If it flies, it dies™.
It's a bug for now -- you can try launching the missile from different terrain, or alternatively, use the cheaper ballistic missile launcher.
Just install the new version -- it will overwrite it.
Thanks for your comments. WiC is unfortunately 32-bit application, so sometimes when you have intensive matches on large maps, game could run out of memory.
One way to workaround these crashes is to simply exit back out to Main Menu then restart the match from there. This fully clears/releases most resident memory in game.
Thanks for the links, the 2nd link you provided has some useful info.
Now, we just need to find some 3D models of the Iskander system :)
9P157-2 is in the development plans.
As for Iskander, there is insufficient technical data available for the system out in the public, so we are unable to model it for now.
Sorry for the missing instruction, I'll get that updated soon.
Custom maps (Aurons, Snow Hill) will need to go to MY DOCUMENTS\World in Conflict\downloaded\maps folder.
I don't see how it's less realistic, especially given the fact that the new artillery system in this mod were modeled by those in active military service who strongly advocated these changes. This is the first time I'm hearing that the new system is less realistic, and that vanilla game's "arty noobs can aim at anything they see" is somehow 'more realistic'. We disagree on this matter.
You mention that it's unrealistic that only infantry can call artillery -- well in real world military, infantry plays lot more role in maneuver warfare than just shooting guns at another infantry and being useless out in the open. Also, APCs and lot of other vehicles can call arty as well, in addition to humvees and infantry.
Cite one example in history of warfare, where an artillery fire unit itself engaged a moving column of armored vehicles in an indirect-LOS fire and destroyed them, all by themselves, without a forward observer. Such thing never occurred because it defies law of physics. You don't shoot at what you cannot form a fire solution -- only in casual arcade games like WiC & Company of Heroes do you see this mythical concept of "shared vision" and "shared fog of war" that simply does not exist in real combat. Even the latest Network-Centric Warfare in modern US military practice has lot more to the process than just enemy showing up on a map all of a sudden. There are lot of things that casual games do not model to portray the war-vision correctly, and the new artillery system was designed specifically to address that issue without making artillery units overpowered.
Medic is present in every fire team, but he only has standard combat rifle. Only anti-air fire team has MANPADS.
Also humvees can heal infantry, so if medic himself is injured, you can retreat to a nearby humvee for complete healing.
No. In real life, artillery cannot fire without a forward observer, so such thing would not be called 'expert' mode, rather "noob" mode instead. We already have 'noob rocket artillery' units -- these are Ballistic Missile Launchers, they can point and fire at anywhere on the map.
As for K-9, it is a more capable howitzer than Paladin (MRSI, etc) and we never finished the Paladin model either, so we ended up settling with what we have.
Custom maps go to My Documents\World in Conflict\downloaded\maps folder.
Both. You can't play campaign with the mod, but you can certainly play solo/single-player mode using skirmish option.
Yea the problem you had with large squads was well noted by other players too.
Eventually, we felt that best survivability for infantry (especially in MW Mod) is mobility, not more men. Going down to smaller fire teams is better because they are substantially lot cheaper than squad-sized units; so you can spread out your assets to cover large areas.
Both of you are correct in these regards. Yes, the current version of the mod uses a "squad" model of 8 to 10 people.
However, the upcoming 4.2 version will get rid of this and go to a smaller "fire team" based concept, where each unit is typically 4 men. (5 max for some exceptional cases) But the units are much cheaper and can be transported by humvees, so they are overall more mobile and deployable.
While infantry is very weak, it's offset by their ability to call fire support on demand, pretty much harassing the enemy wherever they go.
Technically it is possible by doing -mod "mod name" but this has not been tested, and people that tried it have alleged it's not perfect (i.e. there are some errors, etc).
A better way to load the mod automatically and permanently is to move the Modern Warfare.SDF into wic's installation folder and rename the mod sdf file to "wic80.sdf".
Yes and yes. We organize matches on Steam, you can see gameplay videos on Youtube.
Okay. Catch me on Steam if you still encounter problems, we'll try it with -debug mode.
Your maps look awesome, let us know of any updates we'd love to try them out for MW Mod!
Yea that's weird dude, I'd try reinstalling the game. If it is crashing at the menu, it does not sound like mod is causing the issue, but something is going weird with game itself.
Any reason why XP SP 3 Compat Mode is on? WiC should run natively on both Windows 7 and 8. Let me know if that fixes the problem, and we'll troubleshoot further from there :)
Map has great gameplay potential!
Hey, awesome job on the Cap-Gris-Nez, it's a beautiful map with great attention to detail in both gameplay and environment.
Would it be possible for you to release a USA vs. USSR version, so that it is compatible with MW Mod?
If you're getting back to WiC map-making, please let me know. Your Operation Goose Green map is really a beautiful concept, that if possible, I'd like to see it or a new map similar to it return to the game :)
Unfortunately it's a balancing act between achieving realism (by simulating complex physics and math) vs. rendering fakes on the screen.
We've opted to go for realism on simulation level detail which demands more computing power than vanilla game. But it's not that CPU hungry as you claim either. The amount of CPU used by WiC MW is comparable to the latest generation games on the market-- if your computer is able to run modern generation games (and most people do have computers that are fast enough for playing latest games btw), such as Battlefield 4, Digital Combat Simulator (DCS), Call of Duty Ghosts, etc, then WiC MW Mod will run perfectly for you with no problems.
I'm sorry that the game is too CPU hungry for you, but unfortunately realism comes at a cost, even with lot of optimization works we've done. Have you tried lowering graphics settings to see if that helps?
Because of FLINT missile simulator -- every missile you see is simulated with aerodynamic / ballistic physics as well as real world guidance laws.
5200 lines of code (written in python) runs the Patriot Heavy SAM in game ;)
Does World in Conflict run on Mac OS?
We'll try to get some tutorial up for the JFSN artillery, duly noted.
Also, just a quick note that when you call down JFSN arty strike, it takes up to 10 seconds for fire units to align and prepare the barrage. You'll receive "COMMIT" message in chat screen when rockets have fired on your coordinates.
Yea, APCs are still legacy based system, so behavior hasn't changed much from vanilla game. However, on the topic of helicopters -- with MW Mod, you're really supposed to use 1 chopper; while the cost of choppers allow you to buy more than 1, you rarely have the need to do so.
In WiC gameplay (this applies to vanilla game, as well as MW Mod), Air role is meant to be played as first person shooter, where the player focuses only on group selection of helicopter or helicopters, and micros everything. This is the only role in the entire game where it was meant to be played FPS micro style. So it's unlikely that choppers will have auto-firing Hellfires, both for balance and gameplay reasons.
Thanks for your comments and review! Most AT units should automatically fire by default (unless put on hold-fire). Which particular unit were you having problem with?
Some legacy units (APCs) are still fired like vanilla WiC, but majority of newer units should be better now.
Drone/UAVs can be called using JTAC infantry (you can buy that from TA menu, or using reinforcement point panel if you are playing as inf or air). If you designate your JTAC laser on an area where no enemy units are visible, then UAV will respond to recon. Also Abrams tanks and AI bots also routinely call UAV to recon, so it's definitely busy fulfilling recon needs from bots as well. Lastly, bear in mind that if UAV gets shot down (by enemy SAM, fighter jet, etc), it won't be much use until it respawns automatically some time later.