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1.6 - WW2 Weapon Feature
Posted: 2019-12-08 13:50
by Mineral
We've been quiet for a while so we thought it was a good idea to break the silence to show what we have in store for the weapons for our WW2 factions you will see in v1.6. While many of these were in previous ALPHA and BETA releases of the WW2-Minimod, they often have been overhauled with new code, animations and sounds. And there are of course also some new ones!
We would like to thank all developers and contributors who helped get these in-game. Not to mention that some of these came from talented artists outside of our team and who gave us permission to use these models. All creators involved are listed on the screenshots below.
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-08 14:07
by Antonyvg
Beautiful, great job guysl! gf broke up with me yesterday, but atleast this made my day a lil better

Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-08 14:29
by WVNDERWAFFE
Looks great!! FG42 especially
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-08 14:45
by PatrickLA_CA
Awesome, I feel as if there's an early Christmas coming?
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-08 18:06
by qs-racer
Very nice work
What class is FG42 ?
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-08 19:56
by CG-Delta
Beautiful!
A heads up. Careful the AP mines don't get to work like in the Falklands (can't remember if Argentina or Brit). They are a somewhat split code between a pressure mine and a claymore with a detonator indistinguishable from the mine, which cannot switch between detonator and mine with right click. In practice very confusing and dangerous to use. I took me some time to figure out what was going on.
That was a bug report.. sorry about that. I hope you get the point. You're awesome
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-08 20:14
by Rhino
CG-Delta wrote:A heads up. Careful the AP mines don't get to work like in the Falklands (can't remember if Argentina or Brit). They are a somewhat split code between a pressure mine and a claymore with a detonator indistinguishable from the mine, which cannot switch between detonator and mine with right click. In practice very confusing and dangerous to use. I took me some time to figure out what was going on.
That was a bug report.. sorry about that. I hope you get the point. You're awesome
The FMK-1 (Argentine AP mine), is just a pressure AP mine (very small detonation radius since you need to step right on it), no detonator for it, didn't have one in r/l.
As for the M2A3 AP Mine, since it is mainly used with a tripwire, and again, no detonator, it will probably act mostly like the "grenade trap" or vBF2 tripwire claymores but you would have to ask one of the WW2 guys for confirmation on that.
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-09 02:49
by ALADE3N
qs-racer wrote:Very nice work
What class is FG42 ?
a Fallschirmjager
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-09 16:20
by Frontliner
qs-racer wrote:Very nice work
What class is FG42 ?
You'll find it in the standard AR slot of of the Fallschirmjäger subfaction.
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-11 06:44
by bouya_tetsu
I'm really looking forward to PRv1.6-WW2mod.
Please keep it up your great work.

Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-11 20:06
by robert357
Awww, I hoped to see P08 here

But whatever, there is PANZERSCHRECK!
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-12 01:44
by SemlerPDX
Looking great! Well done everyone!
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-12 23:59
by Tony_AbbottPBUH
you guys are very committed to this prank i'll give you that
Re: 1.6 - WW2 Weapon Feature
Posted: 2019-12-13 17:35
by SemlerPDX
Re: 1.6 - WW2 Weapon Feature
Posted: 2020-01-17 17:01
by InchPincherToo
I haven't touched this game in years, yet this is a great showcase of the assets indeed
Best of luck for devs on releasing this, hopefully soon-
Re: 1.6 - WW2 Weapon Feature
Posted: 2020-04-14 22:06
by Yrkidding
Looks pretty great!
Re: 1.6 - WW2 Weapon Feature
Posted: 2020-04-17 23:14
by Devross
Will we get Two steps from hell - Hearts of courage on operation overlord again??
Re: 1.6 - WW2 Weapon Feature
Posted: 2020-04-20 17:34
by Toby_the_Jarhead
hey guys! is it possible to correct the muzzle break for the MG42?
the one which is used right now is the muzzle from the modern MG3
This would be the correct one
and did you adjust the cadence of the MG42 (1.500 rpm) vs MG3 (1.200 rpm)?
Greetings!
Re: 1.6 - WW2 Weapon Feature
Posted: 2020-04-20 18:13
by Frontliner
no, as the server tickrate is locked to 30 ticks/sec we can only do RPMs that shoot every tick, every 2 ticks, every three ticks which leaves us with 1,800, 900, 600 and so on.
I don't think anyone's bothered by the incorrect Rückstoßverstärker.