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.

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Change Log for Modern Warfare Mod 4.7 (Games : World in Conflict : Mods : WIC: Modern Warfare Mod : Forum : General Mod Discussion : Change Log for Modern Warfare Mod 4.7) Locked
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blahdy
blahdy Data-Linked AA-12
Aug 5 2015 Anchor

It's been nearly ten months since the last release of World in Conflict MW Mod, making some people wonder whether the mod is dead. Well, today, we announce the mod is more alive than ever, and MW Mod strikes again with its ever amazing and innovative presentation of modern combat in any RTS games to date.

The development for the new upcoming update (version 4.7) has been in the works for about past 5 months, since March, and with it brings several incremental updates, primarily to the Armor role, and continual improvements to missile simulation. As the development of 4.7 draws near close, we're posting the latest Change Log for reference below. Development work is almost completed and we're currently in release-engineering and final testing phase, so expect a release announcement very soon.

Change Log 4.7 (codename: Tomahawk)

Last updated August 5, 2015

  • Team names are changed to allow multi-national units to be added going forward:
    - USA team is now renamed to BLUEFOR
    - RUSSIA team is now renamed to REDFOR

  • Updated a number of UI elements in preparation for MW Mod 5.

  • Fixed destruction mood on do_Xmas as it was way too dark to see anything.
  • (Maps) Reworked spawn zones to enhance gameplay: do_Riviera, as_Hillside, as_Typhoon, as_Bridge, tw_Radar
  • (Maps) Enlarged playfield to maximum terrain limits and slowed down domination speed:
    as_Hillside, as_Typhoon, as_Bridge, do_Countryland, do_Farmland, do_Hometown,
    do_Powerplant, do_Seaside, do_xMas, tw_Radar

  • Replaced vehicle countermeasures (smoke grenades) particle effect.
  • Vehicle Crew unit has been removed. Instead, Repair Tank now has smoke screen defensive ability and costs 600 RP for Armor role, making it more ideal for armor players to use. Two Vehicle Crew units would have costed the same as one Repair Tank anyway.
  • Reduced recharge time for IR/thermal imaging offensive ability on Main Battle Tanks to 10 seconds (from 15).

  • (BLUEFOR) Added Leopard 2A6 Main Battle Tank for "Mobile Protected Firepower" role-- more information on the bullet point immediately below. Aside from the Armor role, this unit can also be out-of-role purchased by all roles (much like the Russian T-80).

  • Two configurations of primary Main Battle Tanks (much like with attack helicopters) as follows:
    - Optimized for Armored Warfare (T-90A, M1A2 Abrams): These units now feature Targeting & Survivability Enhancement (TSE) feature (more on this below) to increase firepower in a target rich environment. The units are also equipped with thermal imaging offensive ability to see through smoke obscurants and armor-piercing discarding sabots (APFSDS), making them optimized for defeating enemy armor.

    - Optimized for Mobile Protected Firepower (T-80UM, Leopard2A6): These units are equipped with multipurpose HEAT rounds (MPAT), making them extremely deadly against infantry and lighter vehicles such as APC, anti-air and building structures. The units also have the ability to call for heavy artillery barrage from Networked Artillery MLRS units, allowing them to lay down heavy support fire in advance of enemy maneuver. With the artillery strike ability, good armor package and multi-purpose HEAT rounds, these tanks are ideal to operate in A2/AD environment in support of other units; however these tanks are not as effective to defeat enemy armor.

  • Targeting & Survivability Enhancement (TSE) for Armored Warfare MBTs (T-90A and M1A2 Abrams): TSE equipped vehicles will coordinate their fire and deconflict their targets when engaging multiple enemy units. Up to 12 tracks can be coordinated between units- in other words, if you have 3 Abrams tanks lined up, they will fire at 3 separate distinct enemy targets, rather than all of them firing at the same target at once, vastly increasing their firepower.

    TSE equipped vehicles also provide 20 additional smoke grenades that are computer controlled. As enemy threat is visible or being engaged, TSE will automatically sequentially fire smoke grenade toward the enemy azimuth to conceal the host unit from their view. This is in addition to the defensive smoke screen ability, which you can activate by yourself to completely conceal your unit from all axis.

  • Speed of tank cannon projectiles have been re-scaled to match with those of FLINT Missile System's physics scales. Tank rounds now take longer time to travel.

  • (BLUEFOR) Changed Airdropped Stryker ATGM tactical aid to drop Bradley IFV.
  • (BLUEFOR) M1134 Stryker ATGM vehicle is now available for ordering from Armor role reinforcement panel. Other roles can purchase this unit as out-of-role, to match the unit functionality as Sprut-SD on REDFOR side.
    - Stryker ATGM vehicle now provides JFSN client offensive ability to call for artillery fire.
    - TOW missiles on Stryker ATGM vehicle are now automatically fired; simply position the vehicle behind cover to send TOW down range while evading return fire.

  • (BLUEFOR) M1126 Stryker MGS ammunition changed to M900 APFSDS-T; adjusted unit price.

  • (REDFOR) Reduced price of primary Main Battle Tanks to 700.

  • (BLUEFOR) Added new unit: NATO Ballistic Missile Defense Programme, Fire Control Radar (MEADS 360 Degrees Multifunction Fire Control Radar)
    Optional unit that enables PAC-3 missiles to be launched in a full 360 degrees envelope, significantly enlarging the defended footprint for missile defense.

    NOTE: This unit does NOT search for new targets, and WILL NOT provide any vision for your team. You still need Heavy SAM units and Ballistic Missile Defense (BMD) radar to search for new targets & detect incoming ballistic missiles. Once targets have been found by Heavy SAM and BMD radars, this unit will allow any available PAC-3 launchers to engage the threat in full 360 degrees coverage around the battlefield.

    This unit is vulnerable and shouldn't be sent out to the frontline -- leave it in the spawn area where it's well protected from enemy air & ground threats.

  • (BLUEFOR) Patriot Integrated Air & Missile Defense (IAMD) - Weapons Control Computer (WCC) version 7.0
    - Integrated Fire Control network (IFCnet) improvement for "Army System of Systems (AoS)" model; adds "plug & fight" support for MEADS in game. Future versions may include an Engagement Operations Center (EOC) unit in game for a more realistic visual presentation. Reference: www.msl.army.mil
    - Rewrote mid-course guidance for ballistic missile engagement and modified the minimum keepout altitude logic.
    - Experimental Launch Sequencing (LSEQ) logic for launch stations. New logic used by launcher units to report location and status to WCC. Future versions will permit WCC to pick and choose the best positioned launcher to use when firing missiles.
    - Trajectory Inhibit Monitoring (TrajectoryIHBT): Radar now monitors outbound missile's flight path and compares it with the intended trajectory towards the intercept point. If off course, command-destruct signal is uplinked and another interceptor may be launched, provided there is still battle space for re-engagement.
    - Trajectory Shaping Guidance (GENEX guidance law derivative) support for Iron Dome Tamir interceptors. Flight trajectory of the Tamir interceptor will be "shaped" to a near-parallel angle, enhancing blast fragmentation effects on the target artillery rocket. You will now see Tamir missiles making hard turns just prior to intercept, as seen in YouTube videos of real-life Iron Dome engagement.

  • (REDFOR) Reduced price of BM-21 from 1600 to 1501 for all roles.

  • (JTDS) Increased GBU-54 LJDAM and KAB-500KR payload to 4 (from 2) on CAS2 aircraft.

  • (BLUEFOR) AGM-114R-3 Hellfire and GBU-54 LJDAM: Reduced laser acquisition range.
  • (BLUEFOR) AGM-114 Hellfire (L and R): Reduced guidance gain (nav constant).

  • Launch sequencer for Land Attack Cruise Missiles: When salvo-firing multiple cruise missiles at once, they will be sequentially launched with 3 second separation between each launch.
    - Rewrote boost flight profile for cruise missiles.
    - Pitch and yaw control added to 3M14 Klub and RGM-109 Tomahawk cruise missiles (roll control on cruise missiles is not yet supported by FLINT). Cruise missiles will now adjust their pitch rate to maintain a proper angle-of-attack for lift.

  • (REDFOR) No Dong II MRBM: Fixed upside down Y-axis on explosion animation during fail-on-boost situation.
  • (REDFOR) No Dong II MRBM: No longer fails when AI/bot support player is launching this missile (as it inadvertently destroyed REDFOR SAM site, causing game balance problems).

  • (BLUEFOR) Improved performance & fire control for Phalanx C-RAM; rewrote Time Division Multiplexing (TDM) loop to improve game performance.

  • (BLUEFOR) MGM-140B ATACMS: Improved 'Trajectory Masking Maneuver' performed by the missile during boost phase. Masks up to 250 wic meters worth of distance away from the launch site.

  • FLINT Missile System Changes (version 4.3):
    - EX3D rendering driver: Additional performance optimizations to lower CPU usage while rendering.
    - Rewrote various Proportional Navigation (PN) guidance algorithms, including Augmented PN and optimally controlled derivatives.
    - Added Trajectory Shaping guidance algorithms; Implemented on Iron Dome to enhance blast fragmentation effects by shaping the approach trajectory.
    - Predictive Guidance (APN derivative): Zero Effort Miss (ZEM) is now calculated by finding relative velocities & positions, rather than converting LOS rate to ZEM. Reference cited: (Paul Zarchan, MIT Lincoln Laboratory) Tactical & Strategic Missile Guidance Vol. 5

Edited by: blahdy

Aug 10 2015 Anchor

DCS, ArmA3, WiCMW


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