Modern Warfare Mod brings World in Conflict from the Cold War into the Modern Age. It also ups the ante on realism and authenticity in every role – Infantry, Armor, Support and Air, while trying our best to keep everything relatively balanced for fun and interesting gameplay.

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Change Log for Modern Warfare Mod 4.8.5 Update (Games : World in Conflict : Mods : WIC: Modern Warfare Mod : Forum : General Mod Discussion : Change Log for Modern Warfare Mod 4.8.5 Update) Locked
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blahdy
blahdy Data-Linked AA-12
Aug 17 2016 Anchor

MW Mod 4.8.5 update is nearing completion. Below is change log of all changes for the upcoming release.

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World in Conflict multiplayer is now back online through community made and supported patch. Visit www.massgate.org to patch your World in Conflict installation for the new Massgate service.

Change Log 4.8.5 (codename: Kahuna)

Last updated August 17, 2016

Unit Changes

  • (EX_FLINT) Notes about unit range scales:
    Due to the small world in WiC, distances are scaled 10 times in MW Mod missile engine (FLINT) and units.
    • 1 meter in WiC (called wic meter or 'wm') is scaled to 10 meters distance in MW Mod/EX_FLINT.
    • 100 meters in WiC is scaled to 1 kilometers distance in MW Mod/EX_FLINT.
    • 1,000 meters in WiC is scaled to 10 kilometers distance in MW Mod/EX_FLINT.

      For example, various units fire on using the above scale:
    • Main Battle Tanks (MBTs) main cannons fire at 2.5km distance range in MW Mod (250wm).
    • AGM-114 Hellfire missiles are launch-inhibited to 4.5-5km distance (450-500wm).

      Because 10 times scale would make physics way too slow, velocities in MW Mod are scaled as follows:
    • Speed of sound (Mach 1.0) is 60wm/s.
    • Gravitational acceleration is 8.75wm/s/s.
  • Armored Warfare MBTs (M1A2 Abrams, T-90):
    Vehicle will now automatically dispense countermeasures without player input, if coming under fire while engaged in combat.
  • LAV-AD and Pantsir S1 anti-air vehicles:
    Ground support (manual fire) mode. To enable, place the unit on Hold-Fire, then attack the desired ground target. Unit cannot auto-acquire air targets and fire control computer is disabled while Hold-Fire is active. Manually lead moving ground targets using Force-Fire (press and hold F key then left click). To place the unit back into anti-air mode, turn off Hold-Fire.
  • Buildings provide slightly improved protection for infantry (provided that building does not collapse).
  • (REDFOR) No Dong/Shahab MRBM: Fixed "unit under attack" event when missile fires.

  • (REDFOR) Pantsir S1: Defensive Ability changed to standard vehicle smoke screen.

  • (REDFOR) BM-21: Unit price reduced to 1200; maximum limit of 3 units per player is imposed.
    No more than 3 units can be used by one player -- if you have more than 3 BM-21s, select the excess unit and disband (press Del key). If you don't, 4th+ unit will refuse to fire until your total count of BM-21s is down to 3.

  • (REDFOR) Networked Artillery BM-30 Smerch:
    • 9M55K rockets with sub-mitions: will now disperse up to 72 individual 9N235 submunition projectiles, thoroughly showering the area below.
    • New particle effects for 9M55K cluster munitions.
  • (BLUEFOR) Patriot Heavy SAM: major code revision -- Weapons Control Computer 8.0
    • New volume search function replacing the old 'sectored scan' model for radar search process. Improved game performance, increased detection range and target discrimination speed.

    • Rewrote track evaluation function for ballistic missile (TBM) & rocket artillery (RAM) targets and fixed sloppy math. Time to last launch (TLL), launch now intercept point (LNIP) and time to impact (TOF) estimates are now significantly more accurate.

    • PAC-3 missiles in game are now designated PAC-3 Cost Reduction Initiative (CRI)/ERINT interceptors and no longer called MSE. PAC-3 MSE will be officially added as a completely separate missile on the next mod version. Approximated kinematics ranges for PAC-3 CRI in game are 20km in altitude, 16km in down range distance.

    • Added launch sequencer (LSEQ) and mid-course update functions to support PAC-3 MSE and THAAD interceptors for future additions (probably WCC version 9.0, MW Mod 4.9 or 5).

    • Theater Ballistic Missile (TBM) targets:
      • Improved algorithm for mid-course updates on outbound Patriot missiles heading to TBM targets.
      • Terminal acquisition basket is 1km ahead of predicted intercept point (PIP).
      • PIP is target position + magnitude.normalized * target velocity * interceptor time to go.
      • PIP updates are filtered through alpha-beta filter to provide a simple linear state model.
      • Reduced mid-course update rates to 1 downlink/uplink message exchange per second, with the exception for terminal acquisition and command destruct event messages.
      • TBMs are now engaged at higher altitudes. Engagement altitudes are:
        • PAC-2 GEM/T: 15km maximum, 5km minimum
        • PAC-3 CRI: 20km maximum, 5km minimum
        • PAC-3 MSE (future): 32km maximum, 5km minimum
        • THAAD (future): 150km maximum, 50km minimum
    • Full support for IFCnet Sync 3 "Sensor and Shooter on the Net" model
      "http://www.ausaredstone.org/files/2011/Mr. Darryl J. Colvin Speaker Briefing_AUSA Missiles Conferen.pdf"

      Completed full separation of sensors (RS) and launch stations (LS). Launch stations (LS) no longer need to be "near" from a radar unit in order to be effective against TBMs landing in forward areas. Radars will use higher TLL values to determine automatic battery release window, passing launch authorization several seconds earlier to the launch sequencer (LSEQ). LSEQ will then calculate dynamic launch zone (DLZ) from every missile launch station (LS) throughout the entire map, allowing interceptors to be fired at their best kinematics envelope, regardless of how far an LS is located from the radar.

      Patriot LS and Iron Dome TEL units currently participate in IFCnet. C-RAM or IFPC can now be added to Patriot IFCnet to integrate short-range air defense units into the IADS/IAMD network (for the future -- probably in MW Mod 5.x?), allowing them to be remote-controlled by IADS sensors.

    • MEADS Fire Control Radar unit will now create "Defended Asset" (DA) fence of 4km from itself.
      When playing armor or infantry, you can now bring a MEADS radar with you to the frontline. Setup the MEADS radar in your forward area of operations (though place it behind your tanks so it doesn't get shot at) to protect your ground forces from air attacks.

      MEADS radar will create DA fence of scaled 4km (400 wic meters in game) around itself and instruct Patriot SAMs back at the spawn zone to guard it. If any air breathing threat (ABT), including fixed-wing air, rotary-wing air or cruise missiles are approaching toward the 4km fence around your MEADS radar, you will begin seeing PAC-2 or PAC-3 missiles launching from support player's SAM site half way across the map, flying to destroy target tracks threatening your ground forces.

      Note: In order for Patriot to engage ABT tracks threatening your DA fence, it must be able to see them. For game balancing purposes, MEADS radar units do not reveal enemy units around itself. You will need to provide your own vision around the MEADS radar (i.e. place recon units like JTAC or airborne inf-- it's always a good game practice in WiC to place infantry around you in frontline; they also let your tanks fire at their maximum range as well).

      You may also wish to co-locate a C-RAM next to the MEADS radar, as you'll find it constantly coming under standoff ARM (anti-radiation missile) shots from REDFOR aircraft.

Changes to Missiles and Projectiles:

  • (MRender): Improved exhaust velocity rendering for rocket plumes with thick smokes.
  • (wico_FLINT): Rebalanced armor values for AGMs and artillery rockets.

Edited by: blahdy

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