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 5.5 (Games : World in Conflict : Mods : WIC: Modern Warfare Mod : Forum : General Mod Discussion : Change Log for Modern Warfare Mod 5.5) Locked
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blahdy Data-Linked AA-12
Jun 2 2019 Anchor

Change Log 5.5 Build 8310 (codename: Starscream)

Last updated June 2, 2019

  • (REDFOR) Ural 4320 Troop Transport Truck:
    • Available for purchase by all roles.
    • New Offensive Ability: VBIED
      • Turns the truck into vehicle-borne improvised explosive device. When enabled, VBIED will be remotely triggered (takes 5 seconds for triggering sequence) when enemy comes close in proximity.
  • Pricing lowered for following units:
    • Infantry Mortar Squad (both teams)
    • (BLUEFOR) LAV-AD
    • (BLUEFOR) Medium SAM (IFPC MML): reduced to 650 for Support role
  • TOW & Refleks missile special ability on Bradley APC and BMP-2:
    • No longer moves the unit out of its current position when target is out of range.
    • Missile will no longer fire if line of fire is blocked. You will need to re-position the unit yourself to obtain clear LOF before firing.
  • Smoke defensive ability recharge time reduced to 15 seconds on following vehicles:
    • Stryker TOW, Bradley APC, BMP-2, BMP-3
  • Infantry Mortar Squads:
    • "Fire at will" offensive ability will now target disembarking or stopped vehicles as well, except for main battle tanks.
  • (BLUEFOR) M-ATV Light Utility Vehicle:
    • Moved into Tactical Aid for airdropped utility vehicle. Reinforcement menu option is replaced with HMMWV.
    • Offensive Ability has been replaced with AN/PEQ-1 (SOFLAM) Electro-Optical Laser Designator for JTAC/JTDS air support and terminal laser illumination.
  • (BLUEFOR) MGM-140B ATACMS ballistic missile launcher: reduced TA price to 20

  • Scout helicopters (Ka-27, MQ-8B): view range increased significantly to 500wm.

  • Flexible Interceptor (EXFLINT) 6.0.1 (mod engine for all guided missiles & projectiles):
    • Now supports G-loading computation for projectiles. Supported guided munitions with inherently low maneuvering capacity (e.g. GBUs, AGM-65 Maverick, etc) now have enforced G limit. Lateral accelerations (sharp turns, etc) requested from guidance commands in excess of the enforced G limit will be suppressed.
    • New algorithm for rendering displacement angle/angle of attack for projectiles in motion:
      Missile nose will point to guidance command's lateral acceleration command, relevant from center of gravity (cG).
    • AGM-88 HARM, Kh-31P, Kh-25MPU and AIM-120C: Updated lofted trajectory algorithm.
  • (BLUEFOR) **New Unit!!** Counter-Battery Radar
    • Purchased from the Tactical Aid menu, airdrops an AN/TPQ-53 Counterfire Target Acquisition Radar
    • Radar joins IBCS (IAMD Battle Command System) and detects incoming rocket, artillery and mortar (RAM) threats:

      Upon detection, radar will track incoming shells and alert friendly forces in the estimated area of impact.

      Additionally, radar will also backtrack ascending shells and attempt to locate source of the weapon fired. If located, radar will reveal the enemy firing position and automatically request counterfire mission from Networked Artillery units on call (JFSN Fire Support Assets -- such as M142 HIMARS or M270 MLRS).

    • Counterfire Radar must be turned ON using Offensive Special ability. After enabling Offensive Ability, use force-fire (press and hold F key, then left click on any ground) to ensure that radar continuously runs even when no enemies are visible.

    • Either Heavy SAM *OR* Fire Control Radar unit MUST be present and running in order for the Counterfire Radar to function.

      NATO Fire Control Radar and Patriot Heavy SAM units both provide IBCS Engagement Operation Center (EOC) gateway, which is needed to drive command & control (C2) process to run the Counterfire Sensor. Without NATO Fire Control Radar *OR* Heavy SAM squad being present to provide EOC gateway, counterfire radar has no C2 uplink and will not function.
  • (CAI) REDFOR:
    • In the following supported maps, REDFOR AI will emplace either AA or anti-tank units in two locations to protect spawn areas:
      do_Canal, do_Hometown, do_Xmas, do_Seaside

      Note: To prevent performance problems and game stability issues, Scripted AI will only emplace units when total unit load in the game world is less than 150 (including missiles and projectiles flying).
  • (CAI) BLUEFOR:
    • If there are no human players playing on BLUEFOR side, Support AI will spawn and operate Counter-Battery Radar to counter REDFOR artillery. BLUEFOR AI will cease spawning Counter-Battery Radar if a human player joins its team.
  • Land-attack Cruise Missiles:
    • Mission data (flight plan for navigation) is now generated prior to missile launch.
    • (BLUEFOR) Tomahawk TLAM/TacTom: Launcher is now oriented to missile's first enroute waypoint, to aid boost phase flight.
  • (BLUEFOR) AGM-158A Joint Air-to-Surface Standoff Missile (JASSM) (air launched cruise missile)
    • Launched by CAS2 (F-18) aircraft under the following conditions:
      • If human players are playing on BLUEFOR side: If you launch a Tomahawk cruise missile using TA-dropped cruise missile launcher, CAS2 aircraft will also launch JASSM missile to your designated attack area. All 4 missiles may be salvo-fired if you are firing several Tomahawks to an air defense or artillery/missile launcher site.
      • If there are no human players on BLUEFOR side: CAI will automatically designate and provide targets of interest for JASSM launch.
    • Automatic Target Recognition during terminal phase. Upon arrival at the targeted area, missile will seek out and home into target of interest using pre-defined threat library. Air defense units, radars, artilleries and missile launchers are listed targets of interest. Missile is able to guide onto moving targets using imaging-infrared terminal homing seeker.
  • (Art Team): TA-dropped NLOS Missile Launcher (Spike NLOS): New model/art content

  • (BLUEFOR) EX-WCC IAMD Runtime System 9.5 for IAMD Battle Command System (IBCS):
    • jfired:
      • New process for operating artillery counter-battery radars (TPQ-53 Counterfire Radar)
        Executes inside the VM interpreter when TPQ-53 Counterfire Radar is turned on.
        When using Fire Control Radar, monitor client will display jfired's process states in a line as follows:
        jfired[unit ID of process owner]: <dispatcher state>

        If you don't see "jfired" line in the monitor client, it means Counterfire radar is not running (unit has been killed or is not turned on; may need to use force-fire after turning on offensive ability).
    • Adjunct Processor (AP) CPU profiling - added time traces on WICO reentrants and VM dispatcher
      • In-game CPU time by AP is rate-limited to 1024 Mhz and frame locked (fps) to 120 Hz
      • When using Fire Control Radar unit, monitor client will now display CPU usage line as follows:
        %CPU: <number representing percent used> (<name of process using the most cpu>)

        Names of processes:
        idle_t: cpu is doing nothing
        systemd: system and service manager (syadmin_vm)
        rdpd: radar data processor daemon (controls all radar/sensor units and command & control actions)
        ecpd: engagement control processor daemon (controls outbound missiles)
        lseq: launch sequencer (controls missile launchers and schedules launches through event polling)
        ifcn_vm/kirqsoft: IFCnet interrupt handler (interrupt requests coming from non-Patriot units in IBCS - e.g. IFPC/Medium SAM)
        jfired: counterfire daemon for artillery counter-battery radars

        VM dispatcher states:
        select (s): process is waiting for new tasking from EOC gateway; until then, it remains sleeping
        kqread (k): process is blocked waiting to fetch next input from the runtime interpreter
        RUN (R): process is blocked on run-to-completion execution stack
        nanslp (n): process is blocked by the dispatcher for a specific time period
    • Air Defense Command Line Interface:
      • This feature is only supported when you are hosting the game (wic.Player.Id == 1). If you are a network client of a dedicated server or another player's hosted game, this feature is not supported.
      • NATO Fire Control Radar unit is required to access the command line interface.
      • Players can directly interact with the AP VM Interpreter using command line interface. Click on 'CMD HELP' button for help & syntax usage.
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