The Cold War is OVER!

Are you getting bored of normal World in Conflict multiplayer? Have you ever wanted the experience of WiC, and more, in a modern setting with all your favourite vehicles and equipment?

Well, don't worry because Modern Warfare Mod 3 is here! Modern Warfare Mod 3 is designed from the ground up specifically to provide an exciting and renewed experience for people who are getting tired or bored of the vanilla multiplayer experience. So please, if you get bored of WiC, before you go and uninstall the game, give the mod a try and let us know how good it is!

Main Features (Outdated list)

  • Latest modern vehicles and weaponry
  • Intensified & Improved visual effects
  • Surface to Air Missile Systems
  • New high quality maps
  • More powerful and lethal units
  • More realistic and involving air gameplay
  • New fresh and awesome TAs


MW Mod 3 Trailer


 

© 2008-2013 WIC: Modern Warfare Mod Team / Blahdy
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Blog RSS Feed Report abuse Latest News: Modern Warfare Mod 4.3 is now available!

6 comments by blahdy on Aug 10th, 2014


Modern Warfare Mod Version 4.3 is here!

Modern Warfare Mod Version 4.3 is now released, codenamed "Trailblazer".

New features in 4.3:

  • Added Iron Dome anti-missile system to US faction -- system integrates into Patriot Heavy SAM units (requires Patriot to be present & running) and launches interceptors against artillery rockets (Grad and Smerch).
  • Added Iskander M (SS-26 Stone) maneuvering ballistic missile to Russian faction.  The missile is extremely accurate and includes a terminal IR homing seeker, allowing it to even lock onto a moving target during its final descent moment.   Additionally, the missile makes abrupt 20G lateral maneuvers during terminal stage of its flight, making it a more difficult (but not impossible) target for missile defense systems.
  • Added 'OPFOR' styled tactical missile launcher -- Zelzal II to Russian faction.  Cheap and very inaccurate (CEP of 1km), but arrives quicker on the target due to low apogee of its flight.  Can be used to launch massed saturation attacks on the front-line or simply to trade rounds with enemy missile defenses, in order to allow more expensive missiles (Tochka/SS-21 and Iskander M) to penetrate with ease.
  • US BGM-71 TOW missile now uses FLINT missile system.  This was a highly popular request from US Armor players.
  • Finally added much needed improvements to AI bots.  AI players now use platoons to manage their units on the battle, allowing them to be more flexible in responding to enemy actions.
  • Update of FLINT Missile Simulator to version 4.1 -- new performance and stability improvements.  Also enhanced realism of physics rendering for missiles in flight.
  • Improved game balance for both factions -- modernized Russian tanks (T-90, T-80 and Sprut SD) now have auto stabilizer function added to their units, allowing them to fire accurately while on the move.   US Apache's Longbow radar (Attack Helicopter for Experts) has also been rebalanced and made more realistic -- it no longer gives you free aerial recon on the target area, which was prone to game abuse.

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 is outdated and patch it.

Mod

Choose which type of install you would like to do. Please note that the installer is only compatible with Windows Vista, Windows 7 and Windows 8. 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 the current version. If you do have a previous version, it will update you to the current version.

Maps

Maps were last updated during MW Mod 4.1 release.  NOTE: If you already had any version of the maps from 4.1 or onwards you do not need to redownload the maps -- just get the updated mod instead.

If you had a previous version of the map pack installed from older versions of the mod, please update it by downloading the latest map pack below:

Map Pack:  Download Link (4.1)

The updated map pack improves performance of the mde_Reforger map and adds one additional map: do_Fulda by Slepnyrl.

System Requirements

Due to the increasing complexity in the simulation of missiles, aircraft, artillery, and more- Modern Warfare Mod 4 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 27 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:

Complete development change log follows.

Change Log 4.3 (Trailblazer)

Last updated August 10, 2014

- BGM-71E TOW missile (fired by Bradley APC and airdropped Stryker TOW) now uses FLINT missile
  system.

- 9M22U rocket for BM-21 Mechanized Rocket Artillery now uses FLINT missile system.

- (RU) BM-21 artillery now has much longer firing range and more realistic CEP. Can lay down light
  artillery barrage using rockets -- very devastating against light vehicles and infantry.

- (RU) Pricing for RU BM-21 increased (one unit is enough).

- (RU) Airdropped IFV tactical aid now drops 2S25 Sprut-SD light tank instead.

- Auto-stabilizer script added to main cannons for RU T-80UK, T-90 and 2S25 Sprut-SD tanks. Vehicle
  can now fire much more accurately while on the move.

- New Unit (RU side): (Airdropped TA) OPFOR Tactical Missile Launcher (Zelzal II)

  Fires a Zelzal II unguided short-range ballistic missile (SRBM).  Inaccurate, but arrives more quickly on
  target (due to significantly lower flight apogee) and can be massed to rain down heavy fire over the
  target area.


- New Unit (RU side): (Airdropped TA) Theater Ballistic Missile Launcher (9K720 Iskander M)
  Fires a 9M723K1 Iskander M quasi-ballistic missile with a maneuvering re-entry vehicle (MaRV). 
  Extremely accurate (5-10m CEP) and has capability to engage moving targets (using an infrared
  homing seeker) during the terminal end-game phase. 
 
  The accuracy and terminal homing capability allows the missile to surgically decapture enemy-held
  command points with a half-ton high-explosive.  The missile also performs abrupt 20G lateral
  maneuvers during terminal phase of its flight (while at Mach 4-4.5 diving speed), making it more
  difficult to intercept by missile defense systems. 

- New Unit (US side): Wide Area C-RAM - Iron Dome
  Intercepts incoming artillery rockets in mid-air using its own interceptor missiles.
  * Unit cannot move/relocate once spawned -- meant to provide anti-rocket protection for spawn
    areas only.
  * Requires Heavy SAM (Patriot) unit to be present and turned on. Patriot units provide both the fire
    control radar and Battle Management & Control (BMC) functions to Iron Dome units.


- (RU) 9M79 Tochka ballistic missile -- spin thruster animation has been removed; this missile does not
  spin in flight to maintain stability.

- Ballistic missile launchers now reset their pitch aiming bones after firing their missile.

- Fixed a bug where vehicles do not fire on enemy infantry units on slow computers.

- (US) AGM-114L/R Hellfire missiles: enhanced inertial navigation for LOAL-HI flight trajectories.

- (US) AGM-114L/R Hellfire missiles: adjusted hitbox for game balancing.

- (US) AGM-88E HARM: adjusted lift & drag values to be more realistic.

- (US) Reworked the Longbow scan function for Attack Helicopter for Experts (AH-64E Apache). 
  Instead of revealing the target area with unlimited vision (where it's prone for game abuse and is
  kind of cheating), the new function will perform a 360 degrees LOS reveal (radar sweep) *around*
  the helicopter's current position.

  This means that 'vision' / intelligence generated by Longbow's scan function is now subject to world
  physics LOS constraints.  In other words, if the target is hidden behind treeline or building, you will
  now have to raise altitude higher or fly around to overcome the obstacles blocking your line of
  sight.  This also means that the Longbow radar will no longer reveal infantry hiding in trees or
  buildings.

- (JFSN Networked Artillery):  When there are no enemy units in the target zone, if enemies are still
  visible nearby (up to 375 wic meters), full spread fire mission (12 rounds) will now be sent.  This is to
  permit artillery spottiers to "lead" moving columns or predict enemy formations -- in other words,
  this is to simulate "Heavy Artillery Barrage" tactical aid function.


- (US) MGM-168 ATACMS ballistic missile has now been re-written.  The missile now takes enhanced
  ballistic trajectory similar to Russian missiles -- it now takes much longer to arrive as the missile is
  now subjected to ballistic physics (also enhancing game balance).  The missile is also programmed for
  quasi-ballistic maneuvering to mask its flight trajectory, making it more difficult to predict its impact
  point.

- (CommanderAI):  Russian AI players will now request JFSN artillery strikes more frequently.  Rocket
  artillery salvo attacks are now more unrelenting and could get quite annoying for US ground units.

- (CommanderAI):  Armor AI behavior has been improved significantly.  AI now uses platoons to
  command two groups of units, allowing them to more flexibly respond to changing battle situations.

- Improved guidance algorithm of Command-to-Line of Sight (CLOS) homing.  Adjusted Beam Motion
  Term (Bmp) and cross range guidance gain (K*CRE) on all CLOS-based missiles (57E6, 9M120, 9M119M,
  BGM-71e). Still imperfect, but missiles now guide more accurately on target. (CLOS and beamriding 
  missiles are inherently vulnerable to crossing targets)

- (RU) Kh-25ML AGM (fired by Su-25 CAS1 craft) now uses proportional navigation homing.

- (RU) 9M332 Tor SAM: increased rocket specific impulse for improved boost acceleration.

- (RU) Mi-28 auto-tracker (for missile guidance) now has increased boresight angles of up to 120
  degrees (from 25).

- (RU) 57E6 (Pantsir S1) warhead blast radius increased slightly.

- (RU) T-80UK Command Tank defensive smoke ability's recharge timer has been reduced to 15.

- Lowered pricing of JTAC/FAC infantry for all roles.  For air/inf, it now costs 300 points.  Try to use
  JTAC infantry to provide forward observation/vision for your helicopters to stand-off from frontline
  threats.

- (US) MIM-104 Patriot SAM: Weapons Control Computer (WCC) 6.0 version:

  * Streamlined and optimized performance of various code & program functions.
  * Numerous battle management and fire control functions have been rewritten to make them
    'modular' in game.  This allows other missiles (i.e. THAAD, ESSM, Tamir, Stunner, etc) to be more
    easily integrated into the IADS for future.
  * BMC integration & fire unit support for Iron Dome C-RAM.
  * New threat category added to IADS:  Rocket-Artillery-Mortar. Shows up as "RAM" for targets on
    status screen.
  * Tamir: New interceptor missile added, for use by Iron Dome launchers.  Maximum speed ~Mach 2,
    uses "fire and update" principle similar to PAC-3 missiles for guidance; proximity-fuse based warhead
    detonation mechanism simulated in game.
  * Iron Dome:  New mid-course guidance 'module' added for Tamir missiles used by Iron Dome.
  * PAC-3 MSE:  Enhanced mid-course guidance to better position the interceptor in front of its target
    before entering terminal homing phase.  Enhances hit-to-kill maneuvering against faster, more
    difficult to intercept ballistic missiles.
  * PAC-3 MSE:  Can now sustain G-loads of up to 20G at 30km altitude, using programmed attitude
    control motors.
  * PAC-3 MSE:  Can now reach altitudes of up to 32km equivalent scale (3,216.2 wm).  Missile is now
    able to engage much faster ballistic missiles with reentry speeds in excess of 470wm/s+ (IRBM
    class).
  * PAC-3 MSE:  1-dimension Kalman loop filter has been programmed into the seeker's homing logic, to
    counter random maneuvers performed by Iskander TBM.
  * WCC is now programmed to monitor outgoing SAM trajectory for terrain clearance.  If the
    outbound SAM is projected to impact terrain or buildings, guidance gain will be changed to steer
    the missile away from terrain and buildings.  This feature is in response to infantry players'
    complaints on friendly-fire from PAC-2 missiles diving into their buildings, while trying to intercept a
    falling TBM.

- Flexible Interceptor (FLINT) Missile Simulation Software 4.1
  New 4.1 version of missile simulator engine powering all guided missiles in the game.  Changes &
  enhancements:
  * wicg.FLINTMover:  Significant performance improvements on pathfinding logic used to find playfield
    limits.
  * wicg.FLINTMover:  Compatibility with *all* map areas. FLINT missiles will no longer self-destruct
    when flying over objects and terrain that are impassable to air units.  Missiles can now be used
    without sacrificing gameplay in maps with impassable objects such as do_Apocalypse,
    do_SpaceNeedle, do_Studio, etc.
  * wicg.FLINTMover:  Missiles no longer explode on the ground when fired from edge of the map.
  * wicg.MoverBase:  Enhanced interaction with game's built-in netcode for smoother animation over
    multiplayer.
  * EX3D rendering driver:  Enhanced Lerp logic for smoother missile animation.
  * EX3D rendering driver:  Angle of Attack (AoA) is now calculated as the angle between the velocity
    vector and the missile's center of gravity.
  * Homing logic library:  EXFLINT_Kalman_Filter() function has been added to provide Kalman filtering
    for linear quadratic estimation.  Kalman filter is now used by some missiles' (i.e. AIM-120C, Patriot,
    etc) homing loop to reduce miss distance against unpredictably maneuvering targets.


Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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Jan 4, 2014 Multiplayer Map 1 comment

Made by Briscoe for his excellent BriscoeMod, this assault map has been converted for MW Mod compatibility, along with gameplay balancing changes. MW...

mdc_Aurons by Mortis-Ledo (MW Mod Compatible)

mdc_Aurons by Mortis-Ledo (MW Mod Compatible)

Dec 28, 2013 Multiplayer Map 2 comments

Originally made for custom map contest back in 2008, this is a beautiful French scenic map made by Massgate member Mortis-Ledo. This map has been converted...

Modern Warfare Mod 4.3 Installer

Modern Warfare Mod 4.3 Installer

Dec 3, 2012 Full Version 36 comments

This is the installer/updater for Modern Warfare Mod 4.3. It requires Windows Vista/7/8.

Modern Warfare Mod 4.3 Manual Install Files

Modern Warfare Mod 4.3 Manual Install Files

Sep 19, 2012 Full Version 10 comments

These are the files required to do a manual install of the mod (version 4.3). To manually install, the "Modern Warfare" folder inside the downloaded zip...

Recommended WiC Settings: Unlocking Camera Freedom

Recommended WiC Settings: Unlocking Camera Freedom

Sep 3, 2012 Plugin 14 comments

For those of you who are not aware of camerafreedom, it's recommended that you use it. Open the attached zip file and unpack the 'wicautoexec.txt' file...

Flexible Interceptor (FLINT) 2.0 Presentation

Flexible Interceptor (FLINT) 2.0 Presentation

Jul 1, 2012 Other 4 comments

A technical presentation about FLINT missile simulation engine used by WiC MW Mod. This presentation is geared toward indie game developers and modders...

Post comment Comments  (60 - 70 of 2,639)
ConstantinoP.
ConstantinoP. Jul 21 2014, 8:44pm says: Online

Thanks for the response blahdy. Is there any possibility that additional non-networked artillery units will be added for support in the future?

+2 votes     reply to comment
blahdy
blahdy Jul 22 2014, 7:48pm replied:

BM-21 has been re-done in the upcoming version -- it does not participate in JFSN and works independently like tube artillery (but note that its rockets can be intercepted by iron dome)

+4 votes     reply to comment
belltr
belltr Jul 19 2014, 2:17pm says:

The Networks Artillery For the us Doesn't seem to respond to calls for fire from players or ai but the Russian arty will fire just fine

+1 vote     reply to comment
Guest
Guest Jul 20 2014, 2:45am replied:

This comment is currently awaiting admin approval, join now to view.

jrhindo
jrhindo Jul 19 2014, 8:52am says:

I wish you could make way bigger maps for WiC, its really weird to have this great and realistic mod but most units have to move into rifle fire distance of each others to detect and shoot the enemy..

Also is it possible to raise the smoke fade delay? So rocket smoke and such can stay longer visible? This would make this way cooler too!

0 votes     reply to comment
blahdy
blahdy Jul 20 2014, 3:53pm replied:

The smoke delay is a bit tricky -- it's very expensive to have them linger in the game for performance reasons.

+2 votes     reply to comment
ConstantinoP.
ConstantinoP. Jul 18 2014, 4:09pm says: Online

Hello,
I was wondering why the US ballistic missile launcher is only available as a call in, but is not available for purchase for the support role (the Russian equivalent is)?

+2 votes     reply to comment
blahdy
blahdy Jul 20 2014, 3:54pm replied:

Russian side has the advantage on ease of useability for ballistic missiles.

+1 vote     reply to comment
WESTAR
WESTAR Jul 18 2014, 5:51am says:

And why you remove USA cruise missile launcher?

+1 vote     reply to comment
WESTAR
WESTAR Jul 18 2014, 5:44am says:

Return please M109 Paladin howitzer with Excalibur,his better than Korean K-9 Thunder)

+2 votes     reply to comment
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Released Dec 22, 2011
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i love the smell of conflict in the morning!

Feb 8 2012, 5:45am by nghiamap

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