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.

Report content RSS feed Modern Warfare Mod 3.2 Released!

This update adds the Close-In Weapon System (CIWS), even more realistic SAM simulation, and a lot of bug fixes.

Posted by Heaney on Sep 18th, 2012

Modern Warfare Mod Version 3.2 is here!

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 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 To patch your game, simply start the game, sign into multiplayer, and it will detect that your game is outdated and patch it.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.

System Requirements

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.

For details on how to host a game with your friends or other MW Mod players, please see: Understanding Multiplayer for WiC MW Mod.

To find other MW Mod players, please join our WiC Clan, and join our Steam group !

Firstly, here are some lists that may be useful:

Main Battle Tanks (MBT) Changes

  • 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.

Misc. Changes

  • 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.
Post comment Comments
Agissea Sep 19 2012 says:

I was wondering, what's the range of the CIWS ? I mean, is it possible to put 2 of them in a way that covers all of the Patriot batteries (like 2 Patriot launcher each, since there's 4 for 1 Patriot pack bough), so that each of them engage their own missiles and not always the both firing at the same missile ? (since you said they weren't in sync to choose differents targets coming at them)

+2 votes     reply to comment
blahdy Creator
blahdy Sep 19 2012 replied:

250wm (wic meters; simulated 3-4 km max); or roughly range of Heavy Tank and Stinger missile.

Note that this is the maximum range, the actual effective range of the gun is more like 190 wm.

Normally 2 of these are enough to protect two Patriot batteries. You've got a layered defense -- F-22/F-16 CAP cover overhead; PAC-2 at outer screen, and PAC-3 at the inner screen. If you have lot of targets coming into CIWS, you've got issues with your IADS arrangement (either you've run out of ammo or your radar isn't sited properly).

It's also useful to have one positioned at armor sniping areas, these things are pretty good at shooting down heli-borne ATGMs.

+3 votes   reply to comment
Tankmob Sep 21 2012 replied:

how can i measure(or guess) ingame distance?
every single maps have different size so cant figure it out with megamap or minimap..

*Victorious google translator*

+2 votes     reply to comment
blahdy Creator
blahdy Sep 21 2012 replied:

Select a Main Battle Tank and press and hold Alt key. It will render a black radius line that shows range of fire.

CIWS/Phalanx has same range of fire as Main Battle Tank.

+2 votes   reply to comment
soldierofwar Sep 19 2012 says:

Guys you are the best!

+3 votes     reply to comment
csimami Sep 19 2012 says:

aw hell yeah!

+4 votes     reply to comment
Kornet555 Sep 19 2012 says:

Amazing updates you guys! Sorry to bug you again but is the AI better balanced now? In any case gonna download right away this has some really sexy ****!!!

+1 vote     reply to comment
FreeIntlArmy Sep 19 2012 says:

omg guys bugs cant stand with you ! AWESOME !!

+3 votes     reply to comment
blackcatvn Sep 20 2012 says:

I love this marvelous mod. Thx guys.

+3 votes     reply to comment
chema1994 Sep 20 2012 says:

downloading :) great job as always MW team and specially blahdy

+3 votes     reply to comment
[TW]PCPlayer Sep 21 2012 says:

Great mod! Like the new armor balance between two nations. However, instead of the immobile CIWS, why not use the Mobile Land-Based Phalanx Weapon System (MLPWS)? Think it'll be a better choice for this mod.

+2 votes     reply to comment
blahdy Creator
blahdy Sep 21 2012 replied:

We've opted to make them immobile for balance reasons.

We feel that Russia is rather weak in some areas, so when it comes to anti-air issues, USA needs to be held more liable in that respect. Giving them a mobile highly effective short-range air defense system would greatly negate Russian air power to the point of utter uselessness.

+2 votes   reply to comment
[TW]PCPlayer Sep 21 2012 replied:

I thought CIWS main role in game was to protect ground unit ( especially Patriot batteries ) from being hit by missiles.
If so, why not just add MLPWS to support player, which functions like Patriot ( need to deploy radar to open fire, immobile while firing ) .
Mobile CIWS will be easier for support player to change their position in game ( no need to call a TA CIWS again ).

+2 votes     reply to comment
blahdy Creator
blahdy Sep 22 2012 replied:

Yes, but Patriot is already powerful, as it can deal with dozens of targets simultaneously at once as long as it has ammo to fire.

The intended gameplay idea is that if Patriot is moving and support player wants to protect it with CIWS, he should pay more TA for it.

Also note that CIWS was added purely for courtesy as it was a popularly requested item for many US players. In all things seriously considered, CIWS is not needed for pro support players.

In p-v-p matches, pro support on USA never buys any CIWS for their own Patriot; they only buy CIWS to protect armor sniping areas for inf/armor players.

You seriously don't need *mobile* CIWS to go with Patriot -- remember that Patriot itself is extremely formidable air defense system. Unlike S-300PM in game, it is double-tripple layered with PAC-2 GEM rounds at long range, then spams PAC-3 as last resort if the previous salvos of PAC-2s miss.

With this kind of powerful integrated air & missile defense capabilities already inherent within Patriot system, do you really need mobile CIWS to go with it? I honestly don't think so. Most of us (devs & old timer players) buy CIWS primarily to protect armor sniping areas, which for most maps, those areas are not mobile.

+2 votes   reply to comment
[TW]PCPlayer Sep 22 2012 replied:

Thanks for the reply blahdy, now I understand CIWS role in game. Also learned some pro-tactics from your comment, thanks!

+2 votes     reply to comment
codename44 Sep 28 2012 says:

can you guys add Bell Boeing V-22 Osprey? also can you guys make the CH53E Super Stallion able to transport infantry? and can you guys arm the CH53E Super Stallion like the UH-60 Black Hawk?

+2 votes     reply to comment
Agissea Oct 17 2012 says:

I was wondering about the CISW mounted on ship. (although it doesn't have anything to do with your mod)

On some US warships, there are CISW. Are they in sync or not ? (not all of those shooting the same missiles)

Do they only shoot to defend their own ship or another one ? (tough in real-life, the ship shouldn't be close enough to have them shoot incoming missiles targetting another warship, or with really bad accuracy, tough it's just a wall of ammos in fact)

I watched the movie "Battleship" (a bad movie except for the naval battle) and the warships didn't help each other with their CISW against incoming "aliens missiles".

In real-life, if the ships were that close to each other, would they help each other shooting incoming missiles or only the ones targetting their own ship, since it's a defence for the survival of their warship and that each ship must defend itself alone -i guess- ? (leading, in the movie, to ships sunk without the help of close warships)

Thanks for your answer. (tough it's a weird question, surely!)

+2 votes     reply to comment
blahdy Creator
blahdy Oct 21 2012 replied:

Ship defense at least in USN is heavily networked for area protection. Ships are tasked to defend each other with available weapons.

CIWS gets a little challenging though b/c of small effective range of the guns. But with missiles (i.e. ESSM, RAM and SM-2/SM-6), mutual area protection is guaranteed.

+2 votes   reply to comment
Agissea Oct 22 2012 says:

ok, thanks for the answer, that's what I was wondering.

(I won't ask anything more about it, since it was finally something about the movie's scenario (about not attacking warship=not enemy of the aliens) and so, that it's normal they didn't help each other, even more since they were JAP and US warships, so not inter-connected surely, tough in ally naval battle exercise)

+1 vote     reply to comment
Agissea Oct 22 2012 says:

Just another thing! If there's a missile defense done with missiles (since the CISW guns are too short ranged), so all the ships won't shoot their own missiles at the targetted missiles or at least 2 of all the warships in the fleet to be sure that if one miss, the other will destroy it ? (tough, there again, it's not supposed to miss but just to be sure, or just one and if it doesn't work, the CISW will do the job done ?)

+1 vote     reply to comment
blahdy Creator
blahdy Oct 22 2012 replied:

With missiles, ships will most definitely not shoot at same targets in most scenarios.

Aegis combat system networks the entire carrier battle group, and every ship (frigates, destroyers, carrier itself, etc) that have a SAM on-board is networked and data-linked with the Aegis ship.

When coming under enemy missile attack, the missile magazine of every ship becomes under Aegis control and is fired at computer's will.

That was the whole point of Aegis during development -- network all the ships in the battle group to increase firepower, prevent wasting of missile rounds, and defeat saturation attacks.

And yes, typically 2 missiles are fired per target, depending on engagement battle space. If the target is far away, only 1 missile is required (shoot-look-shoot), because if it misses, you have time to launch another. If the target is closing though, you'll have to salvo or ripple-launch two missiles, as there is not enough time to re-engage.

0 votes   reply to comment
Zerglover Nov 22 2012 says:

i need maps

+1 vote     reply to comment
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