Годный мод ;) / GodnyMod

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Author: Igetfer

Last revision: 23 Oct, 2024 at 19:49 UTC

File size: 8.77 MB

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Description:

The "Godnymod" for Call to Arms is Gates of hell: Ostfront. Author: Igetfer.

1. The mod was created primarily for playing in the "Dynamic Campaign" mode with large maps. Therefore, first of all, the combat range has been increased – the artificial limitation of the range of the shot has been removed (the range of the shot now covers the size of the map), the range is limited only by the peculiarities of the ballistics of each individual gun. For example, for an infantry gun 7.5 cm leIG 18, the maximum range of the shot (at the same time, there are no restrictions on the range of the shot, the limit is determined by the ballistics of the gun) is about 450 gaming meters, however, if you place the gun at a height relative to the target, the range will be noticeably longer. Otherwise, shooting from the lowlands will reduce the maximum range of the shot. The limitation of the range of the shot remained for mortars (engine features limit shooting to 640 game meters, when shooting further, the mine is simply destroyed by the game engine and does not fall anymore), grenade launchers and some other types of weapons.
Special ballistics for howitzers and heavy artillery has been canceled. Now the ballistics of all guns in the game is configured according to the same principle (the higher the initial velocity of the projectile, the more gentle the trajectory will be). Accordingly, the longer the barrel of the gun (the higher the initial velocity of the projectile, as a rule), the more accurate the gun is at long distances. This should be taken into account when researching and choosing a unit for tasks. However, any tank and gun can be used to fire from a closed position, if the ballistics of the gun allows.
For example, on maps with a large number of trees or hills, artillery with a short barrel is preferable – the trajectory of the projectile is steeper. However, on more flat and open maps, long-barreled guns are better – the accuracy and speed (due to the higher velocity of the projectile) of hitting the target are higher.

2. The damage treatment system has also been redesigned. Internal volumes (hitboxes) have been added, which are responsible for damage to the hull, turret or engine. Thus, in order to disable or destroy the vehicle (or part of it) now, it is necessary to hit the internal volume or the ammunition. The addition of internal volumes increased the chances of survival of "empty" armored cars with large troop compartments. Shooting at the troop compartment with armor-piercing shells will not cause the armored car to fail. It is necessary to hit such machines in the control compartment, in the lower part (where the transmission is) or the engine, as well as in the ammunition.
The transmission is now part of the chassis and its failure immobilizes the vehicle. This is especially true for vehicles with a front-mounted transmission.
Also, the volumes (hitboxes) of the T-34-85 and IS-2 towers have been replaced with more correct ones.

3. The visors (surveillance devices) of the vehicles have been redesigned. The viewing range of the main sight is determined by the multiplicity of the sight installed on the real sample. It should be noted that the American initial models of tanks of the M3 Stuart family and M4 Sherman family had sights with a multiplicity of x1.44 installed on early models, and in the middle of the release with a multiplicity of x1.8. That is, at the initial stage, American vehicles lose quite a lot in detection range to vehicles from other sides (on which, in particular basically, sights with a multiplicity of x2-2.5 were installed).
Also, surveillance devices for tank commanders have been redesigned (in those vehicles where the commander is not busy loading the gun or firing from it, and where they were actually installed). Surveillance devices are available for direct control, they can be used to inspect the space around the unit. With the "free fire" mode set for the unit, the commander can use the device himself for additional illumination of targets while the gunner crew is firing from the main gun. Tanks with a commander’s turret use a circular visor (again, only for those units in which the commander is not engaged in other duties).

4. For field guns, crew commanders (for guns with more than three crew) were given binoculars. Binoculars are not available for direct control, however, in the "free fire" mode, the commander himself uses binoculars for additional illumination of targets. This feature has significantly increased the range of visibility for guns (especially anti-tank guns) and their combat effectiveness. Binoculars are not provided for the first samples of guns, which are open by default in the research tree.

5. For command vehicles (American or German), the commander’s seat with binoculars is available for direct control, however, even in the "free fire" mode, the commander does not change the direction of view. This can be used for reconnaissance or surveillance of a certain sector. There are no binoculars for the Soviet commander’s car, but a PU-type sight with a multiplicity of x3 for a machine gun is installed as a bonus.
The mechanics of using binoculars for infantry commanders have been changed. Now the binoculars give the same visor shape as the vehicle (sometimes it does not work very correctly due to the peculiarities of the game engine).

6. The trees of research on equipment (guns and tanks) have been changed – the research chain has been lengthened and the cost of research on top-end equipment has been increased. The American tank research tree has been heavily redesigned. The infantry and automobile branches remained virtually unchanged.
The artillery tree is now slightly more clearly divided into branches of anti-tank, field, and howitzer guns. The tank tree allows you to upgrade branches from light to medium or from light to heavy tanks.

All these changes make the gameplay very different from the vanilla version and give a different gaming experience. Unlimited (practically) combat ranges make it possible to use a variety of tactical techniques, such as ambushes or flanking fire. The role of terrain in battle is significantly increased. Also, mortars began to play a much more prominent role than before. A well-placed AI mortar and covered with an anti-tank gun can become a real problem for the player in the absence of means of counteraction.

Further work is underway to increase the interest of the game in the dynamic campaign mode.