If it flies, it dies™.
MW Mod 5.0 development is now complete. Release is planned in September.
View complete change log here: Moddb.com
Infantry is already pretty indepth in this mod, so I don't expect much changes there for a while.
The latter. We will slowly integrate some NATO units over time, but the current unit set is most likely to stay. We're already nearing maximum limit of units we can have in game (remember that every guided missile you see in game is a unit, so there are lot more units defined than what is playable).
Good points on both. We will have an announcement about MW Mod 5 as we get closer to September release; currently it's under active development right now.
It's already in the game.
In the middle of overlapping SAMs and fighter jets in the game? No, bad idea.
Instead, F-35 will be a better addition to provide proper CAS from high altitude, not a cargo plane converted into flying artillery.
MW Mod 5 on the horizon. What do you guys want to see?
Take the poll, add your comments!
Also you can check some sample game videos on YouTube, some examples:
Glad to hear you're enjoying the mod. Updating tutorials and manuals is definitely something we need to do. In the meantime, there are a couple tutorial videos on YouTube that may be of interest:
JTAC guide: Youtube.com
Patriot SAM symbology/guide: Youtube.com
Play the "mt_Bocage (MW Mod)" map on the list instead. The vanilla Bocage map is incompatible with the mod, but we've supplied a separate compatible one in the same list (mt_Bocage).
I didn't downvote you. Again, the requirements are recommendations set based on how frame rate with FLINT missiles running in the game (think: massive air and missile raids; these things do happen in p-v-e matches).
We had people complain about low-fps on systems similar to yours, and on my box (AMD FX 8350 4.0 Ghz with GTX690), WiC barely maintains 50 fps when there are 120 missile units rendering in the game.
We can argue about the semantics of system requirements or hardware recommendations all day, but honestly, it's not a problem to be concerned with; if your computer runs the game fine, by all means, enjoy it.
The system requirements are based on how game performs when there are massive amounts of units and ordinances flying, of which, CPU load becomes a limiting factor.
The maximum limit for number of UnitTypes defined in unittypes_wic.ice is 256. There is no bounds checking in game to enforce that 256 limit, so technically you could in theory, have 257 or more, but you'll be pushing it.
When you go over 256 UnitTypes, what happens is that game will run out of allocated memory during loading screen and you'll see game just freezing up or map loading's progress bar never advancing past middle point for minutes on end and eventually you'll have to kill the game to get out of it.
So.. long story short -- UnitTypes limit is 256. WiC MW is currently at around 210 or so UnitTypes, so we had to downsize to two factions (Blue vs. Red).
Also, limitation on number of units present in EX world is 512. That is, the maximum # of units you can have in any game session is 512, past that, game will refuse to spawn more until unit count is below 512.
It's definitely a game issue, your rig is fine. The game has a memory leak when you load into the next map. It's recommended that you back out to the multiplayer before playing the next map, or restart the game every 2-3 matches to clear out the memory use.
They are immobile units (as noted on unit description).
We had to sadly remove NATO faction due to the limited # of total units we can have in the system. However, factions are changed to BLUE vs. RED in general, and you will see some NATO units being added to BLUE side over time -- Leopard 2a6 is already there.
Glad to hear you're enjoying the mod!
I did not get your email; can you PM instead?
As for PID vs. PN; I've never used PID controller to do homing loops, so I have no idea.
Also, how are you deriving LOS_error and delta_error's? In PN, LOS error (how far target is off from LOS line) is not what you use to derive acceleration command. You need rate of change in LOS (LOS rotation rate), not LOS error.
Also to implement true proportional navigation, you also need to obtain (or estimate) range closing rate, also known as "closing velocity": (range_t0 - range_t1)/dT, which is how fast your missile and the target are approaching each other.
We just got a pretty nice T-72 model/artwork to finally fix that in the mod. New T-72 is slated to be included in future MW Mod 5 or 4.9, depending on how much time we have. T-14 Armata is something we're also looking at very seriously.
FLINT code applied for WiC today is all python scripts; aside from decompiling them and writing your own code from scratch, there isn't a unified framework shipped with the mod that allows you to easily change parameters.
There is a broad FLINT code base that was being worked on for MW Mod 5 that works more or less in a modular fashion in a more organized fashion, but we haven't had the time to finish working on that.
WiC has a built-in python compiler into the exe itself. Any .py files used will be automatically compiled into .pyo and loaded by the game.
I believe WiC uses python 2.4
Yep this is the reason why we are not reintroducing AC-130. At the high altitude it flies in such a congested battlespace in WiC, it'll be destroyed by S-300 and Su-27 in 10 seconds, well below the 30 seconds timer of the old days.
A-10s and F-18s with AGMs/GBUs and clusters work much, much better.
Just run the installer. The mod and game are fully supported in Windows 10. 100%.
Great! Good luck to your project as well.
(1) Unfortunately, I do not have readable archive of wiki.massgate.net, though there is an old wget snapshot at Download.wicmwmod.com
(2) Is 4.8 the last release for MW Mod: Probably not, we will continue supporting the mod (albeit at a rather slower pace than before), as long as people continue playing the game. With multiplayer/Massgate system back in service, and even dedicated servers becoming possible for MW Mod players, it's quite likely that you'll continue to see some updates from time to time.
(3) T-Rex was a pre-MW Mod (Fun Mod 1.5) way back 5-6 years ago. The link to download the old Fun Mod which included T-Rex is here: Download.wicmwmod.com
<quote>Longbow is so much better than the Guardian! You don't want that.</quote>
Guardian AH-64E retains all of the functionalities of AH-64D Longbow. It adds higher performance engines to the existing AH-64D, amongst host of other features (UAV support, JTIDS, etc) that make it an AH-64E. So from performance perspective, AH-64E/Guardian is better -- think of it as AH-64D Longbow with more powerful engines, powerful sensors, more bandwidth -- it's all around win.
But I agree that Guardian is absolute garbage name to use, they should have just kept the name as Longbow. Not sure which idiot decided to call it Guardian, but IMO, the new name is a lame representation of the times that we're getting entangled in silly low intensity conflicts.
I'm not sure what makes you think the current version is British? I'm pretty sure it's US Army variant. Nothing in the current model depicts British features. May be you're referring to the position of flare dispersers/rear-facing MAWS from SELEX HIDAS, which is present on British WAH-64s?
Also the previous model we had is very ****** compared to what we have now -- we spent lot of time and effort delivering the current model we use, with assistance from NodUnit who made the infamous AH-64D Mod for ArmA II -- we're pretty satisfied with how it looks, albeit there may be some minor details that were borrowed from British WAH-64 variant.
Not for a while. The current AH-64D model is pretty well detailed, and we don't really have the manpower to make the necessary model & texture changes for updated M-TADS/PNVS.
We will look into that for future release.