1
 
     -Changed projectile timetolive from 2 to 600
 
     -Changed projectile timetolive from 2 to 600
 
     -Changed main wheels from RollGripWhenOccupied to RollGrip
 
     -Changed main wheels from RollGripWhenOccupied to RollGrip
     -Removed crosshair for primary position
+
     -Changed setCrossHairType from CHTIcon to CHTNone for primary position
 
     -Added visible bombs and repositioned them
 
     -Added visible bombs and repositioned them
 
     -Changed bomb ammunition from 36 (6x6) to 10
 
     -Changed bomb ammunition from 36 (6x6) to 10
Line 1,654: Line 2,040:
  
 
   Pak40
 
   Pak40
 +
  -Release 2 Patch 1
 +
    -Changed setCrossHairType from CHTIcon to CHTNone
 
   -Release 2
 
   -Release 2
 
     -Changed traverse limits from -26/26 to -32.5/32.5
 
     -Changed traverse limits from -26/26 to -32.5/32.5
Line 1,666: Line 2,054:
 
     -Changed rate of fire from 3 to 2
 
     -Changed rate of fire from 3 to 2
 
     -Changed muzzle velocity from 300 to 881
 
     -Changed muzzle velocity from 300 to 881
 +
 +
  RadarTower
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 +
 +
  Sherman_Caen
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 1.5 to 0
 +
 +
  West_Harwick_RadarTower
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 +
 +
  Willy_Britain
 +
  -Release 2
 +
    -Changed hpLostWhileCriticalDamage from 2 to 0
 +
 +
[[Category:Battlefield 1942]]

Latest revision as of 01:58, 9 January 2010

External Links

Download links can be found at these sites.

ReadMe content

About

WWII Reality - A reality mod for Battlefield 1942, created by Pilot_51 of X-Clan.

This mod started with some ideas over a few weeks. As I was working on my naval map, Battleship, and trying to modify vehicles to be visible at a greater distance and adding full support for multiple ships of the same type, I discovered that while the file structure of a map is very similar to that of a mod, the network code didn't support that level of modification. To do what I wanted to do I literally needed to include all the original ships in their entirety with the map and make the modifications there. That would've been a waste of time and effort for one map, so I decided it would be best if I did that with a mod instead and just added support for my map to the mod.

About the time I started getting serious for doing this mod, I was also thinking of making another map considerably larger than the "large" size that Battlecraft creates. The map as I imagined it would've been focused heavily on dogfighting to make use of that extra space. Anyway, long story short, I asked my clan what they wanted me to do first (that map or this mod) and it came down to this mod.

During early development, there was much research involved and I learned many things about WWII weapons and vehicles and the inner workings of BF1942. A year before I started I didn't expect that I would get to know so much about modding. There are some popular mods that similarly improve the realism of BF1942, but they've left out a number of the things that I've done to make it look and feel more realistic. I'm not saying that this mod is better than those mods, I'm just saying that I've had a different focus on how to make it realistic. Due to my experience, my focus is more on the coding than the customized models and effects, which I've found to be a very enjoyable and rewarding experience.


Installation

Simply extract the wwiireality folder to your 'C:\Program Files\EA Games\Battlefield 1942\mods' directory (this is the default directory, change as necessary).

If the folder already exists and you want to keep it, back it up before installing the mod. Changing the filename of the folder will usually cause BF1942 not to start. If you do not know how to extract the files, please do not contact me, look for other sources of information such as the help documents for your operating system or the archiver you use or try searching online with a search engine like Google.


Recommended settings

This mod does not override settings that can be configured with the Black Bag Operations Server Manager. To live up to the intended purpose of this mod, here are the recommended server settings:

  • Disable External Camera Views
  • Disable Freelook Camera View
  • Disable Death Camera to Show Killer
  • Disable Nose Camera View in Aircraft
  • Disable Hit Indication
  • Disable Crosshair Centerpoint
  • Set Nametag Distance (both normal and aiming) to 0
  • Set Friendly Fire and Splash Damage to 100%
  • Set Kickback to 0%
  • Set Gravity in BFSM to -10 or physics.gravity in ServerSettings.con to -9.81 (more realistic object physics, but soldier jumping is weird)

Voice chat is recommended for players. Here are some suggestions to make the voice chat more realistic, but depending on the voice chat program or how you want players to interact, you might not use some of these.

  • Separate teams into subchannels under the server channel
  • Separate squads into subchannels under the team channels
  • Use fading positional audio so the voice of other players sounds like they're talking from their character and fades as they get further, this can replace or work along with the above suggestions if implemented correctly
  • Allow cross-communication between squad/team leaders via PTT 'radio'

Personally, I recommend Mumble for voice chat, which can do everything suggested here.


Legal stuff

Please do not claim this mod as your own or try making money from it. You may modify it and give it out as long as you mention me as the creator (i.e. 'Created by: Pilot_51/modified by: you') and I suggest you keep this information file with it. I ask that you notify me if you want to use this mod for any project including distribution of the original or research/ideas for another mod. As long as you follow these simple rules, I encourage the modification, distribution, and use of my mod.

I am not responsible if this mod causes problems with your game or computer. I have tested it to work without causing problems outside the mod itself. In most cases, if it causes problems or simply doesn't work, it's because it was installed incorrectly. The instructions in the Readme should be very clear and I'm not sure how much clearer I could make it (some people have still had problems understanding it), so if you're having trouble ask someone who has installed BF1942 mods before.


Things to contact me about

Contact me with bug reports, suggestions, questions, or comments (basically anything to do with my mod, big or small) with any of the communication mediums listed below. Don't forget to mention the version of the mod you have. If you include your nickname with the bug report or suggestion and I use it, I'll add you to the credits below. The credits are in alphabetical order and I will update any names that I find have changed. It's possible that I missed a few, so if you're not in the credits and you've contacted me with a suggestion or bug report that I used, please let me know and I'll add you to the credits.


Websites & contact info

Website: http://pilot51.com
Forums: http://forums.pilot51.com
Mod wiki page: http://pilot51.com/wiki/WWII_Reality_%28BF1942_mod%29
Mod forum thread: http://forums.pilot51.com/viewtopic.php?t=99
Mod profile on ModDB: http://www.moddb.com/mods/10299/wwii-reality
X-Clan website: http://freewebs.com/bfxclan
X-Clan forums: http://xclan.info

Email: pilota51 (at) gmail (dot) com
MSN: areapilot51 (at) hotmail (dot) com
ICQ: 85196460
AIM: P51pub
Yahoo: Pilot_A51
Xfire: pilot51
Skype: pilot_51
Twitter: Pilot_51
Mumble: voice.pilot51.com


Credits

Creator:

 Pilot_51-(X)

Contributions:

 Andrewvio [r2p1 iron sight lag fix]
 HotShots-(X) [r1 installer and icon]
 Jason9811 [r2 logo/icon]

Suggestions:

 JJ-(X)

Bug reports:

 JJ-(X)

Pre-release testers:

 Captain-(X)
 Elias-(X)
 Hotshots-(X)
 Jason9811
 JJ-(X)
 Major Lee(X)
 Mark-(X)
 maxkill-(X)
 (HFS)natteman(NL)-(X)
 Nixxorzz-(X)
 Rubynator-(X)
 Snipes12

Music:

 bands.army.mil/music [Army Song, Taps]
 JJ-(X) (original source unknown) [Semper Fidelis, Washington Post]

WWII resources:

 CombatSim.com
 CV6.org
 Geocities.com/herrvermylen
 Lexpev.nl
 MilitaryFactory.com
 NavSource.org
 NavWeaps.com
 Strictly-GI.com
 The-Blueprints.com
 Uboat.net
 WarshipsWW2.eu
 Wikipedia.org
 And probably several others I missed

Modding resources:

 battlefieldsingleplayer.planetbattlefield.gamespy.com
 mdt.planetbattlefield.gamespy.com

Tools used:

 Avidemux v2.4.3
 gmax v1.2 with MDT Battlefield Tools
 LexTxt v1.0
 MDT Mod Installer Creator
 winRFA v2.05

Special thanks:

 Members of X-Clan

And much thanks to you and everyone else for playing my mod!


Suggestions

If you have any suggestions, post them in the Talk (discussion) page and I'll most likely list them here. Credit isn't given in the main credits until at least one suggestion from the person is implemented.

-Fish [suggested by JJ-(X)]
-Add more planes (about 10) to the carrier decks [suggested by rome8800]
-Make ships sink slower [suggested by JJ-(X)]
-Explosive fuel drums [suggested by JJ-(X), modified Forgotten Hope code provided by RussianComrade]
-Weather [suggested by Jason9811, modified Forgotten Hope code provided by RussianComrade]
-Make explosions (such as grenades) and blasted soldier animations more realistic [suggested by JohannesdeN]
-Parachutes only work for players with an aviator/pilot or airborne/paratrooper class [suggested by JJ-(X)]
-Bayonets [suggested by JJ-(X)]
-Third-person soldier brings weapon up to face when aiming through ironsight/scope [suggested by JJ-(X)]
-Range-limited ExpPack detonator [suggested by JJ-(X)]
-Flamethrower [suggested by Rubynator-(X)]
-Limit ammobox supply [suggested by JJ-(X)]
-Ammo boxes for individual ammo types [suggested by Jason9811]
-Drawing with knives [suggested by Animemax-(X)]
-Tanks fitted with dozer [suggested by |SAS|Pfc.Tippy_1stPLT]
-Limit number of times a particular class can spawn, maybe changing dynamically according to condition of battle [suggested by exdeath]
-Let planes land on water if they are going slow, and die if they go too fast (if possible) [suggested by  Devildog-(X)]
-Increase the bomb damage and splash from the bomb. [suggested by  Devildog-(X)] "in wwii, divebombers could make a tiger tank cartwheel through the air by placing a bomb right infront of it."

The following suggestions have already been implemented:

-Underwater mines [suggested by JJ-(X)]


Changes

Note: Generally, to-do is in order of newest on bottom and change history is in order of newest on top. * = Problem existed in original game (patch 1.61b)

To-do

Completed: C = to-do item, V = vehicles, A = aircraft, L = land vehicles, S = ships, H = hand weapons, T = stationary weapons, lower case = partially completed

Release 2 Patch 1 (r2patch1)

 -Fix weapon animation lag when using iron sights and walking [reported by an emailer wishing to remain anonymous]
 -Fix iron sights not aligning [reported by kiddi1000]
 -Fix slow iron sights when frame rate is slow, cause is definitely in animations.rfa [reported by Andrewvio]
 -Remove crosshairs for Pak40 and Ju88A
 -Replace serverinfo.dds and wwiireality.ico with new logo and maybe add a logo intro video
 -Reduce corpse lifetime from 10 to 5 minutes

Next release (r3)

These changes are planned for the next release, many probably won't make it in the final release and some new ones might be added. Fully completed items are removed and can be found in the Change history.
Release 3 will focus primarily on collision, damage, and motion.

 -Adjust vehicles for more accurate strengths and weaknesses
 -Modify weapon overheat speed (research)
 -Make ships sink slower [suggested by JJ-(X)]
 -Modify vehicle damage, especially water damage
 -Re-arrange class weapons (research)
 -Destructible buildings
 -Collision physics for all objects as necessary (e.g. turrets)
 -Improve vehicle explosions and damage while disabled
 -Harmful backblast/flames
 -Add bounding boxes to all objects that have complex collision meshes
 -Modify collision materials (e.g. so projectiles can collide into each other)
 -Back-seat gun for Willy, maybe create a separate vehicle
 -Improve landmine detonation trigger
 -Make explosions (such as grenades) and exploded soldier animations more realistic [suggested by JohannesdeN]
 -Projectile momentum [suggested by JJ-(X)]
 -Remove ability to switch positions using number keys on ships
 -Limit ammo for stationary weapons (research for a good median)
 -Add or remove tracers where necessary (research)
 -*Modify Spitfire model to accommodate dynamic flaps
 -View ports in vehicles (and any other holes) pass bullets through and players inside are vulnerable
 -Remove reverse from planes, add manual wheel brakes, and find a way to roll back
 -Inspect and adjust range of motion for cameras
 -Allow bullets of a certain type and speed to pass through (limited) certain objects (e.g. sniper bullet passes through a head) (ObjectTemplate.AddToCollisionGroup)
 -Limit ammobox supply (ObjectTemplate.AddAmmoType) [suggested by JJ-(X)]
 -Modify effects for Katyusha rockets
 -Add ability to duck in vehicle hatches
 -Adjust positions of first person soldier to match with new gun positions
 -*Fix first person stance transition and jump animations
 -*Fix grenades to appear to come from the hand rather than some distance in front, without the negative side-effect of the grenade also staying in the hand (likely needs animations modified)
 -Add/tweak deviation for projectiles
 -Fix single aircraft bomb/torpedo reappearing when empty
 -Kit remains as long as body [suggested by JJ-(X)]
 -Fix collision problems such as falling through ship decks [reported by JJ-(X)]
 -Switch grenade secondary fire to primary fire or consider re-enabling primary fire
 -Use Ub_Stand with Ub_StandAim as iron sights
 -Intro movie: mimic scenes from BF1942 intro
 -Direction of fire never recenters after recoil/reload (prevent snipers from shooting the same spot twice while only using scope for first shot)
 -Tanks fitted with dozer [suggested by |SAS|Pfc.Tippy_1stPLT]
 -Reduce performance impact caused by excessive dynamic objects (wreckage/corpses)
 -Ju88A bombs need repositioned to avoid premature detonation against aircraft [reported by Andrewvio]
 -Increase time to throw or detonate TNT or mines
 -Vehicle corpses completely stop moving (no bouncing or shaking) to reduce lag
 -Add scopes to cannons as necessary
 -Recheck Zero armament
 -Small amount of health taken away when running full into wall [suggested by zavaboy-(X)]

Multi-release

These changes are being made over the course of two or more releases.

V      -Increase LOD distances on all objects and effects
AlSh   -Modify reload times as necessary, especially on vehicles (research)
AlS    -Modify ammunition capacities as necessary, especially on vehicles (research)
AlSHT  -Modify projectile velocity (research) [velocity is in meters per second]
VHT    -Increase TimeToLive on all dynamic objects (some projectiles/explosives might need research)
AS     -Make visible weapons operational: some aircraft, ships, and tanks
V      -Adjust mass of objects, especially vehicles and projectiles (research) [mass is in kilograms]
ls     -Add or remove recoil force where necessary (e.g. cannons cause ship to move) [fireingForce]
lsT    -Adjust range of motion for mounted weapons
a      -Make flaps and/or speed brakes operational on aircraft
h      -Make projectiles inherit directional speed of originating weapon
       -Fix objects known to "pop into view": defgun bunker, ammo box, flags, trees, watch tower, medic locker, some buildings, smoke, bombs
       -Remove unrealistic/unimportant HUD elements

Likely changes

I believe these are likely possible and they qualify for this mod.

 -Voluntary sonar for submarines and other ships as necessary
 -Modify ship motion (research)
 -Modify repair/heal speed and capabilities, such as one engineer can't repair a ship and soldiers can't be healed while they're moving
 -Adjust speed of motion for mounted weapons
 -Additional positions and weapon types for vehicles: torpedo tubes on destroyers, more guns on ships, cannons on planes, etc.
 -Allow knife in water
 -Engineer can remove wrecked vehicles and medic can remove dead bodies
 -2 additional torpedo tubes for patrol boats as necessary (research)
 -Operational bomb bay doors, APC doors, and aircraft hatches
 -Improve wake effect behind sea vehicles
 -Allow removal of explosives while prone/standing and repairing while crouched
 -Modify artillery targeting for vehicles as necessary (research)
 -Improve depth charge realism for time, depth, and damage effect
 -Adjust fade-away and speed of sound
 -More realistic shadows
 -Change controls for slow-moving cannons (mouse is too slow and tiring with modified weapon speed)
 -Blood (probably e_Blood01)
 -Reduce soldier crouch/prone collision height
 -Rockets propel themselves unassisted by launch velocity, but only if the correct velocity can be matched
 -Projectile damage drop-off depend on speed rather than distance
 -Improve parachute/falling physics and body positioning
 -Soldiers can swim under water
 -A mode for film making that enables all external views
 -Explosive fuel drums [suggested by JJ-(X)]
 -Allow more players to enter large vehicles as passengers
 -Underground landminds [thanks to the BattleGroup42 mod]
 -Add AI support for all maps in multiplayer conquest mode
 -Fuel (engine life time) for all vehicles
 -Physical shell casings
 -Improve sounds (weapon firing, vehicle engines, etc.)
 -Fix reload freezing after 15 seconds in some weapons (not important right now since no weapons with the bug take 15 seconds to reload)
 -Parachutes only work for players with an aviator/pilot or airborne/paratrooper class [suggested by JJ-(X)]
 -Bayonets [suggested by JJ-(X)]
 -Third-person soldier brings weapon up to face when aiming through ironsight/scope [suggested by JJ-(X)]
 -Range-limited ExpPack detonator [suggested by JJ-(X)]
 -Flamethrower [suggested by Rubynator-(X)]
 -Add existing disabled controls: bomb sight, depth charge, and infantry run/special
 -Add raft spawn for subs
 -Improve visual perspective of ship size (probably by reducing soldier speed)
 -Sun glare (not lens flare)
 -Drag for all projectiles (tests reveal that it can cause massive lag, but drag is important)
 -Visible first-person body and shadow
 -*Fix networking for PT raft spawn
 -Adjust soldier speed
 -Make outside map penalty more realistic (Game.DamageForBeingOutsideWorld)
 -Add simultaneous fire (primary fire) and independent firing (secondary fire) to ship cannons; depth charges and artillery targeting will need to be considered
 -Allow control of aircraft while using mouselook and allow mouselook to be configured to joystick HAT
 -Improve realism of weapon accuracy and recoil
 -Allow throttle to remain in position without a player in the driver position
 -Ability to drop kit without picking up another kit
 -Grenades and other thrown objects can injure or kill players on impact to vulnerable areas of the body
 -Match submarine depth indicators to actual meters
 -Increase tooltip view time
 -Ammo boxes for individual ammo types [suggested by Jason9811]
 -*Dead soldiers make vocal sounds when getting run over [reported by JJ-(X)]
 -Morse code communication (both visual and audible types)
 -Nuke
 -Match third-person animations to first-person animations
 -Some child objects fall off or apart from parent objects when hit or destroyed, such as helmets or guns falling from soldiers
 -Drawing with knives [suggested by Animemax-(X)]
 -*Vehicle collisions and shadows don't match wreckage (possible workaround: scrapmetal effects)

Unlikely changes

I believe these are likely not possible, usually due to engine limitations or lack of development resources, or they don't qualify for this mod.

 -Specific damage to vehicle parts, affecting control of the vehicle accordingly
 -Soldiers drown after about a minute under water
 -New WW2 vehicles (might need pre-created models or a modeler to help out)
 -Realistic aircraft instruments
 -Better explosion effects, especially for cannons
 -Fish [suggested by JJ-(X)]
 -Timed fuses (AA, TNT, etc.) settable by the player
 -Remove proximity fuse from AA once player-settable timed fuse is added
 -Sharing of ammunition clips in vehicles, such as the B-17 guns take clips from the same stash
 -For planes that shoot through the propeller, sync the firing rate to the prop speed
 -Ability to select ammunition type to load into weapon
 -Physical water motion effect and controlled anchor for sea vehicles
 -Projectiles physically ricochet when below a certain speed/angle
 -Dud explosives (rare and random)
 -Arrestor cables for carriers and arrestor hooks for carrier planes
 -Vehicle enter/exit animations
 -Manual transmission for vehicles where necessary (research)
 -Control points attached to ships, which when captured (after a long wait) gives the ship to the captors and replaces ship flags (possible, but not very realistic)
 -Improve angle/distance blur of textures (anisotropic)
 -Earth curvature
 -Automatically seeking rockets and torpedoes (probably needs AI code)
 -Menu support for higher resolutions
 -Delay for entering/exiting vehicles and switching between positions
 -Names of weapons and vehicles depend on the team (such as the Zero is called Zeke by the Allies)
 -Allow reusing mags with bullets remaining
 -Weapons break when overheated too much
 -Redesign sonar to be realistic (only works underwater, outward instead of around)
 -Allow sharing of ammunition
 -Dynamic terrain deformation
 -Ammunition and soldiers add weight to vehicles
 -Parts break from structural stress
 -Radar/sonar sharing among entire team (I'm pretty sure they had to share it by manual communication)
 -Aircraft external fuel tanks, droppable and possibly adds fuel
 -Limit number of times a particular class can spawn, maybe changing dynamically according to condition of battle [suggested by exdeath]
 -*Music plays wrong song in menu when starting with +restart 1


Change history

Release 2 Patch 1 [in progress]

 -Fixed iron sight bugs
   -Changed handweapon (with iron sights) idle animations to 0 speed
   -Changed addTransitionWhenDone Ub_LieThompson to Ub_Lie and returnToState Ub_LieThompson to Ub_Lie in AnimationStatesLie.con
   -Changed returnToState Ub_StandThompson to Ub_Stand and Ub_StandAimThompson to Ub_StandAim in AnimationStatesUpper.con
 -Removed crosshairs for Pak40 and Ju88A
 -Replaced serverinfo.dds and wwiireality.ico with new logo

Release 2 [2009-02-01]

 -Added background video
 -Changed physics.gravity -9.81 back to the default -14.73
 -Changed hpLostWhileCriticalDamage to 0 for all land and air vehicles
 -Increased time limit for binocular artillary targetting from 120 to 600 seconds
 -Renamed music files to default BF1942 names to avoid problems with the music not playing
 -Removed modified controlpoints.con files to fix multiplayer crash in Aberdeen, Battle of the Bulge, Guadalcanal, and Market Garden
 -Removed endrem with no associated beginrem in ObjectSpawns.con for Guadalcanal and Liberation of Caen
 Pre-release 4 [2009-01-12]
 -Changed setMapId in all maps from WWIIReality to wwiireality
 -Added military music [Thanks to JJ-(X) for helping]
 -Tweaked e_ExFumePOW to be even more realistic, especially when fading
 -Removed extra spawn groups to fix extremely common multiplayer crash
 Pre-release 3 [2008-12-21]
 -Added Stunting Grounds and Battleship to lexiconall
 -Changed map names in lexiconall.dat to reflect official battle names
 -Changed roundOfFire for single-bomb aircraft from 5 (bomb) or 10 (torpedo) seconds to just under 15 seconds
 -Changed settings for standard airplane ammo resupply from 4 bombs/sec and carrier airplane ammo resupply from 2 bombs/sec to 1 bomb/50 sec
 -Changed/added Reloadtime 30 for aircraft bombs
 -Modified JohnsonLMG texture with transparency for iron sight
 -Fixed animation transitions to line up with iron sights
 -Fixed iron sights for prone
 -Fixed some minor errors reported by the debugger that were in the original game
 -Changed URL in init.con from forum thread to wiki article
 -Added submarine HUD for sub AA guns to restrict exiting the sub while underwater and to limit use of the AA gun underwater
 -Changed submarine AA guns
 -Fixed Gato torpedoes exploding when launched while turning
 -Fixed multiple aircraft bombs not reappearing when reloaded
 -Fixed Katyusha rockets not reappearing when reloaded
 Pre-release 2 [2008-10-01]
 -Added extra spawn groups for cloned ships (44-63)
 -Increased limit of submarine depth indicators
 -Modified in-game credits
 -Changed smoke color for e_MuzzBigAAGun, e_MuzzBigGun, and e_MuzzDefgun
 -Changed color and physics for ship smoke
 -Removed remaining crosshairs from stationary weapons and vehicles
 -Repositioned in-game HUD messages
 -Removed radio buttons from HUD (radio commands still work, only hidden)
 -Removed primary fire from grenades to force the use of secondary fire (strength build-up)
 -Removed first person recoil animation from Bazooka and Panzershreck
 -Readjusted X rotation of Colt
 -Readjusted Z position of most weapons when aiming through iron sights [suggested by JJ-(X)]
 -Increased timetolive for bullet marks
 -Changed filenames to lower-case to be Linux-friendly
 Pre-release 1 [2008-08-07]
 -*Fixed rotation of models for Yamato AA turret/gun models and adjusted positional values to compensate
 -Enabled collision physics for ship cannons
 -Moved ship cannon geometry from Objects.con to Weapons.con as needed
 -Added recoil for destroyer cannons and battleship AA
 -Added engine smoke for Enterprise
 -Changed e_ExFumePOW (ship engine smoke) to be more realistic and tweaked smoke position on ships
 -Changed effects for battleship cannons and AA
 -Changed ship cannons to shoot one (per group) at a time
 -Changed effect and projectile position for ship cannons and DefGun
 -Changed e_MuzzDefGun to be more realistic and created e_MuzzBigGun and e_MuzzBigAAGun to be similar
 -Added an extra set of ships and spawn groups
 -Changed hitpoints from 300 to 200 for Fletcher and Hatsuzuki to match Fletcher2 and Hatsuzuki2
 -Changed timetoliveafterdeath from 86400 to 600 for Fletcher2 and Hatsuzuki2
 -Enabled shells for AA_Base, Carrier_AA_Base, and Flak_38
 -Added shells for all aircraft guns
 -Fixed problem with server map changing
 -Removed smoke and sound from AT projectile
 -Added collision mesh for ATrocket and used it to replace AT projectile
 -Created new bullet model and made bullet projectile visible
 -*Fixed rifle switch-fire bug
 -*Fixed Aichival prop blur
 -Changed Battle of Britain Radar_AA with the same changes as AA_Base
 -Modified Enterprise propeller model
 -Changed grip type for main wheels on Ju88A
 -Fixed network code for aircraft flaps
 -Added movable rudders for sea vehicles
 -Added axles for PrinceOW
 -Changed propeller position for CDNRaft, Daihatsu, Elco80Raft, and Type38Raft
 -Added throttle-controlled propellers for sea vehicles
 -Added back seat passenger positions for Willy and Kubelwagen and enabled upper-body movement for passengers
 -Removed crosshair from ship cannons
 -Removed crosshair for secondary (gunner) position of Ilyushin, SBD, and SBD-T
 -Removed crosshair for primary position of all aircraft (except B17 and Ju88A which already had it removed)
 -Removed 'window fog'
 -Changed Landmine mass
 -Added deck gun for submarines
 -Changed submarine max depth
 -Changed AA_Allies SoldierExitLocation
 -Made submarine torpedo tubes more realistic
 -Added mod copyright and version to the main menu
 -Changed rate of fire, muzzle velocity, range of motion, projectile TimeToLive, and removed projectile smoke trail for Pak40
 -Added visible bombs for Ju88A and repositioned them
 -Fixed conflicts between the added content and original content
 -Added objects exclusive to official maps (Battle of Britain, Coral Sea, and Liberation of Caen)
 -Repositioned muzzle flash for some hand weapons
 -Removed crosshairs from hand weapons
 -Removed some first person hand weapon animations to better suit iron sights
 -Changed rotation and zoom position of non-scoped hand weapons to line up the iron sights
 -Removed zoom from non-scoped hand weapons

Release 1 [2008-02-01]

 -Added custom icon
 -Changed reloadtime for Bazooka and Panzershreck
 -Changed autoreload for Bazooka and Panzershreck
 -Changed timetolive for GrenadeAllies and GrenadeAxis
 -Changed waterdamagedelay and hpLostWhileDamageFromWater for soldier
 -Changed timetolive for Fletcher, Hatsuzuki, PrinceOW cannons, and Yamato cannon projectiles
 -Changed timetolive for mg42_Projectile, Browning_Projectile, ColtProjectile, P38Projectile, M1GarandProjectile, ThomsonProjectile, Mp40Projectile, no4Projectile, k98Projectile, barProjectile, sg44Projectile, DPProjectile
 -Changed projectile gravitymodifier for Carrier_AA_Base, PrinceOW AA, Yamato AA
 -Changed timetolive for KatyushaRocket
 -Changed projectile gravitymodifier for AA_Base, Flak_38
 -Changed projectile timetolive for Ilyushin rear gun, SBD rear gun, and SBD-T rear gun
 -Changed default gravity from -14.73 to -9.81
 -Changed projectile timetolive for B17
 -Changed bomb roundoffire for AichiVal, Ilyushin, Mustang, SBD, and Stuka
 -Changed projectile timetolive for AichiVal main guns, AichiVal-T main guns, BF109, Corsair, Ilyushin main guns, Mustang, SBD, SBD-T, Spitfire, Stuka, Yak9, Zero
 -Changed projectile gravitymodifier for AichiVal main guns, AichiVal-T main guns, B17, BF109, Corsair, Ilyushin, Mustang, SBD, SBD-T, Spitfire, Stuka, Yak9, Zero
 -Changed projectile gravitymodifier for Chi-Ha, PanzerIV
 -Changed projectile timetolive for Chi-Ha, Defgun, M10, PanzerIV, Priest, Sexton, Sherman, T34, T34-85, Tiger, Wespe
 -Changed muzzle velocity for Defgun
 -Changed mass for soldiers
 -Changed timetoliveafterdeath for soldiers
 -Changed cullradiusscale for soldiers
 -Changed timetolive for ExpPack and Landmine
 -Changed rate of fire for Coaxial_browning, Coaxial_MG42, and MG42_Air
 -Changed muzzle velocity for Browning, Browning_Air, Browning_unlimited, Coaxial_browning, Coaxial_MG42, MG42, MG42_Air, MG42_unlimited, Stationary_Browning, and Stationary_mg42
 -Changed gravitymodifier for Tracer_Projectile, mg42_Projectile, Browning_Projectile, M1GarandProjectile, BazookaProjectile, ColtProjectile, P38Projectile, ThomsonProjectile, Mp40Projectile, no4Projectile, k98Projectile, barProjectile, sg44Projectile, DPProjectile
 -Changed timetolive for mg42_Projectile, Browning_Projectile, M1GarandProjectile, BazookaProjectile, ColtProjectile, P38Projectile, ThomsonProjectile, Mp40Projectile, no4Projectile, k98Projectile, barProjectile, sg44Projectile, DPProjectile
 -Changed addrootspeed for Bar1918, Colt, DP, JohnsonLMG, K98, K98Sniper, M1Garand, Mp18, Mp40, No4, No4Sniper, Sg44, Thompson, Type5, Type99, and WalterP38
 -Changed rate of fire for Mp18 and Mp40
 -Changed magazine size for JohnsonLMG, Mp18, and Type99
 -Changed distToMinDamage for Colt and WalterP38
 -Changed muzzle velocity for Bar1918, Bazooka, Colt, DP, JohnsonLMG, K98, K98Sniper, M1Garand, Mp18, Mp40, No4, No4Sniper, Panzershreck, Sg44, Thompson, Type5, Type99, and WalterP38
 -Changed min/max rotation of flaps for AichiVal, AichiVal-T, Bf109, Corsair, Mustang, SBD, SBD-T, Spitfire, Stuka, and Zero
 -Increased terrain LOD, fog distance, and view distance for all official maps
 -Added support for all official maps
 -Changed grip type for main wheels on all aircraft
 -Changed traverse limits for Fletcher cannons, Hatsuzuki cannons, PrinceOW, and Yamato
 -Changed elevation limits for Carrier_AA_Base, Fletcher cannons, Hatsuzuki cannons, PrinceOW, and Yamato
 -Added AddRootSpeed for Elco80 and Type38 torpedo
 -Separated torpedo and mine settings for Elco80 and Type38
 -Changed NoPropellerEffectAtSpeed for Elco80 and Type38 torpedo
 -Changed timetolive for Elco80 and Type38 torpedo
 -Changed launch velocity for Elco80 and Type38 torpedo
 -Changed mass for Elco80 and Type38 torpedo
 -Removed explodeNearEnemyDistance for patrol boat mines
 -Changed 2nd position camera for Katyusha
 -Changed mass for KatyushaRocket
 -Added more rocket positions and tweaked existing positions for Katyusha
 -Changed Katyusha and Willy from to true 4WD
 -Changed recoil force for Katyusha, PrinceOW cannons, and Yamato medium cannons
 -Removed projectile smoke trail for all cannons
 -Changed land vehicle primary weapon muzzle velocity for AA_Base, Chi-ha, Katyusha, M10, PanzerIV, Priest, Sexton, Sherman, T34, T34-85, Tiger, and Wespe
 -Changed land vehicle primary weapon rate of fire for AA_Base, Katyusha, Sexton, and T34-85
 -Changed land vehicle primary weapon ammunition for Chi-ha, Katyusha, M10, PanzerIV, Priest, Sexton, Sherman, T34, T34-85, Tiger, and Wespe
 -Changed cockpit camera movement limits for Sexton
 -Changed land vehicle primary weapon traverse limits for Katyusha, Priest, Sexton, and Wespe
 -Changed land vehicle primary weapon elevation limits for Chi-ha, M10, PanzerIV, Priest, Sexton, Sherman, T34, T34-85, Tiger, and Wespe
 -Changed number of gears for BlackMedal, Chi-ha, Katyusha, Kubelwagen, Lynx, T34, T34-85, and Willy
 -Changed mass for all aircraft except for AichiVal, AichiVal-T, and B-17
 -Changed mass for all land vehicles except for AA_Allies, AA_Base, Defgun, Flak_38, and PanzerIV
 -Changed mass for all sea vehicles except for Carrier_AA_Base, Elco 80 raft, and Type 38 raft
 -Changed bomb/torpedo ammunition for all aircraft
 -Added SetAsynchronyFire 1 for bombs on AichiVal, Ilyushin, Mustang, SBD, and Stuka
 -Changed sea vehicle muzzle velocity for Carrier_AA_Base, Elco 80 Browning, Fletcher cannons, Hatsuzuki cannons, PrinceOW AA and cannons, and Yamato AA and cannons
 -Changed primary gun ammunition for all aircraft except for Stuka
 -Changed rear gun ammunition for Ilyushin, SBD, and SBD-T
 -Changed primary gun muzzle velocity for all aircraft
 -Changed primary gun rate of fire for AichiVal, AichiVal-T, Bf109, Ilyushin, Stuka, Yak9, and Zero
 -Changed rear gun muzzle velocity for Ilyushin, SBD, and SBD-T
 -Changed rear gun rate of fire for Ilyushin, SBD, and SBD-T
 -Added more guns to Bf109, Corsair, Mustang, and Zero
 -Changed existing gun positions for Yak9
 -Added visible bombs to all planes and repositioned them
 -Changed LOD distance for all vehicles except for AA_Allies, AA_Base, Defgun, Flak_38, and Carrier_AA_Base
 -Removed extra LODs for all vehicles
 -Added/changed cullRadiusScale for Bf109, Mustang, Spitfire, Stuka, Yak9, Zero, AA_Allies, Flak_38, Kubelwagen, Daihatsu, Elco 80 raft, Lcvp, Sub7C, and Type 38 raft
 -Repositioned torpedo and mine projectile positions for Elco 80 and Type 38
 -Increased cannon projectile TimeToLive for Fletcher, Hatsuzuki, PrinceOW, and Yamato
 -Prepared all ships so additional ships can be added with their own spawns without crashing the server (additional ships and spawn groups need to be added manually by code)
 -Added ammo indication for Enterprise AA, Fletcher cannons, Hatsuzuki cannons, and Shokaku AA
 -Changed ammunition for Carrier_AA_Base, all Elco 80 weapons, Fletcher cannons, Gato, Hatsuzuki cannons, all PrinceOW weapons, Sub7C, all Type 38 weapons, and all Yamato weapons
 -Changed rate of fire for Carrier_AA_Base, Elco 80 gun, Fletcher cannons, Hatsuzuki cannons, all PrinceOW weapons, Type 38 gun, and all Yamato weapons
 -Changed all ammo icons to display both ammo count and reload for PrinceOW and Yamato
 -Increased TimeToLiveAfterDeath for all vehicles except AA guns and KatyushaRocket
 -Disabled DamageFromWater for Elco 80 raft and Type 38 raft
 -Changed lift for Elco 80 and Type 38 mines (underwater mines) [suggested by JJ-(X)]
 -Changed Type 38 gun tracer life
 -Increased TimeToLive for Elco 80 and Type 38 mines
 -Changed reload time for Gato and Sub7C
 -Made the rest of the Yamato guns functional
 -Added a second ammo icon for PrinceOW forward position and the Yamato forward and aft positions
 -Added recoil to PrinceOW cannons
Started modifications of in-game content [2007-11-14]
Initial idea and preparations [2007-11-12]


Changes by object

Debugger

These are fixes to errors reported by the debugger which have very little or no noticeable side-effect in the game.

-Release 2
 -These errors were in the original game
  -Removed endrem with no associated beginrem in ObjectSpawns.con for Guadalcanal and Liberation of Caen
  -Added rem to "** Clouds" located in skyandsun.con for following maps: aberdeen, battle_of_the_bulge, battleaxe, berlin, bocage, coral_sea, el_alamein, gazala, invasion_of_the_philippines, iwo_jima, kharkov, kursk, liberation_of_caen, market_garden, midway, omaha_beach, stalingrad, tobruk, wake
  -Added rem to "-----------------------------Lower Body----------------------------------" located in animations.rfa/animations/animationstatescrouching.con
  -Added space between rem and commented content for 2 instances located in objects.rfa/objects/buildings/common/airrep1/objects.con
  -Removed "ÿþ" located in objects.rfa/objects/effects/e_explbazooka/effects.con
  -Removed "`" located in objects.rfa/objects/handweapons/bar1918/objects.con
  -Removed "`" located in objects.rfa/objects/handweapons/dp/objects.con
  -Removed "`" located in objects.rfa/objects/handweapons/johnsonlmg/objects.con
  -Removed "`" located in objects.rfa/objects/handweapons/type99/objects.con
  -Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/move_files/gibb_mroof30_m1/objects.con
  -Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/move_files/gibb_mroof30_nc_m1/objects.con
  -Added space to "rem***** TRACER ******" located in objects.rfa/objects/stationary_weapons/common/geometries.con
  -Removed "§§0" located in objects.rfa/objects/vehicles/land/blackmedal/physics.con
  -Added "ObjectTemplate." to "TimeToLiveAfterDeath 3", "FadeAtTimeToLiveAfterDeath 1", and "TimeToStartFadeAfterDeath 2" located in objects.rfa/objects/vehicles/land/flak_38/weapons.con (originally removed, unremoved in mod)
  -Removed "§§0" located in objects.rfa/objects/vehicles/land/lynx/physics.con
  -Removed "§§0" located in objects.rfa/objects/vehicles/land/willy/physics.con
  -Added space between rem and commented content in soldierspawns.con and soldierspawntemplates.con for following maps: aberdeen, battle_of_the_bulge, battleaxe, berlin, coral_sea, el_alamein, gazala, guadalcanal, invasion_of_the_philippines, iwo_jima, kharkov, kursk, market_garden, midway, omaha_beach, stalingrad, tobruk, wake
  -Added space between rem and commented content in controlpoints.con for following maps: berlin, kursk, liberation_of_caen, stalingrad
  -Added space between rem and commented content in objectspawns.con for following maps: aberdeen, battle_of_the_bulge, berlin, guadalcanal, kursk, liberation_of_caen, market_garden, stalingrad
  -Changed wrem to rem in soldierspawntemplates.con for guadalcanal
  -Changed `rem to rem in skyandsun.con for battle_of_britain
  -Added rem to "*** BOAT WOOD ARMOR ***" located in game.rfa/bf1942/game/damage_system/sg44.con
  -Added rem to "*** BOAT WOOD ARMOR ***" located in game.rfa/bf1942/game/damage_system/dp.con
  -Added missing NetworkableInfo for HoHa: HoHaSteeringInfo

Menu

-Release 2
 -Added background video
 -Added military music
  -Menu: Washington Post (instrumental)
  -Loading: Semper Fidelis (instrumental)
  -Win/Debriefing: Army Song (instrumental)
  -Lose/CampaignLose: Taps (bugle)
 -Modified in-game credits
 -Repositioned game status starting or not started
 -Repositioned spawn point selected or not selected
 -Repositioned time to next spawn
 -Repositioned outside map warning
 -Removed radio buttons
 -Added mod copyright and version to the main menu
 
 lexiconall.dat
  -Added Stunting Grounds and Battleship
  -Changed map names to reflect official battle names
   -Battle of the Bulge
    -English: From BATTLE OF THE BULGE to Battle of the Ardennes
    -German: From SCHLACHT IN DEN ARDENNEN to Unternehmen Wacht am Rhein
   -Berlin
    -English: From BERLIN to Battle of Berlin
    -German: From BERLIN to Schlacht um Berlin
   -Bocage
    -English: From BOCAGE to Battle of Villers-Bocage
   -El Alamein
    -English: From EL ALAMEIN to Second Battle of El Alamein
   -Gazala
    -English: From GAZALA to Battle of Gazala
   -Guadalcanal
    -English: From GUADALCANAL to Guadalcanal Campaign
   -Iwo Jima
    -English: From IWO JIMA to Operation Detachment
   -Kharkov
    -English: From KHARKOV to Donbas and Kharkov operations
    -German: From CHARKOW to Donets Kampagne
   -Kursk
    -English: From KURSK to Battle of Kursk
   -Stalingrad
    -English: From STALINGRAD to Battle of Stalingrad
   -Tobruk
    -English: From TOBRUK to Siege of Tobruk
   -Wake
    -English: From WAKE ISLAND to Battle of Wake Island
   -Coral Sea
    -English: From CORAL SEA to Battle of the Coral Sea
   -Invasion of the Philippines
    -English: From INVASION OF THE PHILIPPINES to Battle of the Philippines
   -Liberation of Caen
    -English: From LIBERATION OF CAEN to Battle for Caen
   -Changed all other map names and languages to capitalized lower case

Buildings

-Release 2
 -Removed 'window fog' for the following objects:
  afr_house1_ste
  Afrhouse
  Airrep1
  Barack
  bunker1
  Bunker2
  Bunker2_des2
  Citymesh1
  Citymesh2
  Citymesh4
  euwindmill_m1
  eu_church
  eu_lumbermill_m1
  eu_watermill_m1
  French_Barn_Lrg_M1
  Hospital
  landrep1_supply
  lrgfrenchfarm
  o_bunker
  Pacificfarm1
  Pacificfarm2
  rh_Russian_Barn_main
  smdh2
  smlfrenchfarm
  subhouse_5_m1
  SuburbHouse_1_m1
  SuburbHouse_2_m1
  SuburbHouse_3_m1
  SuburbHouse_4_m1
  Supplyde
 AlliedAirplaneAmmo
  -Release 2
   -Changed addAmmoType 9 and 7 from -1 4 0 to -1 0.02 0
 AxisAirplaneAmmo
  -Release 2
   -Changed addAmmoType 9 and 7 from -1 4 0 to -1 0.02 0


Effects

-Release 2
 -Changed timetolive for e_Decal_Metal, e_Decal_Stone, and e_Decal_Wood (bullet marks) from 1-15 to 300-600 (5-10 minutes)
 -Created e_MuzzBigAAGun and e_MuzzBigGun
 -Changed ship engine smoke (e_ExFumePOW) to be more realistic: lasts longer, more intensity which is also affected by speed, tweaked physics, tweaked fade color and size
 -Changed e_MuzzDefGun, e_MuzzHeavy, and e_MuzzAAgunB (cannon effects) to be much more realistic


Hand weapons

-Release 2
 -Removed returnToState Ub_CrouchToStand and added addTransitionWhenDone Ub_StandAim in Ub_CrouchThompson
 -Changed returnToState from Ub_LieThompson to Ub_Lie and setMorphFactor from 0.7 to 7 in Ub_LieThompson
 -Changed returnToState from Ub_StandAimThompson to Ub_StandAim and setMorphFactor from 0.7 to 7 in Ub_StandAimThompson
 -Changed AnimationState Ub_LieThompson with some animations/transitions from stand/crouch to fix iron sights for prone
 -Created new bullet model and made bullet projectile visible
 Bar1918
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieBar1918 from 0.20 to 0
   -Changed set1pAnimationSpeed Ub_CrouchBar1918 from 0.36 to 0
   -Changed set1pAnimationSpeed Ub_StandAimBar1918 from 0.1 to 0
   -Changed e_MuzzSG44 position from 0/0.06/0.675 to 0.02/0.05/0.675
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 1.2/1/0
   -Changed soldierZoomPosition from -0.04/0/0 to -0.118/0.04/-0.3
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.5 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 805
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 Bazooka
  -Release 2
   -Changed set1pAnimationSpeed Ub_FireBazooka and Ub_LieFireBazooka from 1.00 to 0
   -Removed smoke and sound from AT projectile
   -Added collision mesh for ATrocket and used it to replace AT projectile
   -Changed set1pAnimationSpeed Ub_LieBazooka from 0.27 to 0
   -Changed set1pAnimationSpeed Ub_CrouchBazooka from 0.38 to 0
   -Changed set1pAnimationSpeed Ub_StandAimBazooka from 0.1 to 0
   -Changed setCrossHairType from CHTIcon to CHTNone
   -Added SetRotation -3/-1.5/0
   -Changed soldierZoomPosition from -0.05/-0.02/0 to -0.115/0/-0.3
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.5 to 1
  -Release 1
   -Changed reloadtime from 5.6 to 7
   -Changed autoreload from 1 to 0
   -Changed projectile timetolive from 10 to 600
   -Changed projectile gravitymodifier from 0.2 to 1
   -Changed muzzle velocity from 50 to 81
 Binoculars
  -Release 2
   -Increased timeToLive for BinocularsProjectile and BinocularsProjectile2 from 120 to 600
 Colt
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieColt from 0.20 to 0
   -Changed set1pAnimationSpeed Ub_CrouchColt from 0.25 to 0
   -Changed set1pAnimationSpeed Ub_StandAimColt from 0.1 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 4.4/2/0
   -Changed soldierZoomPosition from -0.01/-0.01/0.1 to -0.072/0.025/-0.1
   -Changed soldierZoomFov from 0.5 to 1
   -Changed zoomFov from 0.7 to 1
  -Release 1
   -Changed distToMinDamage from 40 to 70
   -Changed muzzle velocity from 400 to 244
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 Detonator
  -Release 2
   -Changed setCrossHairType from CHTIcon to CHTNone
 DP
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieDp from 0.20 to 0
   -Changed set1pAnimationSpeed Ub_CrouchDp from 0.36 to 0
   -Changed set1pAnimationSpeed Ub_StandAimDp from 0.1 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 0.6/0.8/0
   -Changed soldierZoomPosition from -0.04/0/0 to -0.101/0.06/-0.4
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.6 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 840
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 ExpPack
  -Release 2
   -Changed setCrossHairType from CHTIcon to CHTNone
  -Release 1
   -Changed timetolive from 240 to 86400
 GrenadeAllies
  -Release 2
   -Added SetInputFire c_PIAltFire to remove primary fire
   -Changed setCrossHairType from CHTIcon to CHTNone
  -Release 1
   -Changed timetolive from 3 to 4.5
 GrenadeAxis
  -Release 2
   -Added SetInputFire c_PIAltFire to remove primary fire
   -Changed setCrossHairType from CHTIcon to CHTNone
  -Release 1
   -Changed timetolive from 3 to 5
 JohnsonLMG
  -Release 2
   -Changed envmap from true to false in Johnson_base_m1.rs to fix reflection problem on edges of transparency
   -Modified Johnson_M1.dds with transparency for iron sight
   -Added set1pAnimationSpeed Ub_LieJohnsonLmg 0
   -Added set1pAnimationSpeed Ub_CrouchJohnsonLmg 0
   -Changed set1pAnimationSpeed Ub_StandAimJohnsonLmg from .3 to 0
   -Changed e_MuzzSG44 position from 0/0.03/0.675 to 0.04/-0.01/0.675
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 3.8/3.8/0
   -Changed soldierZoomPosition from -0.04/0/0 to -0.11/-0.03/-0.2
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.5 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 850
   -Changed magazine size from 30 to 20
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 K98
  -Release 2
   -Changed timeToNotAllowChange from 0.25 to 2.7 (this also fixes reloading again after switching while reloading)
   -Changed set1pAnimationSpeed Ub_LieK98 from 0.24 to 0
   -Changed set1pAnimationSpeed Ub_CrouchK98 from 0.1 to 0
   -Changed set1pAnimationSpeed Ub_StandAimK98 from 0.32 to 0
   -Changed setCrossHairType from CHTIcon to CHTNone
   -Added SetRotation 0.7/0/0
   -Changed soldierZoomPosition from -0.07/0/0 to -0.088/0.022/-0.3
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.4 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 760
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 K98Sniper
  -Release 2
   -Changed timeToNotAllowChange from 0.25 to 2.7 (this also fixes reloading again after switching while reloading)
   -Added SetRotation 0.7/0/0
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.1 (10x) to 0.25 (4x)
  -Release 1
   -Changed muzzle velocity from 2000 to 760
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 KnifeAllies
  -Release 2
   -Changed setCrossHairType from CHTIcon to CHTNone
 KnifeAxis
  -Release 2
   -Changed setCrossHairType from CHTIcon to CHTNone
 Landmine
  -Release 2
   -Changed mass from 130 to 9.6
   -Changed setCrossHairType from CHTIcon to CHTNone
  -Release 1
   -Changed timetolive from 360 to 86400
 M1Garand
  -Release 2
   -Added set1pAnimationSpeed Ub_LieM1Garand 0
   -Added set1pAnimationSpeed Ub_CrouchM1Garand 0
   -Changed e_MuzzGun position from 0/0.05/0.84 to 0.03/0.05/0.84
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Changed set1pAnimationSpeed Ub_StandAimM1Garand from .2 to 0
   -Added SetPosition -0.03/0.03/0
   -Added SetRotation 4.2/2.8/0
   -Changed soldierZoomPosition from -0.04/-0.03/0 to -0.098/-0.025/-0.2
   -Changed soldierZoomFov from 0.8 to 1
   -Changed zoomFov from 0.6 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 853
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 MedPack
  -Release 2
   -Changed setCrossHairType from CHTIcon to CHTNone
 Mp18
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieMp18 from 0.26 to 0
   -Changed set1pAnimationSpeed Ub_CrouchMp18 from 0.79 to 0
   -Changed set1pAnimationSpeed Ub_StandAimMp18 from 0.1 to 0
   -Changed e_MuzzThomp position from 0/0.058/0.3 to 0.04/0.054/0.3
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 5/2/0
   -Changed soldierZoomPosition from -0.05/0.02/0.06 to -0.1/0.02/-0.2
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.6 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 380
   -Changed rate of fire from 9 to 8.33
   -Changed magazine size from 32 to 20
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 Mp40
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieMp40 from 0.20 to 0
   -Changed set1pAnimationSpeed Ub_CrouchMp40 from 0.34 to 0
   -Changed set1pAnimationSpeed Ub_StandAimMp40 from 0.1 to 0
   -Changed e_MuzzThomp position from 0/0.023/0.43 to 0.04/0/0.43
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 4/3/0
   -Changed soldierZoomPosition from -0.02/-0.0/-0.08 to -0.075/0.035/-0.2
   -Changed soldierZoomFov from 0.9 to 1
   -Changed zoomFov from 0.6 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 380
   -Changed rate of fire from 9 to 8.33
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 No4
  -Release 2
   -Changed timeToNotAllowChange from 0.25 to 2.7 (this also fixes reloading again after switching while reloading)
   -Changed set1pAnimationSpeed Ub_LieNo4 from 0.36 to 0
   -Changed set1pAnimationSpeed Ub_CrouchNo4 from 0.36 to 0
   -Changed setCrossHairType from CHTIcon to CHTNone
   -Changed set1pAnimationSpeed Ub_StandAimNo4 from 0.1 to 0
   -Added SetRotation 0.4/0.75/0
   -Changed soldierZoomPosition from -0.07/0/0 to -0.083/0.03/-0.2
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.4 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 744
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 No4Sniper
  -Release 2
   -Changed timeToNotAllowChange from 0.25 to 2.7 (this also fixes reloading again after switching while reloading)
   -Changed zoomFov from 0.1 (10x) to 0.286 (3.5x)
   -Added SetRotation 0.4/0.75/0
  -Release 1
   -Changed muzzle velocity from 2000 to 744
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 Panzershreck
  -Release 2
   -Changed set1pAnimationSpeed Ub_FirePanzershreck and Ub_LieFirePanzershreck from 1.00 to 0
   -Removed smoke and sound from AT projectile
   -Added collision mesh for ATrocket and used it to replace AT projectile
   -Changed set1pAnimationSpeed Ub_LiePanzershreck from 0.30 to 0
   -Changed set1pAnimationSpeed Ub_CrouchPanzershreck from 0.30 to 0
   -Changed set1pAnimationSpeed Ub_StandAimPanzershreck from 0.1 to 0
   -Changed setCrossHairType from CHTIcon to CHTNone
   -Added SetRotation -3/1/0
   -Changed soldierZoomPosition from -0.05/-0.02/0 to -0.072/0/-0.4
   -Changed soldierZoomFov from 0.6 to 0.7
   -Changed zoomFov from 0.5 to 1
  -Release 1
   -Changed reloadtime from 5.6 to 7
   -Changed autoreload from 1 to 0
   -Changed projectile timetolive from 10 to 600
   -Changed projectile gravitymodifier from 0.2 to 1
   -Changed muzzle velocity from 50 to 81
 RepairPack
  -Release 2
   -Changed setCrossHairType from CHTIcon to CHTNone
 riflebulletclip_m1
 Sg44
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieSg44 from 0.44 to 0
   -Changed set1pAnimationSpeed Ub_CrouchSg44 from 0.44 to 0
   -Changed set1pAnimationSpeed Ub_StandAimSg44 from 0.1 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 2.4/2.4/0
   -Changed soldierZoomPosition from -0.04/-0.01/0 to -0.082/0/-0.2
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.5 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 685
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 Thompson
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieThompson from 0.20 to 0
   -Changed set1pAnimationSpeed Ub_CrouchThompson from 0.33 to 0
   -Changed set1pAnimationSpeed Ub_StandAimThompson from 0.1 to 0
   -Changed e_MuzzThomp position from -0.004/0.08/0.38 to 0.01/0.07/0.38
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 0.31/1.6/0
   -Changed soldierZoomPosition from -0.05/-0.01/0.08 to -0.072/0.044/-0.2
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.5 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 300
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 Type5
  -Release 2
   -Added set1pAnimationSpeed Ub_LieType5 0
   -Added set1pAnimationSpeed Ub_CrouchType5 0
   -Changed e_MuzzGun position from 0/0.05/0.84 to 0.03/0.05/0.84
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Changed set1pAnimationSpeed Ub_StandAimType5 from .2 to 0
   -Added SetPosition -0.03/0.03/0
   -Added SetRotation 4.25/2.2/0
   -Changed soldierZoomPosition from -0.04/-0.03/0 to -0.099/-0.028/-0.2
   -Changed soldierZoomFov from 0.8 to 1
   -Changed zoomFov from 0.6 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 853
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 Type99
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieType99 from 0.20 to 0
   -Changed set1pAnimationSpeed Ub_CrouchType99 from 0.36 to 0
   -Changed set1pAnimationSpeed Ub_StandAimType99 from 0.1 to 0
   -Changed e_MuzzSG44 position from 0/0.04/0.70 to 0.01/0.01/0.7
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 1.25/4.4/0
   -Changed soldierZoomPosition from -0.05/0.02/0.06 to -0.072/0.055/-0.2
   -Changed soldierZoomFov from 0.6 to 1
   -Changed zoomFov from 0.6 to 1
  -Release 1
   -Changed muzzle velocity from 1000 to 715
   -Changed magazine size from 20 to 30
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600
 WalterP38
  -Release 2
   -Changed set1pAnimationSpeed Ub_LieWalterP38 from 0.26 to 0
   -Changed set1pAnimationSpeed Ub_CrouchWalterP38 from 0.26 to 0
   -Changed set1pAnimationSpeed Ub_StandAimWalterP38 from 0.1 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone
   -Added SetRotation 4.5/3.5/0
   -Changed soldierZoomPosition from -0.01/-0.01/0.1 to -0.075/0.028/-0.1
   -Changed soldierZoomFov from 0.5 to 1
   -Changed zoomFov from 0.7 to 1
  -Release 1
   -Changed distToMinDamage from 40 to 50
   -Changed muzzle velocity from 400 to 365
   -Changed addrootspeed from 0 to 1
   -Changed projectile gravity modifier from 0 to 1
   -Changed projectile timetolive from 1 to 600


Stationary weapons

-Release 2
 -Created new bullet model and made bullet projectile visible
-Release 1
 -Changed projectile gravitymodifier from 0 to 1
 -Changed projectile timetolive from 3 to 600
 Browning
  -Release 1
   -Changed muzzle velocity from 1000 to 805
 Browning_Air
  -Release 1
   -Changed muzzle velocity from 1000 to 805
 Browning_unlimited
  -Release 1
   -Changed muzzle velocity from 1000 to 805
 Coaxial_Browning
  -Release 1
   -Changed rate of fire from 12 to 10
   -Changed muzzle velocity from 1000 to 805
 Coaxial_Mg42
  -Release 1
   -Changed rate of fire from 12 to 20
   -Changed muzzle velocity from 1000 to 755
 Mg42
  -Release 1
   -Changed muzzle velocity from 1000 to 755
 Mg42_Air
  -Release 1
   -Changed rate of fire from 12 to 20
   -Changed muzzle velocity from 1000 to 755
 MG42_unlimited
  -Release 1
   -Changed muzzle velocity from 1000 to 755
 Stationary_Browning
  -Release 2
   -Changed setCrossHairType from CHTCrossHair to CHTNone
  -Release 1
   -Changed muzzle velocity from 1000 to 805
 Stationary_MG42
  -Release 2
   -Changed setCrossHairType from CHTCrossHair to CHTNone
  -Release 1
   -Changed muzzle velocity from 1000 to 755


Soldiers

-Release 1
 -Changed waterdamagedelay from 90 to 0
 -Changed hpLostWhileDamageFromWater from 1 to 0
 -Changed mass from 100 to 70
 -Changed timetoliveafterdeath from 10 to 600
 -Changed cullradiusscale from 3 to 5


Air vehicles

-Release 2
 -Added shells for all aircraft guns
  -Removed delay and reduced intensity from 20 to 10 for em_shellAir
  -Added drag 0.001 and changed timetolive from 1 to 10 for Fx_ShellAir
-Release 1
 -Removed extra LODs
 -Added visible bombs and repositioned them (Ilyushin already had visible bombs)
 -Added timeToStartFadeAfterDeath 570
 -Added timetoliveafterdeath 600
 -Changed main wheels from RollGripWhenOccupied to RollGrip
 -Changed projectile gravitymodifier from 0 to 1
 -Changed projectile timetolive from 1.5 to 600
 AichiVal
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Added Reloadtime 30 for bombs
   -Added AutoReload 1 for bombs
   -Changed numOfMag from 1 to 2 for bombs to fix dummybomb not reappearing when reloaded
   -Changed setCrossHairType from CHTIcon to CHTNone for rear gun
   -Modeled prop blur using spinner from Aichival and blur from Zero
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for primary position
  -Release 1
   -Changed bomb roundoffire from 0.2 to 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed primary gun ammunition from 600 (300 per gun) to 1582 (791 per gun)
   -Changed primary gun muzzle velocity from 400 to 723.9
   -Added SetAsynchronyFire 1 for bombs
   -Changed bomb ammunition from 30 to 2
   -Changed the rate of fire from 10 to 8.3 (approx. 500/min) for main guns
   -Changed LOD distance from 200 to 5000
 AichiVal-T
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed roundOfFire for torpedo from 0.1 to 0.067
   -Changed Reloadtime from 10 to 30 for torpedo
   -Changed setCrossHairType from CHTIcon to CHTNone for rear gun
   -Modeled prop blur using spinner from Aichival and blur from Zero
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for primary position
  -Release 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed primary gun ammunition from 600 (300 per gun) to 1582 (791 per gun)
   -Changed primary gun muzzle velocity from 400 to 723.9
   -Changed torpedo ammunition from 15 to 1
   -Changed the rate of fire from 10 to 8.3 (approx. 500/min) for main guns
   -Changed LOD distance from 200 to 5000
 B-17
  -Release 2
   -Changed hpLostWhileCriticalDamage from 4 to 0
   -Changed Reloadtime from 15 to 30 for B17 bombs
   -Changed setCrossHairType from CHTIcon to CHTNone for guns
  -Release 1
   -Changed projectile timetolive from 2 to 600
   -Changed muzzle velocity from 400 to 930
   -Changed gun ammunition from 450 per gun position to 3400 per gun position (6800 total)
   -Changed bomb ammunition from 80 (8x10) to 16 (approx. short range count for 500lb bombs)
   -Changed LOD distance from 300 to 5000
 Bf109
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed roundOfFire for bomb from 0.2 to 0.067
   -Added Reloadtime 30 for bombs
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for primary position
  -Release 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed mass from 2500 to 3148
   -Changed gun ammunition from 900 to 2500 (450 per gun to 500 per gun)
   -Added 3 guns (2 above engine and 1 in propeller hub)
   -Changed gun muzzle velocity from 400 to 900
   -Changed bomb ammunition from 15 to 1
   -Changed gun rate of fire from 12 to 20
   -Added cullRadiusScale 5
   -Changed LOD distance from 200 to 5000
 Corsair
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed roundOfFire for bomb from 0.2 to 0.067
   -Added Reloadtime 30 for bombs
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for primary position
  -Release 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed mass from 2500 to 6300
   -Changed gun ammunition from 900 (450 per gun for 2 guns) to 2340 (390 per gun for 6 guns)
   -Added 4 guns to wings, each pair with different angles
   -Changed bomb ammunition from 15 to 1
   -Changed muzzle velocity from 400 to 930
   -Changed LOD distance from 200 to 5000
 Ilyushin
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed Reloadtime from 0.3 to 30 for bombs
   -Added AutoReload 1 for bombs
   -Changed numOfMag from 1 to 2 for bombs to fix bombdummy not reappearing when reloaded
   -Removed crosshair for secondary (gunner) position
   -Removed crosshair for primary position
  -Release 1
   -Changed projectile timetolive from 3 to 600 for rear gun
   -Changed bomb roundoffire from 0.3 to 1
   -Changed mass from 3000 to 6160
   -Changed rear gun rate of fire from 10 to 15
   -Changed rear gun muzzle velocity from 400 to 832
   -Changed rear gun ammunition from 600 to 150
   -Changed gun ammunition from 600 to 300
   -Changed primary gun rate of fire from 12 to 10
   -Changed primary gun muzzle velocity from 400 to 905
   -Added SetAsynchronyFire 1 for bombs
   -Changed bomb ammunition from 30 to 2
   -Changed LOD distance from 200 to 5000
 Mustang
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Added Reloadtime 30 for bombs
   -Changed numOfMag from 1 to 2 for bombs to fix bombdummy not reappearing when reloaded
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for primary position
  -Release 1
   -Changed bomb roundoffire from 0.2 to 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed mass from 2500 to 4175
   -Added SetAsynchronyFire 1 for bombs
   -Changed bomb ammunition from 15 to 2
   -Added 1 bomb
   -Changed gun ammunition from 900 (450 per gun for 2 guns) to 2140 (approx. 357 per gun for 6 guns; realistically 400 for 4 inside guns and 270 for the 2 outside guns)
   -Added 4 guns to wings, each pair with different angles
   -Changed gun muzzle velocity from 400 to 930
   -Added cullRadiusScale 5
   -Changed LOD distance from 200 to 5000
 SBD
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed Reloadtime from 0.3 to 30 for bombs
   -Added AutoReload 1 for bombs
   -Changed numOfMag from 1 to 2 for bombs to fix bombdummy not reappearing when reloaded
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for secondary (gunner) position
   -Removed crosshair for primary position
  -Release 1
   -Changed projectile timetolive from 3 to 600 for rear gun
   -Changed bomb roundoffire from 0.3 to 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed mass from 3000 to 4843
   -Changed rear gun rate of fire from 10 to 20
   -Changed rear gun muzzle velocity from 400 to 845
   -Changed rear gun ammunition from 600 to 2000
   -Added SetAsynchronyFire 1 for bombs
   -Changed bomb ammunition from 30 to 2
   -Changed primary gun muzzle velocity from 400 to 930
   -Changed primary gun ammunition from 600 to 700
   -Changed LOD distance from 200 to 5000
 SBD-T
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed roundOfFire for torpedo from 0.1 to 0.067
   -Changed Reloadtime from 10 to 30 for torpedo
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for secondary (gunner) position
   -Removed crosshair for primary position
  -Release 1
   -Changed projectile timetolive from 3 to 600 for rear gun
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed mass from 3000 to 4843
   -Changed torpedo ammunition from 15 to 1
   -Changed rear gun rate of fire from 10 to 20
   -Changed rear gun muzzle velocity from 400 to 845
   -Changed rear gun ammunition from 600 to 2000
   -Changed primary gun muzzle velocity from 400 to 930
   -Changed primary gun ammunition from 600 to 700
   -Changed LOD distance from 200 to 5000
 Spitfire
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed roundOfFire for bomb from 0.2 to 0.067
   -Added Reloadtime 30 for bombs
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for primary position
  -Release 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed mass from 2500 to 4653
   -Changed bomb ammunition from 15 to 1
   -Changed gun muzzle velocity from 400 to 930
   -Changed gun ammunition from 900 to 500
   -Added cullRadiusScale 5
   -Changed LOD distance from 200 to 5000
 Stuka
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Added Reloadtime 30 for bombs
   -Added AutoReload 1 for bombs
   -Changed numOfMag from 1 to 2 for bombs to fix bombdummy not reappearing when reloaded
   -Changed setCrossHairType from CHTIcon to CHTNone for rear gun
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for primary position
  -Release 1
   -Changed bomb roundoffire from 0.2 to 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed mass from 3000 to 3500
   -Added SetAsynchronyFire 1 for bombs
   -Changed bomb ammunition from 30 to 2
   -Changed primary gun muzzle velocity from 400 to 900
   -Changed primary gun rate of fire from 10 to 20
   -Added cullRadiusScale 5
   -Changed LOD distance from 200 to 5000
 Yak9
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed roundOfFire for bomb from 0.2 to 0.067
   -Added Reloadtime 30 for bombs
   -Removed crosshair for primary position
  -Release 1
   -Changed mass from 2500 to 3117
   -Changed gun positions from [2.0/-0.3/0.8 -1.6/0/0] and [-2.0/-0.3/0.8 1.6/0/0] to [0/0/2.8 0/0/0] and [-4.0/-0.1/0.9 1.6/0/0]
   -Changed bomb ammunition from 15 to 1
   -Changed gun rate of fire from 12 to 15
   -Changed gun muzzle velocity from 400 to 832
   -Changed gun ammunition from 900 to 400
   -Added cullRadiusScale 5
   -Changed LOD distance from 200 to 5000
 Zero
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed roundOfFire for bomb from 0.2 to 0.067
   -Added Reloadtime 30 for bombs
   -Changed network prediction mode from PMLinear to PMUsePhysics and added setForceNetworkableId 1
   -Removed crosshair for primary position
  -Release 1
   -Changed min/max rotation of flaps from -2/2 to -30/0
   -Changed mass from 2500 to 2410
   -Changed bomb ammunition from 15 to 1
   -Changed gun ammunition from 900 to 2000
   -Added 4 guns (2 in outer wings and 2 in front of cockpit)
   -Changed gun rate of fire from 12 to 8.3
   -Changed gun muzzle velocity from 400 to 723.9
   -Added cullRadiusScale 5
   -Changed LOD distance from 200 to 5000


Land vehicles

-Release 1
 -Removed extra LODs
 AA_Allies
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed SoldierExitLocation from 1/0/-1.5 to 1/0.2/-1.5
  -Release 1
   -Added cullRadiusScale 5
 AA_Base
  -Release 2
   -Enabled shells
    -Changed shell position from 0/0.02/-3.72 to 0/0/-1.5
    -Changed positionalSpeedInDof from -2 to -4 for Em_shellAAgun
    -Added Destroyed 1 and TimeToLiveAfterDeath 20 for Fx_shellAAgun
  -Release 1
   -Changed projectile gravitymodifier from 0 to 1
   -Changed rate of fire from 3 to 2
   -Changed muzzle velocity from 300 to 881
 BlackMedal
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed number of gears from 5 to 3
   -Changed mass from 2500 to 1100
   -Changed LOD distance from 135 to 5000
 Chi-ha
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone for both positions
  -Release 1
   -Changed projectile gravitymodifier from 0.5 to 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 80 to 355
   -Changed turret ammunition from 30 to 114
   -Changed number of gears from 5 to 4
   -Changed turret elevation limit from -20/5 to -15/2 (15 degrees up/2 degrees down)
   -Changed mass from 25000 to 15800
   -Changed LOD distance from 135 to 5000
 Defgun
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1 to 0
   -Changed setCrossHairType from CHTIcon to CHTNone
   -Changed effect and projectile positions
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Changed muzzle velocity from 125 to 800
   -Changed timetoliveafterdeath from 85 to 600
   -Removed projectile smoke trail
 Flak_38
  -Release 2
   -Enabled shells
    -Changed shell position from 0/0.02/-3.72 to 0/0/-0.6
    -Changed positionalSpeedInDof from -2 to -4 for Em_shellAAgun
    -Added Destroyed 1 and TimeToLiveAfterDeath 20 for Fx_shellAAgun
  -Release 1
   -Changed projectile gravitymodifier from 0 to 1
   -Added cullRadiusScale 5
 Hanomag
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed mass from 15000 to 7810
   -Changed LOD distance from 135 to 5000
 Ho-Ha
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone for guns
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed mass from 15000 to 6500
   -Changed LOD distance from 135 to 5000
 Katyusha
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1 to 0
   -Changed numOfMag from 1 to 2 to fix rockets not reappearing when reloaded
   -Changed setCrossHairType from CHTIcon to CHTNone for rockets
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed number of gears from 4 to 5
   -Changed recoil force from 30 to 0
   -Changed 2nd position camera from below rails (0/0.25/0.2) to above and behind rails (0/1/-3)
   -Changed from fake 4WD (2 with power, 2 with fake power and no strength/dampening) to true 4WD
   -Changed rocket launch velocity from 45 to 355
   -Changed rate of fire from 1 to 2
   -Removed rocket rail traverse control from -70/70 (70 degrees left/70 degrees right)
   -Changed ammunition from 30 (6x5) to 12 (12x1)
   -Added 6 rocket positions and tweaked existing positions
   -Changed mass from 4500 to 7200
   -Changed LOD distance from 135 to 5000
 KatyushaRocket
  -Release 1
   -Changed timetolive from 20 to 600
   -Changed mass from 20 to 41.5
   -Changed LOD distance from 135 to 5000
 KettenKrad
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed mass from 2500 to 1300
   -Changed LOD distance from 135 to 5000
 Kubelwagen
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
   -Removed lower-body passenger animation, which enables upper-body movement
   -Added back seat passenger positions
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed number of gears from 5 to 4
   -Changed mass from 2500 to 715
   -Changed LOD distance from 135 to 5000
   -Changed cullRadiusScale from 2.5 to 5
 Lynx
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed number of gears from 1 to 5
   -Changed mass from 3600 to 3000
   -Changed LOD distance from 135 to 5000
 M10
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 100 to 792
   -Changed turret ammunition from 30 to 54
   -Changed turret elevation limit from -20/5 to -30/10 (30 degrees up/10 degrees down)
   -Changed mass from 25000 to 29600
   -Changed LOD distance from 135 to 5000
 M3A1
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed mass from 15000 to 9300
   -Changed LOD distance from 135 to 5000
 PanzerIV
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone for both positions
  -Release 1
   -Changed projectile gravitymodifier from 0.5 to 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 100 to 430
   -Changed turret ammunition from 30 to 87
   -Changed turret elevation limit from -20/5 to -20/10 (20 degrees up/10 degrees down)
   -Changed LOD distance from 135 to 5000
 Priest
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
   -Changed setCrossHairType from CHTIcon to CHTNone for gun
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 100 to 472
   -Changed turret ammunition from 30 to 69
   -Changed turret elevation limit from -40/0 to -35/5 (35 degrees up/5 degrees down)
   -Changed turret train limit from -25/25 to -15/30 (15 degrees left/30 degrees right)
   -Changed mass from 25000 to 22970
   -Changed LOD distance from 135 to 5000
 Sexton
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
   -Changed setCrossHairType from CHTIcon to CHTNone
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret rate of fire from 0.2 to 0.12
   -Changed turret muzzle velocity from 100 to 518
   -Changed turret ammunition from 30 to 112
   -Changed cockpit camera movement limits to match new turret limits
   -Changed turret train limit from -15/15 to -25/15 (25 degrees left/15 degrees right)
   -Changed turret elevation limit from -40/0 to -40/9 (40 degrees up/9 degrees down)
   -Changed mass from 25000 to 25500
   -Changed LOD distance from 135 to 5000
 Sherman
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone for both positions
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 100 to 619
   -Changed turret ammunition from 30 to 90
   -Changed turret elevation limit from -20/5 to -25/10 (25 degrees up/10 degrees down)
   -Changed mass from 25000 to 30800
   -Changed LOD distance from 135 to 5000
 T34
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 100 to 655
   -Changed turret ammunition from 30 to 77
   -Changed turret elevation limit from -20/5 to -30/3 (30 degrees up/3 degrees down)
   -Changed number of gears from 5 to 4
   -Changed mass from 25000 to 28000
   -Changed LOD distance from 135 to 5000
 T34-85
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone for both positions
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed turret rate of fire from 0.35 to 0.18
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 100 to 792
   -Changed turret ammunition from 30 to 60
   -Changed number of gears from 5 to 4
   -Changed turret elevation limit from -20/5 to -25/5 (25 degrees up/5 degrees down)
   -Changed mass from 25000 to 32000
   -Changed LOD distance from 100 to 5000
 Tiger
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
   -Changed setCrossHairType from CHTCrossHair to CHTNone
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 100 to 600
   -Changed turret ammunition from 30 to 92
   -Changed turret elevation limit from -20/5 to -15/8 (15 degrees up/8 degrees down)
   -Changed mass from 25000 to 56900
   -Changed LOD distance from 100 to 5000
 Wespe
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
   -Changed setCrossHairType from CHTIcon to CHTNone for gun
  -Release 1
   -Changed projectile timetolive from 10 to 600
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Removed projectile smoke trail
   -Changed turret muzzle velocity from 100 to 540
   -Changed turret ammunition from 30 to 32
   -Changed turret elevation limit from -40/5 to -42/5 (42 degrees up/5 degrees down)
   -Changed turret train limit from -20/20 to -17/17 (17 degrees left/17 degrees right)
   -Changed mass from 25000 to 11000
   -Changed LOD distance from 100 to 5000
 Willy
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
   -Removed lower-body passenger animation, which enables upper-body movement
   -Added back seat passenger positions
  -Release 1
   -Added timeToStartFadeAfterDeath 570
   -Added timetoliveafterdeath 600
   -Changed from rear wheel drive to 4WD
   -Changed number of gears from 5 to 3
   -Changed mass from 2500 to 1100
   -Changed LOD distance from 135 to 5000


Sea vehicles

-Release 2
 -Added an extra set of ships and spawn groups
-Release 1
 -Removed extra LODs
 -Prepared all ships so additional ships can be added with their own spawns without crashing the server (additional ships and spawn groups need to be added manually by code)
 AA_Enterprise
 Carrier_AA_Base
  -Release 2
   -Enabled shells
    -Changed shell position from 0/0.02/-3.72 to 0/0/-1.5
    -Changed positionalSpeedInDof from -2 to -4 for Em_shellAAgun
    -Added Destroyed 1 and TimeToLiveAfterDeath 20 for Fx_shellAAgun
  -Release 1
   -Changed projectile gravitymodifier from 0 to 1
   -Changed elevation limits from -80/2 to -90/6
   -Changed muzzle velocity from 300 to 881
   -Changed ammunition from infinity to 2000 rounds per gun
   -Changed rate of fire from 3 to 2 per second
 Daihatsu
  -Release 2
   -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
   -Replaced fixed rudder with movable rudder
   -Changed propeller position from 0/-1.1/-5.999 to 0/-1.2/-6
   -Replaced fixed propeller with throttle-controlled propeller
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Changed mass from 30000 to 9500
   -Added cullRadiusScale 5
   -Changed LOD distance from 100 to 5000
 Elco 80
  -Release 2
   -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
   -Replaced fixed rudder with movable rudder
   -Replaced fixed propeller with throttle-controlled propeller
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Added AddRootSpeed 0 for torpedo
   -Changed torpedo NoPropellerEffectAtSpeed from 200 to 18
   -Changed torpedo timetolive from 20 to 788
   -Changed torpedo launch velocity from 30 to 12
   -Changed torpedo mass from 200 to 1179
   -Removed explodeNearEnemyDistance for mines
   -Changed mass from 40000 to 51000
   -Repositioned mine projectile positions from 0/0/2 to 0/0/0
   -Repositioned torpedo projectile positions from 0/-1.5/3.55 to 0/0/0
   -Changed Browning muzzle velocity from 1000 to 860
   -Changed LOD distance from 100 to 5000
   -Changed TimeToLiveAfterDeath from 0 to 86400 (1 day)
   -Changed mine lift from 6 to 3 (underwater mines, suggested by JJ)
   -Changed TimeToLive for mines to 86400 seconds (1 day)
   -Changed rate of fire for Browning from 7.5 to 9rps (540rpm)
   -Changed ammunition from 10 (2x5) to 2 torpedos, 6 to 4 mines, and from 800 to 3000 (100x30) for Browning (based on air-cooled barrel life)
 Elco 80 raft
  -Release 2
   -Changed propeller position from 0/-0.697/-0.033 to 0/-0.62/-0.033
   -Replaced fixed propeller with throttle-controlled propeller
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Added cullRadiusScale 5
   -Changed LOD distance from 100 to 5000
   -Changed TimeToLiveAfterDeath from 0 to 86400 (1 day)
   -Changed DamageFromWater from 1 to 0
 Enterprise
  -Release 2
   -Changed EnterpriseAirplaneSupplyDepot addAmmoType 9 from -1 2 0 to -1 0.02 0
   -Added e_ExFumePOW armoreffect for three exhaust locations
   -Modified Enterprise propeller model to swap texture from inside to outside
   -Replaced fixed rudder with movable rudder
   -Added throttle-controlled propellers
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Changed mass from 25000000 to 22000000
   -Added ammo indication to AA
   -Changed LOD distance from 450 to 5000
 Fletcher
  -Release 2
   -Changed setCrossHairType from CHTCrossHair to CHTNone for machine guns
   -Moved cannon geometry from Objects.con to Weapons.con
   -Added RecoilSize 10 and RecoilSpeed 10 for cannons
   -Changed e_ExFumePOW height from 17 to 14 and moved it forward from 6 to 7 (front stack) and -9 to -7 (back stack)
   -Changed effect and projectile positions for cannons
   -Changed hitpoints from 300 to 200 for Fletcher to match Fletcher2
   -Changed timetoliveafterdeath from 86400 to 600 for Fletcher2
   -Added movable rudder
   -Replaced fixed propellers with throttle-controlled propellers
   -Removed crosshair from cannons
  -Release 1
   -Changed traverse limits for cannons from -120/120 to -150/150
   -Changed elevation limits for cannons from -60/10 to -85/15
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Removed projectile smoke trail
   -Changed mass from 2500000 to 2100000
   -Changed cannon muzzle velocity from 160 to 762
   -Increased cannon projectile TimeToLive from 10 to 600 seconds
   -Changed LOD distance from 500 to 5000
   -Changed cannon rate of fire from 5 to 4 seconds per shot
   -Changed cannon ammunition from infinity to 575 per barrel
   -Added ammo indication for cannons
 Gato
  -Release 2
   -Added submarine HUD for AA gun to restrict exiting the sub while underwater and to limit use of the AA gun underwater
   -Changed AA gun from AA_Allies to Gato_AA (uses Carrier_AA_Base template)
   -Fixed torpedoes exploding when launched while turning by repositioning them further on the Z plane
   -Added movable rudder
   -Added throttle-controlled propellers (modified propeller models to center on axis)
   -Added AA gun
   -Changed floater MaxRotation from 50 to 80
   -Changed maxDepth from 40 to 90
   -Changed NumberOfWeaponIcons from 1 to 2
   -Added alternate set of torpedo tubes for aft
   -Added icon for secondary torpedo
   -Changed magSize from 2 to 6 for primary and 4 for alt
   -Changed numOfMag from 12 to 3 for primary and 2 for alt
   -Moved alternate tubes to aft and tweaked positions
   -Added fireOnce and altFireOnce 1
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Changed mass from 800000 to 1549000
   -Changed LOD distance for Gato from 150 to 5000
   -Changed Gato ammunition from 1998 (2x999) to 24 (2x12)
   -Changed reload time from 10 to 60 seconds (not based on fact, just a rough guess)
 Hatsuzuki
  -Release 2
   -Changed setCrossHairType from CHTCrossHair to CHTNone for machine guns
   -Enabled collision physics for cannons
   -Added RecoilSize 10 and RecoilSpeed 10 for cannons
   -Changed e_ExFumePOW height from 20 to 17 and moved it forward from -1 to 0
   -Added SetAsynchronyFire 1 and adjusted roundOfFire from 0.3 to 0.6
   -Changed effect and projectile positions for cannons
   -Changed hitpoints from 300 to 200 for Hatsuzuki to match Hatsuzuki2
   -Changed timetoliveafterdeath from 86400 to 600 for Hatsuzuki2
   -Added movable rudder
   -Replaced fixed propellers with throttle-controlled propellers
   -Removed crosshair from cannons
  -Release 1
   -Changed traverse limits for cannons from -110/110 to -150/150
   -Changed elevation limits for cannons from -60/4 to -90/10
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Removed projectile smoke trail
   -Changed mass from 2500000 to 2700000
   -Changed cannon muzzle velocity from 160 to 1000
   -Increased cannon projectile TimeToLive from 10 to 600 seconds
   -Changed LOD distance from 700 to 5000
   -Changed cannon ammunition from infinity to 200 per barrel
   -Changed cannon rate of fire from 5 to approx. 3.3 seconds per shot
   -Added ammo indication for cannons
 Lcvp
  -Release 2
   -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
   -Replaced fixed rudder with movable rudder
   -Replaced fixed propeller with throttle-controlled propeller
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Changed mass from 30000 to 8000
   -Added cullRadiusScale 5
   -Changed LOD distance from 100 to 5000
 PrinceOW
  -Release 2
   -Enabled collision physics for main cannons
   -Moved AA cannon geometry from Objects.con to Weapons.con
   -Added RecoilSize 10 and RecoilSpeed 10 for AA
   -Changed e_ExFumePOW height from 34 to 32 and moved it forward from 3 to 4 (front stack)
   -Changed AA cannons to use e_MuzzBigAAGun instead of e_MuzzAAgunB
   -Changed main cannons to use e_MuzzBigGun instead of e_MuzzDefGun
   -Added SetAsynchronyFire 1 and adjusted roundOfFire from 0.033 to 0.133 for main cannons and 0.13 to 0.27 for AA
   -Changed effect and projectile positions for cannons and AA
   -Replaced fixed rudder with movable rudder (modified hull model to remove fixed rudder)
   -Added axles
   -Added throttle-controlled propellers
   -Removed crosshair from cannons
  -Release 1
   -Changed projectile gravitymodifier from 0 to 1 for AA
   -Changed traverse limits for AA from -180/0 to -170/-10
   -Changed elevation limits for AA from -65/-9 to -70/5
   -Changed traverse limits for cannons from -110/110 to -135/135
   -Changed elevation limits for cannons from -10/0 to -40/3
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Removed projectile smoke trail
   -Added recoil force for cannons
   -Changed mass from 35000000 to 39000000
   -Changed AA muzzle velocity from 300 to 792
   -Changed cannon muzzle velocity from 200 to 732
   -Increased cannon projectile TimeToLive from 10 to 600 seconds
   -Changed LOD distance from 500 to 5000
   -Changed AA rate of fire from 3rps to approx. 7.5 seconds per shot
   -Changed AA ammunition from infinity to 400 per gun
   -Changed cannon rate of fire from approx. 6.67 to approx. 30 seconds per shot
   -Added recoil to cannons
   -Added a second ammo icon for the small turret hub of the primary position
   -Changed cannon ammunition from infinity to 100 per barrel
   -Changed all ammo icons to display both ammo count and reload
 Shokaku
  -Release 2
   -Changed ShokakuAirplaneSupplyDepot addAmmoType 7 from -1 2 0 to -1 0.02 0
   -Changed first e_ExFumePOW addarmoreffect from 500 to 600
   -Changed e_ExFumePOW height from 10 to 9 and moved it left from 21 (back) and 22 (front) to 18
   -Replaced fixed rudder with movable rudder (modified model to remove fixed rudder and create indepentent rudder)
   -Replaced fixed propellers with throttle-controlled propellers (modified model to remove fixed props and create independent props)
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Changed mass from 25000000 to 28000000
   -Added ammo indication to AA
   -Changed LOD distance from 700 to 5000
 Sub7C
  -Release 2
   -Added submarine HUD for AA gun to restrict exiting the sub while underwater and to limit use of the AA gun underwater
   -Changed AA gun from AA_Allies to Sub7C_AA (uses Carrier_AA_Base template)
   -Added movable control surfaces (rudder + front and back elevators)
   -Added throttle-controlled propellers
   -Added AA gun
   -Changed floater MaxRotation from 50 to 220
   -Changed maxDepth from 40 to 250
   -Changed NumberOfWeaponIcons from 1 to 2
   -Added alternate set of torpedo tubes for aft
   -Added icon for secondary torpedo
   -Changed magSize from 2 to 4 for primary and 1 for alt
   -Changed numOfMag from 7 to 2 for primary and 6 for alt
   -Moved alternate tubes to aft and tweaked positions
   -Added fireOnce and altFireOnce 1
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Changed mass from 800000 to 769000
   -Added cullRadiusScale 5
   -Changed LOD distance from 150 to 5000
   -Changed ammunition from 1998 (2x999) to 14 (2x7)
   -Changed reload time from 10 to 60 seconds (not based on fact, just a rough guess)
 Type 38
  -Release 2
   -Changed setCrossHairType from CHTCrossHair to CHTNone for gun
   -Replaced fixed rudder with movable rudder
   -Replaced fixed propellers with throttle-controlled propellers
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Added AddRootSpeed 0 for torpedo
   -Changed NoPropellerEffectAtSpeed for torpedo from 200 to 11.8
   -Changed timetolive for torpedo from 20 to 338
   -Changed launch velocity for torpedo from 30 to 10
   -Changed mass for torpedo from 200 to 614
   -Separated torpedo and mine settings for patrol boats
   -Removed explodeNearEnemyDistance for mines
   -Changed mass from 20450 to 22000
   -Repositioned mine projectile positions from 0/0/2 to 0/0/0
   -Repositioned torpedo projectile positions from 0/-1.5/3.55 to 0/0/0
   -Changed LOD distance from 100 to 5000
   -Changed TimeToLiveAfterDeath from 0 to 86400 (1 day)
   -Changed mine lift from 6 to 3
   -Changed Oerlikon tracer life from 2 to 3.75 seconds
   -Changed rate of fire for Oerlikon from 11rps to approximately 450 rounds per minute (7.5 per second)
   -Changed ammunition from 10 (2x5) to 2 torpedoes, 6 to 4 mines, and 500 to 9000 (60x150) for Oerlikon
 Type 38 raft
  -Release 2
   -Changed propeller position from 0/-0.697/-0.033 to 0/-0.62/-0.033
   -Replaced fixed propeller with throttle-controlled propeller
  -Release 1
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Added cullRadiusScale 5
   -Changed LOD distance from 100 to 5000
   -Changed TimeToLiveAfterDeath from 0 to 86400 (1 day)
   -Changed DamageFromWater from 1 to 0
 Yamato
  -Release 2
   -Rotated (through remodeling) AA turret/gun models and adjusted positional values to compensate
   -Enabled collision physics for large cannons
   -Added RecoilSize 10 and RecoilSpeed 10 for AA
   -Changed first e_ExFumePOW addarmoreffect from 400 to 600
   -Changed e_ExFumePOW height from 35 to 30 and moved it forward from -25 to -23
   -Changed AA cannons to use e_MuzzBigAAGun instead of e_MuzzAAgunB
   -Changed main cannons to use e_MuzzBigGun instead of e_MuzzDefGun
   -Added SetAsynchronyFire 1 and adjusted roundOfFire from 0.1 to 0.3 for medium cannons, 0.029 to 0.086 for large cannons, and 0.18 to 0.36 for AA
   -Changed effect and projectile positions for cannons and AA
   -Replaced fixed rudder with movable rudder (hull model modified to remove fixed rudder and create indepentent rudder)
   -Added throttle-controlled propellers
   -Removed crosshair from cannons
  -Release 1
   -Changed projectile gravitymodifier from 0 to 1 for AA
   -Changed traverse limits for AA from -75/75 to -70/70
   -Changed elevation limits for AA from -15/0 to -79/18
   -Changed traverse limits for cannons from -100/100 to -150/150
   -Changed elevation limits for cannons from -15/1 to -45/5
   -Added timetoliveafterdeath 600
   -Added timeToStartFadeAfterDeath 570
   -Removed projectile smoke trail
   -Changed recoil force for medium cannon from 10 to 2
   -Changed mass from 35000000 to 70000000
   -Changed AA muzzle velocity from 200 to 720
   -Changed medium cannon muzzle velocity from 160 to 920
   -Changed large cannon muzzle velocity from 160 to 805
   -Increased cannon projectile TimeToLive from 10 to 600 seconds
   -Changed LOD distance from 500 to 5000
   -Changed AA ammunition from infinity to 300 per gun
   -Changed AA rate of fire from 3 per second to approx. 5.5 seconds per shot
   -Made the rest of the large cannons and AA guns functional
   -Changed medium cannon ammunition from infinity to 165 per barrel
   -Changed medium cannon rate of fire from 5 to 10 seconds per shot
   -Changed all ammo icons to display both ammo count and reload
   -Added a second ammo icon for the primary and secondary positions
   -Changed large cannon ammunition from infinity to 100 per barrel
   -Changed large cannon rate of fire from 5 to approx. 35 seconds per shot


Map exclusives

 CDNRaft
  -Release 2
   -Changed propeller position from 0/-0.697/-0.033 to 0/-0.62/-0.033
   -Replaced fixed propeller with throttle-controlled propeller
 M3A1_Britain
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
 M3A1_Caen
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
 Ju88A
  -Release 2 Patch 1
   -Changed setCrossHairType from CHTIcon to CHTNone for gun positions
  -Release 2
   -Changed hpLostWhileCriticalDamage from 4 to 0
   -Changed Reloadtime from 10 to 30 for bombs
   -Changed projectile gravitymodifier from 0 to 1
   -Changed projectile timetolive from 2 to 600
   -Changed main wheels from RollGripWhenOccupied to RollGrip
   -Changed setCrossHairType from CHTIcon to CHTNone for primary position
   -Added visible bombs and repositioned them
   -Changed bomb ammunition from 36 (6x6) to 10
   -Changed mass from 15000 to 13000
 Pak40
  -Release 2 Patch 1
   -Changed setCrossHairType from CHTIcon to CHTNone
  -Release 2
   -Changed traverse limits from -26/26 to -32.5/32.5
   -Changed elevation limits from -20/12 to -22/5
   -Increased projectile TimeToLive from 10 to 600 seconds
   -Removed projectile smoke trail
   -Changed muzzle velocity from 100 to 750
   -Changed rate of fire from 0.35 to 0.23
 Radar_AA
  -Release 2
   -Changed rate of fire from 3 to 2
   -Changed muzzle velocity from 300 to 881
 RadarTower
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
 Sherman_Caen
  -Release 2
   -Changed hpLostWhileCriticalDamage from 1.5 to 0
 West_Harwick_RadarTower
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0
 Willy_Britain
  -Release 2
   -Changed hpLostWhileCriticalDamage from 2 to 0