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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MW Mod 4.1 Development News (Games : World in Conflict : Mods : WIC: Modern Warfare Mod : Forum : General Mod Discussion : MW Mod 4.1 Development News) Locked
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blahdy
blahdy Data-Linked AA-12
Oct 29 2013 Anchor

10/29/2013
An update on where we stand on MW Mod 4.1 (codenamed Cuda) development.

Major upgrade to FLINT missile simulator- FLINT 4.0
The pinnacle of MW Mod 4.1 development is upgrade of our Flexible Interceptor (FLINT) Missile Simulator program from version 3 to 4.0. FLINT 4.0 is the most significant development of our missile simulation code, that will allow World in Conflict to achieve virtually equivalent ballistics fidelity with that of AAA-rated simulation titles, such as Digital Combat Simulator.

New physics engine
and frame-rate independence

FLINT 4.0 features a new physics updating code (known as Integrator to game developers) responsible for moving objects in game space -- FLINT 4 replaces the old baseline Euler Integration with Verlet Integrator, improving precision in handling game physics for our guided missiles and ballistic projectiles. Additionally, FLINT 4 introduces Linear Interpolation (Lerp) to the entire physics processing routine, making the entire system completely insensitive to game latency/lag and low frame rates. FLINT 4.0 can now run on low-end computers at the same physics fidelity as higher-end systems (albeit, minus the nicer graphics part ofcourse).

Significant improvements to ballistics and aerodynamic modeling
In addition to the new physics engine, FLINT 4 also makes significant improvements to the aerodynamics modeling for handling ballistic physics in game. Rockets and missiles utilizing FLINT engine are now better simulated using a generalized/simplified version of rocket thrust equation based on Newton's 2nd law, where F = mass flow rate * exhaust velocity. Launch speed calculation has also been added when missile is launched from an aircraft that is moving. Launching a missile (even from helicopter) at higher altitude while moving at maximum speed will add a slight increase in range / kinematics envelope.

Gravitational acceleration and atmospheric drag modeling are also significantly improved; additionally, the peak altitude of atmospheric pressure has been raised to 1,500 wm, allowing Ballistic Missiles and missile defense systems to be more authentically simulated (i.e. PAC-2's maximum intercept ceiling is about 900wm (about 15km in SI units) in altitude; where as PAC-3 MSE reaches as far as up to 1800-1900wm (~32km in SI units) in altitude.

The maximum altitude capable to be handled by the FLINT simulator has also been raised from 2,000 wm peak altitude to 50,000 wm (equivalent to ~800 km in SI units). Given the small down range size of WiC maps, with FLINT 4.0, ballistic missiles will now provide a new breakthrough in giving us that extended battlespace that far reaches beyond the size limits of a typical WiC environment, by going higher up in altitude. The Russian OTR-21/9M79 Tochka missile for example will now reach up to 3,000 wm in altitude (roughly ~40km in equivalent real world SI scale).

Improvements to Missile Guidance functions
Where as the older FLINT versions used a very generalized and simplified version of Proportional Navigation implementation (it was dumbed down to meet my lack of expertise in math during early developments), FLINT 4.0 now uses accurate-to-the-letter implementation of Proportional Navigation (PN) for missile guidance. For example, the earlier implementation of PN in game had lacked the "closing velocity" calculation, a critical term for proper implementation of PN in real life. FLINT 4 makes proper calculation of closing velocity parameter as required. Missiles utilizing PN guidance in game are now provided with much more realistic looking intercept trajectories & flight paths under FLINT 4.

Further, FLINT 4 now introduces Command to Line of Sight (CLOS) guidance function to the game, allowing a number of short-range SAMs and anti-tank missiles (i.e. Ataka, Refleks, soon TOW) to be modeled more authentically to their real life behaviors.

AGM-154 JSOW
MW Mod 4.1 will also introduce AGM-154 Joint Standoff Weapon (JSOW), a long range glide bomb that basically acts like an air launched cruise missile. The glide bomb is called using JTAC -- when there are more than 3 enemy vehicles or a full squad of enemy infantry in the designated area, JSOW tasking will be assigned to F-18. Because JSOW is GPS + inertial guided, it is not able to target moving targets; moreover, JTAC does not need to illuminate the target forever for JSOW to hit, just needs to designate it enough for F-18 to accept the request.

Mulling reintroduction of KM-SAM back into game
We're also looking to re-introduce the Korean Iron Hawk 2 (Cheolmae-II) KM-SAM unit that was present in the mod a little more than a year ago, but was sadly removed afterwards. When FLINT missile system was introduced in summer of 2011, KM-SAM was pulled from the game, due to the lack of technological and mathematical expertise to properly simulate side thrusters and cold launch behaviors of its missiles. With significant improvements to mathematical implementations in FLINT 4, complete simulation of vertically cold launched, side thruster aligned missiles (i.e. KM-SAM, Tor) is now possible.

The only major challenge to KM-SAM re-introduction is integrating back into the US team's Patriot IADS system. Patriot missile code is significantly different than what it used to be when KM-SAM was pulled a year ago (back then, Patriot code was in version 3.0, now it's in 5.7), so some work will be needed for proper re-implementation. The good news however is that Patriot IADS in game has been steadily moving towards properly modeling the Army's goals for IFCnet (integrated fire control network) support for real life Patriot, also known as "plug and fight capability", where shooters and sensors are on the same net, like with the MEADS concept. With support for Patriot IFCnet modeling in game, KM-SAM batteries can be placed anywhere on the map and be remote controlled by Patriot radars on the other side; locations surrounding the KM-SAM batteries would be automatically programmed as "protected/defended asset area" into Patriot radars, so unlike before, KM-SAM launchers out in the frontline could now extend anti-air cover for ground forces without having to have a Patriot radar in immediate vicinity of the launcher.

Misc. Changes
Some minor improvements to MLRS artillery units are being sought out right now, though it is unclear exactly on what steps will be taken; they are currently undergoing review. Part of things to be considered is increasing the range of fire and providing fire direction / designation ability to more units, making the system more accessible to players. Things are still being considered at this time, we'll see how it goes.

Edited by: blahdy

Oct 29 2013 Anchor

Wow, thats (again) quite impresive. May I ask you, are you mathematician/physicist? You seem to know more about missile simulation than all game devs I know

Oct 29 2013 Anchor

Wow...just wow.DCS level of realism in an RTT game!? That's just crazy!(in a good way)

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