If it flies, it dies™.
Yes, long time ago
TPQ-53 can backtrack ascending shells out to 9km from unit's position. Depends on the map, this means radar can see most rocket launches, but if you want it to pick up ascending Smerch rockets, you may need it closer to frontline.
You may need to reinstall the game, or run the game in DirectX 9 mode under graphics settings. It's a game issue, not mod issue.
We used to have APS previously, but it ended up being a game balance issue, as tanks basically became unstoppable. Something we will revisit in the future, but for the time being, there is no APS in the mod.
Current state of the MW Mod: Moddb.com
You can save a modified mrb by using "Export MRB" from File menu. It will give you warning, but you can ignore it.
Yes. Field artilleries are a bit pain in terms of animation; but having tube-based artillery into JFSN would be nice.
Kashtan is naval system, C-RAM is ground-use variant of Phalanx. And exactly, how is Kashtan "better" besides shooting out 10,000 rnds/min of lead? Not exactly a useful artillery round killer; something like 42S6 Morfey is more applicable for WiC. Suggest you move this conversation to Forums if you'd like to continue discussion.
You can't stop time in WiC while playing -- doing so is going to break the mod anyway (everything mod engine code does is reliant on derivative of time (dT) for physics and optimal control calculations. Stop time and the math breaks)
To get list of all possible console commands, try 'cmdlist' or 'help'. Use information about anhCheats is under Forums; if you need specific unit ID name for spawning, post under Forums with exactly what you need.
REDFOR has Tor and Pantsir; they both provide respectable counter-PGM capabilities.
I agree and we see the same issue regarding bot repetition and blowing up tanks getting boring. We're working on developing the next version now, but it is running into the typical over-engineered scope-creep problem (lol).
One alternative we may probably do, is release a quicker patch that doesn't introduce new features but enhances game playability a bit, by scripting REDFOR AI on certain maps (e.g. server owned Pantsir / Tor SAM and artillery are spawned and controlled by scripted AI at certain static positions, etc).
Great find and thanks for letting us know! Do you have instructions on how you've installed it into WiC?
Yea we've fallen behind to once a year update these days. Nobody really plays the mod anymore, so it's kind of on life support. We'll keep updating it over time, if we have time and interest available.
There are some ideas and initial codes & drawing put together for 5.2, but we haven't done anything with it beyond that at the moment.
You'll want to get NATO Fire Control Radar. Battery FU radars are not 360 degrees, and it is likely that after you resupplied half-dead battery, the radar is no longer pointing at the right sectors.
Also supersonic cruise missile flies fast around the edges of the map, so it's going to be near impossible to track it with normal battery radars unless you have NATO Fire Control Radar to provide continuous 360 degrees tracking.
There is one rare crash issue with the mod that we couldn't seem to debug (short of obtaining debug symbols from Ubisoft, which is unlikely). But this particular crash only seems to happen rarely and was always present in the mod since version 3.x (and still persists to this day), so we largely ignored it. I don't know if it's the same issue you're seeing; the crashlog isn't showing anything useful (can't tell whether it's just game memory management problems or CAI crashing the game, or if it is even caused by the mod at all).
1. we never tested it extensively, but my guess is that unittype is sizeof limited to 256 for the header struct, and past that game has problems loading into memory.
2. not really. only way I can think of is hacking the game further with dll client hook like Nukem did for Massgate, but, I just don't see the reward vs. benefit with all the work and testing that would need to be involved.
I am so glad to see this mod is alive!
Glad to see you back in the game dude.
Not a the moment. It is a feature request we will look into on future coding.
No, it hadn't been nerfed at all. What exactly is the issue when you see it useless? Can you post a video of your gameplay perhaps to further highlight the issues you're having?
I would look at \ui\markers\ folder and open the right .mrb file in Showbox to see if it looks like the green selection ring. If it does, rename that file to something else and it should no longer render in game.
Make sure you do not change the installation directory when using installer -- let it install to default suggested location.
At least one enemy has to be visible (anywhere in the map, doesn't matter where) in game for JFSN to accept fire missions. It is a coding bug -- eventually we'll get around to fixing it.
Match time is 30 minutes vs. 20 minutes in vanilla.
Laser designator does not call for artillery fire.
Use airborne infantry or vehicle with "Call for Fire" button.
5.1 release has been somewhat delayed. We don't currently have a release date yet, other than this year.
We'll work on repairing the dedicated server once the new release is out. AI is something we're looking into slowly over time (though no immediate promises yet). Thanks
We're currently in the process of adding IFPC Multi Mission Launcher (MML) for BLUEFOR side. NASAMS is a great suggestion, but unfortunately we've already given out contracts to our art content modelers and settled on IFPC Inc 2 MML for server side coding work.
There is also talk of adding counter-battery radar as well.
WiC MW Mod is looking for talented modelers with solid experience in creating game-ready models (<=32k polygons and great use of UV mapping and textures). We have couple projects in pipeline and we pay competitively to license your 3D models. If you are a 3d modeling artist and would like to discuss, please PM or email email@example.com with a link to your digital portfolio and we will be in touch!
Check Massgate.org discord channel to obtain cd key
On the new mod version (5.1/Starlord) that's in development, with Patriot WCC 9.0, all console messages are now moved out of chat messages and streams direct printing into the client game screen. It's kind of beta stage, but works well so far in tests.
As for AI -- currently there are no immediate plans for AI players to deploy MSE. For balancing reasons, we want the AI SAM site to provide the most minimum defenses, where human players are required to shore it up with additional missile launchers and FCR radar.
It seems like you have corrupted download. Try downloading again, or alternatively use MW Mod's own mirror here: Download.wicmwmod.com
Sure, we're always updating it, albeit slowly as of late.