Modern Warfare Mod 3 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.
Modern Warfare Mod today brings you version 3.2, codename "Kodiak".
The major addition is the new US TA added, a Close-In Weapon System (CIWS). This is an immobile high RPM point-defense weapon that engages air-to-surface missiles, cruise missiles and aircraft with 4,500 rpm autocannon. This replaces the M163 VADS.
Another change for is a big improvement to missile simulation of HIMADS (high-to-medium altitude air defenses) and improvements to balancing of Armor between the two factions.
In addition, there are a huge number of minor improvements and fixes.
NOTE: This mod requires your World in Conflict to be patched to version 22.214.171.124. or it will not work. To patch your game, simply start the game, sign into multiplayer, and it will detect that your game is outdated and patch it.
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.
This is a full version of the mod. Even if you don't have the mod at all this will install it as 3.0. If you do have a previous version, it will update you to 3.2.
NOTE: If you already had any version from 2.5 or onwards you do not need to redownload the maps.
Due to the increasing complexity in the simulation of missiles, aircraft, artillery, and more- Modern Warfare Mod 3 requires a higher-end system than specified on the original World in Conflict system requirements.
These are now the minimum system requirements:
OS: Windows Vista or 7
Processor: Intel i5/i7 or AMD Quad Core FX
RAM: 3 GB or more
Graphics card: DirectX 11 NVidia or AMD ATI card, Nvidia GeForce GTX 260 or ATI Radeon 5870 or higher.
Graphics card memory: 512 MB or more
Sound card: DirectX compatible sound card
These are now the recommended system requirements:
OS: Windows 7 64-bit (Vista also supported)
Processor: 2nd Generation Intel i5/i7 or high-end AMD Quad Core FX
RAM: 4 GB or more
Graphics card: DirectX 11 NVidia or AMD ATI card, Nvidia GeForce GTX 460 or ATI Radeon 6950 or higher.
Graphics card memory: 1 GB or more
Sound card: DirectX compatible sound card
At minimum, your system (including video card) must maintain 27 frames per second or higher, and 40fps or higher is recommended for a good gameplay experience. 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.
Due to the fact that WiC's dedicated server application (WiC_DS) only runs at 10 frames per second and is incredibly buggy, MW Mod cannot be run on dedicated servers or it will crash.
This means that all sessions need to be hosted by players.
Removed Active Protection System from M1A2 Abrams. Only Stryker ICV has APS going forward.
Decreased drag on the 9M119M Refleks missile launched by RU T-90 and T-80 tanks.
RU Light Tank now properly renamed to T-62MV.
Infantry ATGM Changes
Improved auto-pilot routine for FGM-148 Javelin missiles -addressed seeker overrun issues causing the missile to fly into the sky, instead of its target.
Added Inertial Measurement Unit (IMU) function on FGM-148 Javelin. During TOP-SEEK (lofted top-down flight) mode, inertial memory is now provided in the event of the seeker losing target lock.
Fixed-Wing Tactical Aircraft (TACAIR) and Air Role Changes
Increased rocket specific impulse on Kh-25ML and MP missiles (flight modeling error correction). Missile has a more solid acceleration now.
Increased warhead blast radius and damage for the Kh-25ML missile.
Permanently fixed the "missile dives, rather than pitching up" bug during lofted engagements on AIM-120C-7 AMRAAM, AGM-114R-3 Hellfire and AGM-114L-3 Longbow Hellfire.
Increased maximum attainable speed of AGM-114R/L Hellfire missiles to Mach 1.8 and increased drag, based on new research. Missile will still peak out at average speed of Mach 1.3 as specified on Wikipedia.
Increased maximum attainable speed of 9M120V Ataka-V missile to Mach 1.8 and adjusted drag, based on new research. Missile will still peak out at average speed of Mach 1.6 as specified on Wikipedia.
Low Altitude Air Defense (LAAD) Changes
Removed US M163 Vulcan ADS.
Added air-droppable Close-In Weapon System (CIWS) as TA for US side. Unit is immobile. Engages air-to-surface missiles, cruise missiles and aircraft with 4,500 rpm autocannon. Ideal for protection of Patriot batteries from SEAD/anti-radiation missiles.
Improved Predictor gun firing sequence for RU Pantsir S1 Medium SAM. Up to 5,000 rounds/min produced using two barrels at 27 fps intervals.
Optimized explosion graphic for SHORAD/MANPADS missiles.
Fixed a bug where ZSU-23-4 Shilka attempts to engage PGMs.
Fixed a bug where M167 AA fortification attempts to engage anti-radiation missiles (ARMs) and anti-tank missiles.
Fixed a bug where 9M333 Strela-10 missile fails to destroy its target upon proximity-fuse detonation.
Fixed a bug where FIM-92 Stinger tries to engage anti-tank missiles.
RU Tor M1 TA now only drops 1 unit, rather than 2.
Reduced TA cost of RU Tor M1 SAM across the board for all roles.
Optimized projectile graphics and removed excessive lighting on MLRS rockets.
Performance optimized graphics for vehicle smoke screens and aircraft/helicopter countermeasures.
Optimized Hellfire, AIM-120C-7 and AIM-9X booster animation graphics for better performance.
(FLINT) Optimized missile inertial measurement unit (IMU) code for slightly better performance.
Fixed a bug where AH1Z Viper Cobra has a delay when self-lasing to support ripple-fired Hellfires.
High-to-Medium Altitude Alr Defense (HIMAD) Common Changes for Both Teams
Individual missile launchers now take 5 minutes to reload for game balance.
More realistic linear acceleration for Heavy SAM missiles, based on new research from unclassified publications. Mach 5 maximum speed is no longer reached briefly from launch. While actual real world speed figures are classified, best guesstimates of acceleration are now used. For example, Patriot and S-300 in game will now reach up to Mach 7.8 Mach 8.6 under the most ideal conditions, however, mean speed during most engagements will average between Mach 3.5 to Mach 5.6.
RU S-300 HIMAD specific changes (in-game 3.2 update)
Reduced Reinforcement Point cost of RU S-300 Heavy SAM fire unit (from 1750 to 1600).
VLS compliance update for proper vertical launches; Proper Thrust Vectoring Control (TVC) for 48N6 cold-launch ignition phase. Missile will now correctly eject vertically out of the canister, then snap onto the desired course angle.
Reduced "Radiate" offensive ability recharge time for the 64N6 BIG BIRD radar to 40 seconds (from 50 seconds).
Mid-course update trajectory shaping for 48N6 missiles. Probability of kill against ballistic and air-to-surface missiles is improved significantly.
Improved mid-course guidance and Single Target Track (STT) terminal illumination for engagement process. The system now performs much better in destroying multiple air targets simultaneously.
Fixed a 30N6 tracking radar bug that caused the system to not engage cooperative targets at maximum range.
Improved SectorScan algorithms for 64N6 BIG BIRD search radar to aid detection performance when volume-processing large amount of targets.
US Patriot HIMAD specific changes (in-game WCC 4.5 update)
Maximum range of PAC-2 GEM-T against high altitude targets increased to match S-300 48N6 (real world specs: 160km PAC-2 vs. 150km 48N6). Low altitude target coverage is substantially lower.
Updated mid-course trajectory shaping code for PAC-2 GEM-T. GEM-T maximum range against high altitude targets is now achieved via excessive ballistic loft. Missile will fly like a ballistic missile into extremely high altitude (almost to Mega Map view camera height) then dive down on the target ("rod from god" style).
Rewrote mid-course trajectory shaping code for PAC-3 MSE against theater ballistic missile (TBM) targets, in order to produce a more realistic looking trajectory, based on publicized Patriot ATM test videos. Flight path may now appear to be "S-curved" along the Y-axis during high altitude and crossing TBM engagements.
PAC-3 MSE can now "snap backwards" after launch as appropriate to match velocity vector onto the programmed intercept route. Missile is now VLS-compliant for vertical launches from different platforms in the future (i.e. MEADS).
Reduced system probability of kill (pk) against anti-radiation and air-to-surface missiles under high-closure situations.