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.

Report RSS Modern Warfare Mod 2.6 Released!

This update adds FLINT 2.0 as well as a range of other improvements. Requires v1.0.1.1.

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Modern Warfare Mod Verion 2.6 is here!



Modern Warfare Mod has been updated today to version 2.6.

The main improvement is that the FLINT missile engine featured in MW Mod 2.5 has been upgraded to version 2.0. This provides missile improvements in missile guidance systems, IMU, aerodynamics & drag and Predictive Guidance.

The PredictorFCS for for controlling rapid-firing AA guns has also been upgraded, to version 3.0. AA guns can shoot down almost anything, including FLINT missiles and rockets.

As well as these engine updates there are a range of small changes which are detailed in the changelog.

NOTE: This mod requires your World in Conflict to be patched to version 1.0.1.1. or it will not work. To patch your game, simply start the game, sign into multiplayer, and it will detect that your game needs patched and update your game.

Use these links to download the mod. If you already had 2.5 you do not need to redownload the maps.

Mod

Choose which type of install you would like to do. Please note that the installer is only compatible with Windows Vista and Windows 7, not Windows XP.


Maps


The maps installer has now been improved to be able to install the maps for all versions of World in Conflict, without you having to choose.

System Requirements

Due to the increasing complexity in the simulation of missiles, aircraft, artillery, and more- Modern Warfare Mod 2 requires a higher-end system than specified on the original World in Conflict system requirements.

At minimum, your system (including video card) must maintain 30 frames per second or higher. Below 30 fps, numerous homing projectiles may miss their targets or fail to perform altogether. Try lowering your graphics settings if you cannot achieve enough frame rate.

World in Conflict and MW Mod both support multi-threading. It's recommended for your system to have quad-core or better CPU, at minimum of a dual-core processor.

Firstly, here are some lists that may be useful:


Bug Fixes

- Improved game stability and fixed numerous instability problems that caused game to frequently freeze.
- Optimized graphics effects for ATGM explosions.
- Optimized LODs and texmem footprint for vehicle death animations.
- Fixed a bug with JTDS auto-pilot software where airplanes sometimes get "stuck" (stale-locked) and do not respond to player commands for air support. Stuck aircraft are now cleared within 20 seconds.
- Fixed a crash to desktop bug on do_Hometown.
- Fixed a bug where AGM-65 Maverick missile gets stuck in mid-air when targeting enemy unit on a bridge.
- Fixed a bug where APCs engaged high altitude aircraft.



FLINT Missile Simulator 2.0 Changes

- Significantly improved performance - missile guidance systems will now continue to work at lower frame rates (though at reduced accuracy). Minimum required frame rate is now reduced to 30 fps.
- WiC EX world linear interpolation / Lerp functions for MissileMover are now data-linked to the missile's Inertial Measurement Unit (IMU) for more accurate calculations during frame loss or spikes in ping times/latency.
- New IMU code for all FLINT missiles; IMU can now measure closing velocity and calculate estimated time to impact.
- Improved physics math for calculating missile aerodynamics and drag.
- New guidance mode, "Predictive Guidance (PG)" is now supported by the engine. PG modifies proportional navigation by feeding radar range and estimated time to intercept data into the Zero Effort Miss (ZEM) estimation. Produces much more linear, energy-efficient intercept path for radar guided missiles. AIM-120, SA-22, SA-15 and AGM-114L now use the PG guidance.
- PredictorFCS 3.0 for controlling rapid-firing AA guns. AA guns can now use Moving Target Indicator (MTI) functions to track literally anything that moves by the pixels in the screen. FLINT missiles and rockets can now be gunned down.
- Pulse Doppler, Look-Down/Shoot-Down radar simulation for radar-guided missiles. You can now dodge incoming radar-guided missiles by flying low and placing the missile into a "notch gate" -- to do so, fly your chopper so that it is perfectly lined up perpendicular to the incoming missile's velocity vector. In other words, put the incoming missile exactly to your unit's 3 or 9 o'clock position at low altitude -- missile will lose guidance.



Gameplay Changes and Improvements

- 9M119M Refleks missile now launches at a pitched angle to clear obstacles and terrain.
- Forward Air Controller and JTAC infantry now have extended vision to spot enemy units from distance.
- Light AA (SHORAD) vehicles are now more difficult to spot until they open fire.
- FLINT 57E6-E (PANTSIR-S1) missile for RU SA-22 SAM. Top-out speed is Mach 3.0; missile is dual-stage and maneuvers after booster burn out in 2 seconds from launch.
- SA-22 Pantsir's 30mm auto-cannons can now track and gun down incoming Precision Guided Munitions (PGMs), including Hellfire and Maverick missiles.
- FLINT 9M331 (TOR M1) improved missile for RU SA-15 SAM. Missile weapon employment zone (WEZ) enlarged by 150% at medium-hi altitudes. Low altitude WEZ is unchanged. Missile aerodynamics and angular tracking rates updated to reflect more realistic behavior.
- RU BM-21 artillery area of effect (spreading radius) widened from 3.5 to 4.0.
- RU Mi-28 Attack Helicopter for Experts will now enter into auto-hover and raise altitude for you, when attempting to fire ATGM from very low altitude. Helicopter is much more useable now in hostile AA environments.
- US AI bots can now direct F-22 Combat Air Patrol flights.
- Aircraft Survivability Equipment (ASE) / Countermeasures Signalling Processor (CMSP) support added to US AH-1Z Cobra. Player will be alerted of enemy radar/SAM lock on and missile launches, just like on the Apache.
- RU Mi-28 Attack Helicopter can now ripple-fire several Ataka missiles in series against a target. You can now quickly punch through the target vehicle's Active Protection System (APS) by ripple-firing several missiles in a rapid succession.
- Increased damage of 70mm and 80mm rockets from helicopters.
- Increased damage of 20mm and 30mm guns from helicopters.
- Reduced Air Transport Helicopter cost for infantry role to 600 RP.
- Reduced the cost of Stryker ICV and BMP-2 for infantry role.
- Reduced TA cost of Transport Jeeps.
- Removed anti-tank mines.
- Combat Engineering squad can now deploy static anti-tank fortifications at player's designated spot in the immediate vicinity of the unit. Infantry must occupy the AT fortification in order for it to fire.


Post comment Comments
d10sfan
d10sfan - - 494 comments

nice! downloading now

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roman9441
roman9441 - - 1,183 comments

AWesome will download when at home

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Orange-Sama
Orange-Sama - - 246 comments

Yes! Nice work as always guys.

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k0m1ssar
k0m1ssar - - 8 comments

First off congratz on fixing that Spiral attack angle: in 2.5 that thing would hit the ground every friggin' time. However, the Mi-28 is still bugged and vastly inferior compared to the Apache.

Bug 1: the automatic raise of altitude when firing the Spiral AT missile bugs after the craft just finished firing a volley of rockets. The helicopter start shaking in midair and won't fire the missile.

Bug 2: the midair "drifting" from 2.5 remains: sometimes after firing the Spiral at mid altitude, the helicopter just switches direction in midair, facing away from the target, resulting in missile self-destructs after losing laser guidance.

Is there a way to balance out the heavy gunship of both side? Like making the Havoc a bit cheaper (so Russian air can field 3 instead of 2, not that it makes a difference). Because of the bugs and lack of Longbow radar on the Havoc, you will have more success flying a fleet of Mi-24 only using rocket barrages.

And can someone please explain how the jet/spotter system work?

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blahdy Creator
blahdy - - 997 comments

There is a workaround explained in the Unit description regarding Bug #2:

Before you fire your Ataka missile, right-click on the enemy unit, and then fire the missile. You'll find that your helicopter does not rotate anymore.

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Spetsnaz_Reaper
Spetsnaz_Reaper - - 738 comments

Oo, you just made my day! Downloading the new version NOW!! Thanks once again! (I was having a really bad day, but not any more!) :)

"For Mother Russia..."

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General_Shaffer
General_Shaffer - - 14 comments

Awesome :D Thanks for keeping up with this amazing mod. I know I haven't been playing long enough to do this--so I will cautiously add this suggestion, rather than my brazen manner I had in the WiC Forums: When flying NoE, would it be possible to make it so choppers are undetectable by auto-firing SAMs, at least for several moments after entering the SAM circle? The drawback being that hold fire has to be off for this "stealth mode" to work--therefore leaving your chopper vulnerable to nooby piloting.

This may not be realistic--but I have no other idea on how to counter getting fried by SAMs at the back of the map on smaller battlefields like Studio and XMas--and AI tanks are nowhere near smart enough to take out the SAMs for me--I have to wait until I get enough TA to start cruise missile spamming...which by then I could lose the game...

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blahdy Creator
blahdy - - 997 comments

There are currently two major types of SAMs employed in game engine:

- Older MW Mod 1.x standard: "skybox unit spawner" missiles -- These are sudden invisible units that spawn above the helicopter and fire a straight missile projectile onto the chopper out of nowhere. It was the initial interim missile system used by the mod, given the shortcomings of WiC's built-in homing shooter. The Patriot and S-300 long range SAMs still use this old technology.

The drawback to this is that this 'spawner-based' missile is not sensitive to ground altitude, and would consistently strike whatever it sees.

- New MW Mod 2.x Standard - FLINT (Flexible Interceptor) missiles -- These missiles are the new technology used by the mod, where an actual unit is driven to become a missile, and maneuvers in the sky, with exact authenticity to their real-life counterparts. Russian medium-ranged SAMs (Tor/SA-15, Pantsir/SA-22) and short-range air defenses (Stinger, Igla, Strela, etc), as well as fighter aircraft missiles (AIM-120, R-27, R-73, AIM-9X) now use the FLINT system.

FLINT-based radar guided missiles can be dodged by evading into low altitude. At low altitude, ground clutter degrades radar performance and you will definitely see that missile is losing track of you. But remember that simply standing still in low altitude doesn't help, you have to move and drop countermeasures to trash the missile.

Eventually, probably for MW Mod 3.0, the long range Heavy SAMs (Patriot and S-300) still using the old MW Mod 1.x 'spawner-based' system will be upgraded to use the new FLINT missile system. Once they are upgraded, they too, will be vulnerable from low altitudes, so you can dodge them easier at that point.

Do remember that passive IR homing missiles are insensitive to altitude.

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GooberTrooper
GooberTrooper - - 2,197 comments

I'd get this in an instant if it was Stand Alone. Tempted to obtain the game just to play this mod.

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