Hello my name is Ty,

I'm the creator of Realism (a mod for DCG 2.5). Basically what Realism 3 does is it adds new weapon ranges, new physics & damage values, improves AI, adds new vehicle interactions and a whole host of other improvements specifically for DCG. If you'd like to know more about what the original released version does the forum threads...

The vision distances have been increased and heavily modified.
This allows players to more easily play with fog of war on in DCG. For the best experience I encourage playing with Fog of War set to "Realistic".


Check Realism 2 out on the downloads page or you can....

Download Realism 3 Now @ Mediafire

or @ Gamefront.com


Download DCG 3.5 @ Moddb.com





What's new in Realism 3?

First and foremost it fixes compatibility with DCG 3.5. Older versions of the realism mod will crash with DCG 3.5.

Generally Updated and Improved Infantry Combat

- reduced rifle range to 90m
- reduced thompson, grease gun, and ppsh range to 60m
- removed head shot instant kills
- reduced accuracy of MG's while standing or kneeling
- added zeroing to rifles
- added aim by motion to infantry (aim radius grows when in motion, then shrinks to original size when still, just like tank guns)
- reduced energy drain for sprinting infantry (longer sprint distances)
- fixed rpg's so they won't target cannon vehicles (at guns, mg nests, etc)
- increased direct control accuracy of infantry by 50%
- reduced range of rpgs to 45m
- reduced range of panzerfaust to 30m
- added explosive properties to RPG ammo
- updated grenades (Most grenades have 20m range) (Fragmentation grenades have extra blast radius) (M24 Stick grenade can be thrown 24m)
- updated difficulty settings more streamlined and player friendly
- increased scaling of weapon muzzle velocities
- new tracer texture for small arms
- changed MG ammo weight to hold 50 rounds per group
- increased HMG accuracy at longer ranges

Vehicle Updates

- increased direct control accuracy 50%
- lowered MG 34/42 tripod model to kneeling height
- fixed canon movment speeds
- reworked some tank damage effects
- slight increase to repair times
- removed AI ejecting from damaged vehicles, only hull damaged or destroyed causes crew to emit
- slightly shortened penetration scale... from 200 to 180
- increased accuracy of 20mm guns
- updated vickers mgun to fire over sandbags
- lowered degtyarev mg stand
- added a minimum range to mortars of 40m

Ship Updates

- updated movement speeds and turning speeds to be more realistic
- reworked main guns on destoryers (ammo counts, ranges, accuracies)
- fixed U-boat to move and shoot 5 torpedo rounds
- fixed destroyer to sink upon to sections of the ship being destroyed
- fixed torpedos to not detonate on swimming humans



What's new in Realism 2 (old version)?

- Newly balanced accuracy for guns
- AA mounts on vehicles have been fixed.. now can aim high enough angle to shoot at planes
- Added new AA shells to the Flak 88's and Vickers 93mm
- More realistic plane damage & behavior
- New tank and vehicle scripts
- Improved pathing for all units (No more cannons walking though walls only to kill themselves by falling debris) (Track & wheeled vehicles will prefer to use roads rather than drive through buildings)

- Bren carries 29 rounds not 30
- Enfield rifles have faster ROF than other bolt action rifles
- Improved fog of war settings (much truer LOS than ever before)
- Rebalanced difficulty settings ("Hard" is very difficult and equals the playing field between you and AI)
- AI weapons do greater damage to other AI players (more realistic computer battles)
- No longer do dead vehicles get pushed around like paper bags (you kill that tank on the brigde.. you've got yourself a roadblock my friend)

- MEDICS added and the ability to heal (unconscious soldiers, friendly or enemy)
- Changed how rifle rounds stack in human inventory (was 10 now 25)
- Removed rotation limits from mortars (AI more effective w/ mortars now)
- Decreased Sniper Aiming time to induce higher combat ROF
- Damaged Hulls repairable ("destroyed" hulls are not repairable)
- Changed characteristics of the vehicle damage text: red means destoryed (unrepairable), yellow means repairable, grey means no damage

- Readjusted AT rifle ranges, penetration values, reload time and ROF (effective range is 60-80m)
- New graphic for tracers (slightly easier to see)
- Added color change to "distance number" when firing beyond effective range
- Set human sprinting distance to relate better to weight of carried objects in infantry's inventory
- Added some new car and cannon scripts (crews bail on immobile or unable to turn/shoot gun)
- Added gun crew script to make them eject from gun if they are about to be crushed by a tank

- Added chance of helmets being knocked off from explosions
- Add chance of headshot to instantly kill infantry when not wearing helmet
- Infantry ignore planes but mg gunners can be told to shoot at planes
- Bombers only drop one pair of bombs (no more endless Stuka dive bomber runs)
- Slowed pacing down slightly for longer lasting battles
- Reduced size of human inventory box slightly




These are some of the changes that were made in the original release that stayed and that I'd like to continue to highlight.

-Fixed AT rifles so they do NOT shoot at infantry
-Fixed Binocular carrying infantry so they DO pull out their weapon when being attacked.
-Mortars can now damage/destroy armored cars and light tanks
-AI uses grenades more often
-Added Sandbags to MG Stands and cannons
-Lowered chances of helmets coming off
-Added burning sound to vehicles when they're on fire
-RPG's can now ricochet of tanks when hit at certain angles
-Added new tank scripts causing crew to abandon vehicle if left unrepaired after a certain amount of time
-Added vision for sniper's and binocular's similar to MP vision


Other Add-ons include...


Ty's Hud
Mini-mod that makes in-game interface more transparent.

User Posted Image


Ty's Xtra FX

This mini-mod increases the amount of FX that are allowed to stay ingame before disappearing. Ex. bodies, shell holes, blood, debris from tanks and buildings, and longer lasting vehicle tracks. It also makes structures easier to destroy.
**Note** If you have performance issues already with MOW, this might increase those issues.


Ty's Testing Mod
I created this mod to help me test and develop my realism. It adds an extra campaign with 10 missions. These missions are intended for testing every nation's vehicles and weapons.

Feel free to leave questions or comments.. :)

Image RSS Feed Latest Screens
Moments after death Russians Flak 41 & 88's
Blog RSS Feed Report abuse Latest News: DCG 3.5 and Realism 3 RELEASED!!!!!!

9 comments by Ty2903 on Mar 6th, 2011

Realism 3

Download Now @ Gamefront.com
or
 Moddb.com


DCG 3.5

Download Now @ Moddb.com


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Realism 3

Realism 3

Apr 6, 2013 Full Version 6 comments

This is an update to the popular realism mod designed for Dynamic Campaign Generator. The latest version of DCG has just been release (3.5) and now Realism...

Realism 2 + Update v2.1 (Outdated)

Realism 2 + Update v2.1 (Outdated)

Mar 6, 2011 Full Version 15 comments

***Requires DCG 2.5 or 3.0*** Adds new weapon ranges, new physics & damage values, improves AI, adds new vehicle interactions and a whole host of...

Ty's Testing Mod

Ty's Testing Mod

Feb 28, 2011 Effects GFX 12 comments

***** DCG 3.5 & Realism 3 required to run this ***** This mod adds a new SP campaign of 10 test missions. These missions are used to test all the...

Ty's Xtra FX

Ty's Xtra FX

Feb 28, 2011 Effects GFX 0 comments

This mod works in both MoW and Assault squad but in SP only. (Will cause de-sync errors online). It increases the amount of entities that can stay on...

Ty's Hud

Ty's Hud

Feb 27, 2011 HUDs 2 comments

Transparent HUD for MOW and MoW: Assualt squad. Works in both singplayer and multiplayer without anyone else or host having the mod. It does NOT cause...

Post comment Comments  (0 - 10 of 97)
Painmace
Painmace Jun 12 2013, 10:46am says: Online

So i cant play this if i dont play DCG? What if i want to play with my friends?

+1 vote     reply to comment
anfedorchuk
anfedorchuk Apr 14 2013, 12:17pm says:

What about nerfing heavy tanks a bit? Right now I'm playing Germany vs USSR in early 1941, and nothing I have seems to be able to stop single KV-1 that my opponent has thrown at me in one battle.
I have Flak - 88, captured Zis-3 at my control + Pz4 and all I can do is kicking it's tracks off and praying God. Not even 2 AT nades, thrown at it's engine did any damage.
Even T-34 can be hard to deal with, unless you know weak spots. While I like it, I'd like to see heavies re-balanced, coz right no nothing can stop them.

+1 vote     reply to comment
Ty2903
Ty2903 Apr 18 2013, 2:38am replied:

An 88 should be able to stop a KV-1. That is what was really used in combination with airstrikes. Short of that, Germany had very little in their arsenal to deal with them.

I do not believe this is a balancing issue, but more a historical accuracy that creates a true difficulty that was encountered in WWII.

+1 vote     reply to comment
Mckee92
Mckee92 Apr 9 2013, 2:20pm says:

Hey, sorry to be a pain, but i'm having trouble with a particular mission that keeps kicking up an error message when running realism 3. Its one of the DCG historical campaigns. Playing as the axis, the game crashes on loading the map, caused by 'Exception_access_violation' ... >>scene:init ... >spawn human [150:single/rus/vet_at] I've also had this same message with one of the heer units when playing the d-day campaign as the US.

The issue isn't with the DCG main mod, as it runs okay without realism active. Any suggestions on how to fix it?

(Mod if freaking ace BTW)

+1 vote     reply to comment
Ty2903
Ty2903 Apr 9 2013, 2:50pm replied:

Re-download the mod. It is the panzerfaust that the guy is carrying that has an issue. I've fixed it and re-uploaded a new version.

+1 vote     reply to comment
Mckee92
Mckee92 Apr 9 2013, 3:48pm replied:

Alright, thanks. I'll be checking it out tomorrow. Thanks for getting back to me.

+1 vote     reply to comment
Frenchy56
Frenchy56 Apr 8 2013, 4:27pm says:

What is the music used in the main menu?

+1 vote     reply to comment
Ty2903
Ty2903 Apr 9 2013, 12:00pm replied:

The music is in the DCG mod, not in Realism 3.

+1 vote     reply to comment
Frenchy56
Frenchy56 Apr 8 2013, 4:30pm replied:

First, you make a crappy mod, then you troll a modder, and now you start asking stupid questions?
Screw this, I'm outta here.

+1 vote     reply to comment
Ty2903
Ty2903 Apr 7 2013, 9:30pm replied:

GCG? Not familiar with that? Realism 3 is designed with only DCG for Men of War in mind.

+2 votes     reply to comment
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Platform
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Game
Men of War
Developed By
Ty2903
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Official Page
Digitalmindsoft.eu
Release Date
Released Mar 6, 2011
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Style
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Real Time Strategy
Theme
Realism
Players
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Last Update
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