If it flies, it dies™.
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.
Patch your game as instructed on the news article -- download the patch and follow directions on www.massgate.org
You can then log into Massgate normally using patched wic.
We're also working on testing dedicated servers for WiC-MW Mod soon.
Sure we'll do!
Yea definitely. That is the must-have special product feature of this platform.
Sorry for the delays guys. Life has taken busy turn for the past several months; but rest assured, the work continues (albeit slowly lol)!
You can use LAN mode by connecting to hoster's IP address under LAN match mode. Of course, usual gaming VPNs work as well.
anhCheats names are US_M1A2_Abrams and RU_T90 respectively.
I know anhCheats import names have been asked many many times; I will post up an updated list soon.
~2-3 months likely.
Development work is quite active right now :>
World in Conflict ModKit (released by Massive)
Yea, I agree.. the current flight model is totally borked :S It was put in back in 2011 as a stop-gap temporary measure but I never got the chance to review the script coding and death animations. Not sure if we're going to update them at this stage in game though.
You need minimum of 30 fps. Turn off FRAME CAP (Power Saving) option in graphics settings if you have it turned on; if not, continue lowering graphic settings or upgrade your computer to achieve desired fps.
I appreciate the fan comments! We have one more release (4.8) currently being developed and worked on, which will continue in light of WiC shutdown. As for whether there will be further mod releases after this, we'll see. If there is sufficient community interest for the mod to be kept up, we'll probably continue working on it as people can still play via LAN or solo.
Sure, please contact firstname.lastname@example.org or PM me here.
Physics are scaled to simulate 30km^2 distances, while WiC maps are limited to 1.5km^2 maximum for playfield. So that explains why things appear slower to naked eye, but in terms of actual physics, they are not slow at all, it just takes time to get used to.
We're still here. Mod development is momentarily in the back burner, but we're still alive and playing.
Hm, are you running non-US version of the game? Also, latest version is 4.7.
Yes, Vladapo63 has it right :) You can still run it on XP, but you have to manually install it, and there is not much support beyond that. Also, certain graphics/particle effects may no longer work correctly on XP, as MW Mod art contents are no longer tested on DX9. Mod is tested to work perfectly on Windows 7 thru 10.
Yes, AI has mixed up missile launchers, mainly a trade-off to help w/ performance on low-end computers (didn't want to have 2-3 units to launch non-player-controlled missiles; since most people don't notice it, it made sense to truncate them down to just 1 unit firing it all).
Since 4.x (I can't remember which version), AI owned SAM sites only show icons for squad leader; this was done to reduce the unit icon clutter on the map. You can however, still target them (provided you can see them) so it does not affect gameplay in any negative way.