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I have question regarding some maps from 1944 because I am not sure is that mistake in game. British army vs German maps for example. British tanks, Willy jeeps etc are in the U.S. Army colors. Is it normal and historical to be like that, or it should be changed to British roundels?
P.S. Small correction. Tanks are in US colors on map Operation U-Go with Japanese.
Map/s:
-> Stalingrad (Conquest/Coop) and Stalingrad no tanks (Conquest/Coop)
This part of E4 ground texture flickers when you hover the mouse in every direction.
Vehicle/s:
-> Despite having a gunsight reticle on Type 95 Ha-Go's rear turret MG, there's still a crosshair visible on it (e.g. Guadalcanal).
-> Hilfskreuzer's railings on both bow and aft section as well as posts on promenade deck are not positioned correctly as shown on pics from this link (e.g. 4308-Azov clashes): Imgur
-> Maus' track guide teeth was moving in the opposite direction both in forward and reverse (e.g. 4504-Mouse roars).
Map/s:
-> Stalingrad (Conquest/Coop) and Stalingrad no tanks (Conquest/Coop)
This part of E4 ground texture flickers when you hover the mouse in every direction.
Vehicle/s:
-> Despite having a gunsight reticle on Type 95 Ha-Go's rear turret MG, there's still a crosshair visible on it (e.g. Guadalcanal).-> Hilfskreuzer's railings on both bow and aft section as well as posts on promenade deck are not positioned correctly as shown on pics from this link (e.g. 4308-Azov clashes): Imgur
-> Maus' track guide teeth was moving in the opposite direction both in forward and reverse (e.g. 4504-Mouse roars).
- flickering textures are a common problem with Bf42, it's mostly caused by overlapping meshes, or statics buried partly into the ground. There's nothing we can do about that.
- Ha-Go fixed
Vehicle/s:
-> Correct me if i'm wrong, but i've noticed that early Tiger tank's suspension system were slightly offset compared to TigerLate:
-> Missing texture (except the instrument panel) inside Bloch MB.152's cockpit, this was from 1.8 Open BETA's 4010-Attack on Greece...
...And this is from FRC4's 4205-Operation Ironclad (IIRC, i've seen it in FRC1 onwards):
...the trees are bugged!
It was already fixed as per recent post. 😉
Map/s:
-> 4504-Yontan airfieldThere's a typo error on "Objectives" dialog box, labeled as destroid instead of destroyed.
Vehicle/s:
-> The 25-pdr gun on SextonCoop does not have a crosshair (e.g. 4503-Autobahn).
-> The rim of SU-152's idler wheel are overlapping at the front tracks thus making it to be visible (e.g. 4307-Prokhorovka).
FIXED
Vehicle/s:
-> In addition with my last post regarding KV tanks, the barrel of DT machine gun should be re-textured though. Also, I noticed that the track sound was missing in KV-1Early (e.g. 4106-Battle of Brody).
-> Several fixed-wing aircraft's disposable stores like bombs and torpedoes, are still visible despite it is now empty as indicated on HUD. Here's the list of affected aircraft that showing this behavior (IIRC it was first reported by @Qbicle from the old forum's FRC1 bug report thread with asterisk, still appears in FRC4):
AichiValD3A1 (bomb)*
AichiValD3A2 (bomb)*
P-40E (bomb)*
P-40TomahawkB (bomb)*
Devastator (torpedo)*
Swordfish (torpedo)
FW190A-3 (bomb)*
Fokker (bomb)*
Gladiator (bomb)*
Ju87 (bomb)*
B-26TB (torpedo)
Bf109_E-3B (bomb)*
Bf109_F-4B (bomb)*
B5N2-Kate (torpedo)*
KV-1 early fixed
Regarding the planes: This is not a bug, but a "problem" with the engine. External, and therefore visible weapons like bombs, rockets and torpedoes will only disappear, when the amount of "firearms" is equal to to the "magsize" and "numofmag".
Here's an example:
- The FW-190 A3 has ONE external bomb = ONE firearm
- The "magsize" is therefore 1 = ONE firearm
- the "numofmag" is THREE, which means that you can drop three bombs in total (with reloads in between)
- once the third "mag" is used, you'll no longer have a bomb left, but the engine will have spawned another external bomb, which is ONLY visually present. This is the "visibleDummyProjectileTemplate"
This applies to all planes that are coded like this. Only planes like the SBD will work. It has 3 firearms, a "magsize" of 3 and "numofmag" of 3. So once you've dropped 3 bombs times 3, all bombs are gone, and no visualdummy will be spawned.