Features

 

BattleGroup42 is not simply an equipment based mod. Our skilled team has also weaved their magic to enable the inclusion of some great features. These range from a completely new damage system, with accurate armour and projectile values, to innovations such as fully articulate towable artillery.

Want to know more? The following is a list of the many features BG42, click each link to find out more!

 

New in 1.0

Up to 0.98

 

 

New In 1.0


Artillery Spotting Positions

Vehicle based artillery spotting, introduced into BG42 in 0.98, has now been expanded to cover the majority of light tanks and also armoured cars designed for scouting.


Flamethrowing Tanks

A significant innovation for BG42 1.0 means you won’t just be playing with fire metaphorically, you’ll be playing with it literally. In-house work on flame effects has allowed the creation to the Sherman Ronson, M3 Satan, KV-8, TO-34 and Flammpanzer III flamethrowing tanks. Each deals out lag free death and destruction from the end of a flame projector, infantry watch out!


Remote Machine Guns

I'm sure we've all been there. You get into a tank and man the turret machine gun only to be shot several times from some infantry chumps lurking in a building. In BG42 1.0 the Rundumsfeuer Remote MG solves the problem. As you can probably guess, the Rundumsfeuer Remote MG is a remote machine gun that was fitted to several german tanks later on in the war. While your tank is still vulnerable to AT attack, your defensive machinegunners will be safe and sound in the hull, controlling the top machine gun to keep those pesky infantry at bay without endangering the life of the gunner. The Rundumsfeuer Remote MG is only used on historically appropriate vehicles and carefully placed on maps to retain balance and accuracy.


Dynamic Vehicle Spawn System (DVSS)

Push forward soldier for you shall receive a reward! Another dimension has been added to a number of maps in BG42 1.0, push forward, capture more control points and reinforcements will arrive in your rear assembly areas.

As usual regular spawn points abound with a Sherman here, artillery piece there, all the normal stuff you would expect. The DVSS comes into play as players progress through the map capturing more control points as they go. Capture enough points and you are rewarded with “reinforcements” at your home and captured bases. These reinforcements can range from stationary guns to heavy armour, aircraft or naval craft.
We’ve spent literally hours tweaking and balancing the DVSS so that you have a slight advantage but not enough to overwhelm the opposing team. Which bases you capture affects what you get. So for example a middle of the desert outpost might not get you as many reinforcements as a factory.


Zooms & Hull Machine-Guns Applied Universally

Additional zoom and hull machine-guns, introduced since BG42 0.90, have now been applied to the majority of vehicles that historically had them.


Towable Artillery

The entire team is extremely pleased with another exciting development for BG42 1.0, Towable Artillery. Towing has been done before but was accomplished by making the towed artillery piece a part of the towing vehicle which disappears when “deployed”, only to have a real artillery piece spawn within milliseconds. This was a decent system but the rigid attachment to the back of the towing vehicle and looked out of place. In BG42 1.0 however, the artillery piece moves independently of the towing vehicle and reacts to bumps, hills and ditches!


Vehicle Exhausts

The Tiger rolls over the plains during Operation Citadel, belching black smoke as it tears the ground apart. While we can't claim that the vehicles with exhaust smoke will have any direct effect on gameplay, they sure do look cool.


Anti-Tank Rifles

One concept left out of the original BF1942 game was anti-tank rifles (ATR).
In BG42 1.0, ATRs play a significant role in anti-tank warfare. ATRs have been introduced into those maps where they saw service in WW2. They are powerful weapons but have just as many disadvantages as advantages so choose your class wisely.
While ATR’s are great at defeating the light armour of early war tanks, they are essentially ineffective against late war tanks and heavy armour. Add in the massive recoil and you have a weapon that isn’t as dominant as it night be expected. However, in the right hands an ATR is a deadly tool if one knows the proper strategy for using it. Difficult to master, those that do learn its secrets will be a valuable asset to their team.


Revised Navies

Naval changes in 1.0 are a quantum leap from past versions of BG42.
Starting us off is the addition of the Japanese Taiho Aircraft Carrier. This ship, the pride of the Imperial Japanese Navy will grace the waters of the updated Midway map in 1.0. In addition all the carriers in 1.0 are now be armed with powerful 20mm cannon batteries to fend off attacking aircraft.

Destroyers have also been upgraded with Torpedo Tubes and blaring alarms to alert the sailors of impending attack. In addition the Hatsutsuki Japanese Destroyer has an additional turret to bring it inline with its real-life counterpart.

Battleships have not been forgotten either. Suhren has activated the extra turrets so that all the guns fire and the port and starboard guns now can choose between ammo types. Submarines also have a revamped firing system in 1.0 which among other things lets you fire rear torpedoes for wiping out those nasty destroyers tailing you.


Double Articulated Tracksets

Custom tracksets are a trademark of BG42 and with 1.0 we wanted to go 1 step further.
Double Articulated Tracksets are essentially tracksets whose upper row of tracks move up and down with the wheels. This means the rigid tracks of yesteryear are gradually being replaced throughout the mod, just remember we've not to all of them yet.
This is a cool feature, but of course it only applies to tanks where the tracks run along the top of the roadwheels rather than on return rollers. If your still confused as to what it means, just download 1.0 and see for yourself.


New Infantry Class System

Another major reworking is complete, this time to the entire infantry class system.
To start with BG42 1.0 will include a 6th class. This means the new class system is essentially broken down into: Sharpshooter, Submachine gunner, Anti-Tank, Medic, Mechanic and Rifleman. Each class has distinct advantages and disadvantages as you would expect.

The biggest change however is that there is now a bold distinction between early and late war kits. Infantry weapons, like all other types of equipment in BG42, are now also historically related so players will see the progression of armament throughout the war as the infantry did in WW2. The introduction of anti-tank rifles for the early war period is one example of this at work.

For futher information of Allies infantry click here and for Axis infantry click here.


Anti-Tank Grenades

We all remember when BF1942 first came out that 3 or 4 grenades under a tank would disable the damn thing. When BG42 came along, we gradually refined the effects so that grenades had as much of an effect on tanks in game as they did in real life, which is essentially no effect at all. Of course during World War 2 all sides realised this weakness and developed grenades for the sole purpose of destroying tanks. BG42 1.0 has included the British and American Gammon Bomb, Russian RPG43 and German Geballte Ladung anti-tank grenades for your enjoyment (though in obviously limited numbers!).


Deployable Machineguns

Another new infantry feature is deployable machine guns. Kits for these weapons will be scattered across maps in obvious places like bunkers so there will be need to be searching around for them. Simply drop the portable MG and voila, you can send streams of molten metal flying at your adversaries from any place you see fit. Once again, the deployable MG’s are limited to prevent over-use.


M12 155mm GMC Spade &
Dedicated M30 Ammunition Carrier

These are technically new vehicles but their significance warrants that they be classified as features.
The M12 GMC and its companion M30 Ammo Carrier are best used in conjunction and far away from the frontline as they have very limited armour. The M12 Gun Motor Carriage is the base for a 155mm gun whose shells can, and will liquify metal on contact. The M30 is based on the M12’s chassis and supplies the M12 with ammo.

An important feature of the M12 is its spade. Before firing this beast, you must lower the spade (the same way you lower the doors on the landing craft) to ensure the Motor Carriage stays stable. Failure to do so will result in a possibly catastrophic accident as a result of the massive recoil. Remember both the M12 and M30 have next to no armour so stay away from front line fighting!


Rifle Grenades

Some classes will have this little guardian attached to the end of their rifles. The rifle grenades are very limited in number but at the same time incredibly useful. These weapons are best used at short to medium range as they do not have the ballistic characteristics of bullets. They are explosively propelled grenades and have a respectable range. As always, there are advantages and disadvantages to this one-shot weapon so use it wisely.


Bayonets

In 1.0 some classes will have bayonets replacing the zoom function on their rifles. This has the advantage of giving you a long reaching close combat weapon but cuts back on your rifles long range capabilities. Not all classes have bayonets so you can choose either/or.


Rotating Artillery

Added in 1.0 is the ability to slowly rotate a stationary artillery piece around 360 degrees so you can get maximum area coverage from the gun. This added movement to the gun removes the problem of tanks finding your respective “blind spots” and exploiting them. (This feature does not apply to artillery batteries.)


Mobile Artillery

Thanks to the gentlemen over at the Battlefield 1918 mod for donating their walking animation so that BG42 1.0 now has mobile artillery. This is separate from Rotating Artillery and Towable Artillery because it is two seated. The one seat can slowly push the gun forward while the other gun can fire though you can’t do both at the same time. At present this feature only appears on the towed version of the Pak40.


Air-to-Ground Anti-Tank Rockets

Another addition is the inclusion of Anti-Tank rockets to planes like the P-38 F. AT Rockets give airmen another tool to use against armour but they are tricky to use and have limited ammunition so tankers have no need to worry about getting completely obliterated in 1.0. However a distracted tanker can mean certain death if a skilled pilot is overhead to look to the skies!


Improved Automated Planes

In BG42 1.0 you’ll notice a marked improvement on the Autoplanes code first implemented on Operation Mercury several versions ago. In 1.0 and specifically on the new Berlin Streets map, the Autoplanes now have more attitude. With better sounding fly-bys and even turning manoeuvres, the Autoplanes almost seem to be piloted by real life players. Watch out below as it would seem that on Berlin Streets the high level bombers even drop bombs!


Priest, Wespe & Zrinyi PCO Changes

No more getting into the main gun position of these self-propelled guns only to have someone drive off with it. We have finally combined the driver and gunner positions for ease of use. There is still a second position for the machine gunner of course.


Improved APC Physics

Ever get tired of rolling the APCs? Well DaCrapper has coded a new physics layout for the APCs so that those annoying rollovers only occur when they are supposed to.


Majority of Maps Converted for Co-operative Gameplay

Following advances in the tools available to modders and additional input from Careybear of the Great War mod we have been able to convert nearly all our maps for cooperative use. Various members of the team have joined in the massive exercise which means there is huge number of new maps now open to off-line players!

For more information on the maps in BG42 click here.


Vastly Improved Skins

There isn’t much to say about this one that the title doesn’t already explain except that our skinners have gotten their little hands on our old skins and given them a thorough work over to great effect.


Greatly Expanded Sound Package

Richochets, explosions, collisions, muzzle loadings, gunfire, planes, tanks, engines, ships, turrets and everything under the sun. New sounds galore in BG42 1.0 so keep an ear out. Old gun sounds have been beefed up to sound like heavy weaponry not pea shooters. Those plane engine sounds have been tweaked as not to deafen you. All in all, a real treat for the ears in 1.0.


Yet More New Equipment

The portfolio of BG42 equipment continues to expand. New Planes, ships, tank and more specialised vehicles all add to the spice of the game. For further information on Allied equipment seen by clicking here while Axis equipment can be found by clicking here.

 

 

Up to 0.98


Relative Muzzle Velocities

All tanks have correct relative historical muzzle velocities. This means they fire flatter and straighter, making them better against enemy tanks and vehicles – especially moving targets (coax against infantry is unchanged). The muzzle velocities used are exactly 1/3 of the real historical values making them a significant improvement on the values in the original game (which vary randomly between about ¼ and 1/8 of the real historical value).


Corrected Armour Protection vs Artillery

Tanks correctly take no damage from the splash of battlefield artillery (Priest and Wespe). Damage from direct hits fired by small calibre artillery is reduced. Damage from large calibre artillery (ships and defguns), both splash and direct, is unchanged.


Gun Traverse & Elevation

All tanks and self-propelled artillery have their historically correct gun traverse and elevation limits, rather than all being identical. Generally this increases the ability for tanks to fire below the horizontal, and is intended to encourage correct fire positions for tanks (e.g. reverse slopes below crests or in folds in the ground) where previously they had to be on flat ground or angled forward to fire downwards.


Relative Ammunition Stowage

All tanks and self-propelled artillery now have corrected relative ammunition stowage amounts for the main gun (actually 1/3 of their historical value), rather than always holding 30 rounds. In some cases this has increased stowage, in others it has reduced it. Although overall stowage amounts are not significantly changed, there will be a few more occasions when tanks run out of main gun ammunition. The answer, of course, is to call up an APC for resupply!


Improved APC Armour Protection

APC's have been made immune to small-arms fire (e.g. BAR and SG44), as they were built to be. Damage from artillery splash has been reduced. Damage from heavy machineguns (e.g. Browning MG & MG42) and direct hits from artillery remains unchanged.


Repairing APCs

As well as the original ability to resupply ammunition to vehicles, APC's can now repair vehicles belonging to their own side (including tanks) by driving up close to them. They can also repair themselves and other APC's, but only very slowly.


Grenade Rearming Altered

Resupply rate of grenades from ammunition crates boxes has been reduced to discourage grenade spamming.


APC Lifetime Increase

APC's have had their lifetime when unoccupied increased to two minutes (from 45 seconds) to encourage their use as local repair and supply points. Repair radius has also been increased from 10 to 15 metres.


Re-planned Artillery Spawnpoints

Artillery on some maps has been repositioned to make it more useful.
On maps where artillery pieces only spawned at a forward base was it was captured, they have been replaced by tanks and/or APC's. Instead, artillery has been added to the main bases so that it can be used to help the initial advance and to cover defensive manouvers in the field. This change applies to Kharkov, Kursk and Bocage.


DICE Aberdeen Map Co-op Support

Support has been added for the DICE created, Operation Aberdeen map. Most base also spawns APC's.
The Operation Aberdeen map needs to be installed from a DICE patch for these changes to become available for use in BG42.


Tank Placement for Teamwork

In a number of DICE's original maps many tanks of similar type are be scattered around main bases in a haphazard fashion. In the BG42 versions of thse maps these have been gathered together in order to encourage players to use them in co-operation (historically the smallest unit for tank fighting would have been a troop - typically 3 tanks).


Light Tank Artillery Spotting

Commanders of light tanks and some armoured cars in BG42 have the opportunity to spot for artillery as a secondary fire option. This is extremely useful for teamplay and gives artillery commanders a wider choice of targets to indirectly fire at from the safety of solid cover.


Flak36 ('88) Multiple Ammo Types

This anti-aircraft weapon was famous for its dual ability to cause substantial damage to both aircraft and tanks alike. In BG42 this option has been included to allow gunners the choice of left click for anti-aircraft ammunition and right click for anti-tank ammunition.


Hungarian Army

During World War 2 the Hungarian army fought alongside their German allies and fought a series of valliant rear-guard actions against the onslaught of the Russian counter-offensives. The Hungarians come equipped with their Zrinyi assault gun, Nimrod anti-aircraft/anti-tank self-propelled gun and Turan II medium tank as well as their 43M machine gun for the soldiers on the ground.


DICE Maps Converted to BG42

All Maps DICE have released with the original game and in the subsequent patches have been converted for use with BG42. Like the new maps added in the mod these have all had the equipment on revised to match the historical fact as closely as possible. In particular the Operation Market Garden map has been converted to reprisent the battle between British and German forces at the Arnhem bridge. Cooperative support remains.

For more information on the maps in BG42 click here.


Realplane Code

BG42 incorporates much of the RealPlane mod code built by Psychoslaphead. The most obvious change is that fighter aircraft now have cannons as secondary armament instead of bombs. However the code is also aimed at improving aircraft flying and dogfighting by bots in cooperative mode.


Redesigned Armour & Damage System

One of the most significant changes in BG42 when compared to the original Battlefield 1942 game is the completely rebuilt and historically accurate armour/damage modelling system. Each vehicle now has its historically correct armour and gun power. A full description of these changes are given below:

There are 3 main parts to the system:
1) Armour materials (=thicknesses)
2) Projectiles
3) Damage values for a particular projectile against a particular armour thickness

The material part of it is as follows:

MatID: Historical Armour Thickness
43: 5mm (including unarmoured vehicles - jeeps, trucks, etc.)
44: 10mm
45: 15mm
46: 25mm
47: 35mm
48: 50mm
49: 65mm
50: 80mm
51: 100mm
52: 125mm
53: 150mm
54: 185mm (e.g. King Tiger mantlet)

Note we have 'taken over' all armour values from 43 to 54, including those which DICE generally never use (e.g. 48, 49). Note too, that all tanks and armoured vehicles will always have exactly 100 hitpoints. Softskin vehicles (e.g. jeeps & trucks) can have lower hitpoints where it is felt appropriate. For the occasional time we need greater thicknesses than 185mm (e.g. the Jagdtiger, if we do one) then we will scale via hitpoints (e.g. give the vehicle 150 hitpoints)

As you can see there has been alot of thought applied, the results of which required modification of every single vehicle in BG42 up until the system was introduced!


Smoke Grenade Dischargers

As a special treat for King Tiger commanders the tank can fire smoke grenades to conceal itself by using the right-click position 2 (the commanders turret hatch).


APC Driver Mouselook

All APC drivers now have the option of looking around the cabin, through the side windows and inside the vehicle at their own passengers!


Activated Hull Machine Guns

A number of tanks have had hull-mounted machineguns fitted. These were used on a wide variety of tanks during World War 2 for well-protected infantry suppression. Where historically correct, the process of adding all the appropriate hull MG's to the tanks in BG42, has begun.


Improved Tank Optics

  • All tanks and anti-tank guns now have a fixed (low-power) zoom.
  • All heavy tanks have gunsights.
  • The Jagdpanther tank destroyer has a high-powered (x2.5) zoom in second, gunner's position.


BG42 & BG42 Converted Community Maps

BG42 has a wide array of new maps, both produced within the team and by members of the community. All maps have been designed or converted for use with BG42 and fitted into a historical timeframe. Whereever possible each map has vehicles and equipment appropriate to the time and events the maps are based upon. In addition a number of the BG42 created maps have been converted for cooperative use so off-line players can get sunk into the action!

For more information on the maps in BG42 click here.


Updated Sounds & Skins

New sounds abound in both maps and for a number of the vehicles. All the new vehicles have seen the attentions of our skinners while a number of the originally introduced models have received a refreshed coat of paint.


New, Rebuilt & Revised Equipment

BG42 includes the most comprehensive equipment available in any Battlefield 1942 mod to date. There are new vehicles of every description to sit alongside DICE equipment that has been rebuilt or modified to fit with the BG42 ethos, damage system and historical accuracy. Numerous small-arms have also been built and are complimented by new aircraft and naval vessels. All have been coded to slot straight into the mod and provide the widest variety available and give a hugely diverse range of playing styles.

For all the information on the equipment available to Allies in BG42 click here and to the Axis click here.