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 5.0 (Games : World in Conflict : Mods : WIC: Modern Warfare Mod : Forum : General Mod Discussion : Change Log for Modern Warfare Mod 5.0) Locked
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blahdy
blahdy Data-Linked AA-12
Aug 13 2017 Anchor

MW Mod 5.0 development has been completed and is now undergoing extended testing for stability. Below is list of all changes made for the 5.0 release.

Massgate.org:
World in Conflict multiplayer is now back online through community made and supported patch. Visit www.massgate.org to patch your World in Conflict installation for the new Massgate service.

Change Log 5.0 Build 8121 (codename: Megatron)

Last updated August 13, 2017

Maps and Miscellaneous Changes

  • (Maps):
    • Enlarged play field and extended domination time on all default game maps.
    • Added do_Highway - domination version of tw_Highway
  • (Mod Map Pack 5.0 Release): Added the following community made maps that have recently been recovered (thanks to val93entin for recovering them):
    • do_BlackForest
    • do_Provence
    • do_Delta (River Crossing Water)
    • do_Lobyek
    • do_Freedom

      Be sure to download the new MW Mod 5.0 Map Pack installer to get these new maps.
  • Tactical Aid Menu: Raised prices for the following non-interceptable TA's: Tankbuster, Cluster Bomb

Game and Unit Changes

  • Mobile FARP Helicopters:
    • Lowered purchase price as follows: Air and Infantry roles: 750, other roles: 900
    • In addition to repairing and rearming other helicopters, Mobile FARP chopper can air transport the following vehicles:
      • NATO Fire Control Radar (MEADS MFCR)
      • M1097 Avenger SAM
      • M1025 HMMWV
      • M-ATV

      • Sprut SD
      • UAZ-469
      • Kornet-E ATGM Vehicle
      • BMP-3M
      • BMP-2
  • SHORAD IR SAMs: Rmax_Y for launch inhibit is now calculated on the range difference between the target and the launcher, not the target's altitude from the ground.

  • (BLUEFOR) Iron Dome TEL: other roles may now purchase (at 900 premium price for out-of-role)

  • (REDFOR) Mi-28 SPO-15 Radar Warning Receiver: alerts player with RADAR LOCK tone when Patriot MPQ-65 moves the player to search-while-track for higher resolution

  • (REDFOR) Tor M1 Medium SAM: command guidance signal distance increased by 30%

  • (REDFOR) CAAI Script: If REDFOR AI's support player's missile launch site is not suppressed, it may launch a nuclear missile at BLUEFOR spawn areas every 6 to 8 minutes. Nuclear missile will only fire when AI chooses to attack enemy spawn due to lack of visible targets at the frontline. To minimize friendly fire, missile attacks at the frontline will always remain conventional

  • (BLUEFOR) FGM-148 Javelin for infantry AT: range increased to 200wm (2km scaled)

  • Infantry changes:
    • Increased cover stealth (forest & building). Stealth is reduced when unit opens fire.
    • Anti-infantry Fire Team: now reveals units in smoke or hidden infantry within 50 wic meters (~500m scaled)
    • JTAC/FAC infantry: more difficult to spot out in the open terrain when using the Defensive Ability button. Stealth is invalidated when unit lases a target.
  • (REDFOR) 9M133 Kornet ATGM (launched from GAZ-2975 Kornet-E vehicle):
    • Unit will now automatically fire ATGM on any suitable targets.
    • Offensive special ability is replaced with JFSN artillery call-for-fire button
    • increased burn profile for better kinematics at maximum range
    • fixed problem where turret gets stuck while aiming for a target
    • launch animation (back blast) when unit fires missile
  • (BLUEFOR) M1134 Stryker TOW ATGM:
    • fixed TOW not auto-acquiring on target problem
    • tracker provides 360 degrees guidance beam outbound missile (similar to Kornet-E vehicle)
  • (REDFOR) BM-21: added launch animation

  • (BLUEFOR) Stryker MGS: ammunition changed to 18x M456A2 HEAT-T, smoke screen recharge time is 30s

  • (REDFOR) **New Unit!** Amphibious Infantry Fighting Vehicle (BMP-3M):
    • New BMP-3M IFV for REDFOR faction, 30mm autocannon, 100mm HE, plus ATGM and amphibious crossing capability. Compliments BMP-2 and BTR-82 for infantry transport and supporting main battle tanks.
    • To fire the 100mm HE, use Attack-Ground (press and hold 'F' key then left click on your target). ATGM and 30mm will auto-fire.
  • Light and medium combat vehicles - lowered pricing as follows:
    • Stryker MGS: 600 (from 650)
    • M2 Bradley IFV: 600 (from 650)
    • AAVP7A1: 600
    • LAV-AD: 650 for out-of-role purchases (from 750), 600 for infantry
    • Stryker ICV: 600 (from 650)
    • BMP-3M: 600
    • BMP-2: 600
    • BTR-82A: 600
  • (BLUEFOR) **New Unit!** MRAP All Terrain Vehicle (M-ATV):
    • Replaces HMMWV for Light Utility Vehicle under support panel in the reinforcement menu
    • All roles may purchase this unit (non-support players purchase as out-of-role)
    • 40mm Mk19 grenade launcher, slightly improved armor protection
    • Can heal infantry, repair vehicles and call for artillery fire.
    • Old M1025 HMMWV may still be purchased via tactical aid menu (Airdropped Transport).
  • (BLUEFOR) 40mm Mk19 grenade launcher (AAVP7A1 and M-ATV): max range increased to 1.5km

  • (BLUEFOR) M1097 Avenger SAM:
    • Reduced armor to match same value as M1025 HMMWV
    • Reduced price to 550 for all roles
  • Scout helicopters (MQ-1B UAV, Ka-27):
    • MQ-1B and Ka-27 can reveal hidden infantry in forest & buildings in immediate vicinity
    • Scout helicopters now have taller eye height and can better reveal targets hiding between structures
    • Increased laser designator range out to 3.2km
    • Increased artillery call-for-fire range out to 3.2km
  • Attack Helicopters:
    • Nerfed blast radius against infantry to 20m (from 25m) for rockets
    • (REDFOR) Mi-28N: ATGM updated to 9M120M standard
      • 9M120M: peak velocity is 1.6 Mach, avg velocity is 1.3 Mach, control surfaces are more responsive to guidance commands
  • AIM-9X and R-73M: adjusted CCM (counter-counter measures) behavior
  • SAMs and air-to-air missiles using proximity fuze: detonation velocity is hypersonic

  • Joint Targeting & Designation System (JTDS):
    • fixed aircraft getting stuck and flipping back and forth when FOB is spawned against the edge of the map
    • helicopters with air-to-air missiles (AIM-92, AIM-9X, 9M39):
      • Helicopter air-to-air missiles can now be targeted against cruise missiles
      • Rmax_Y for launch inhibit is now calculated on height difference between the target and the chopper, not the target's altitude from ground
    • helicopter IFFCC: smarter thresholds to reduce excessive "pull up!" (GCAS) bitching betty messages
  • (REDFOR) 57E6 (Pantsir S1) SAM:
    • proximity fuze sensor location updated at missile forebody: target must pass on fuze detection angles to detonate
    • adjusted lead gain when applying guidance commands after motor burnout
  • (BLUEFOR) Tamir (Iron Dome) SAM:
    • player now receives score & TA when intercepting artillery rockets with Iron Dome
  • (BLUEFOR) Phalanx Land Weapon System (LPWS) / C-RAM:
    • (art team) new model
    • bug fix - peak fire rate is 4,500 rpm, not 8,640 rpm
  • (BLUEFOR) Missile Defense Radar: now purchasable by all roles

  • (REDFOR) S-300 SAM (ADMS 5.0):
    • First integration work for moving to S-400 standard specs
    • 48N6 missile:
      • improved thrust profile
      • missile now uses energy-efficient flight trajectory for enroute control (mid-course guidance)
      • (art team) new model
    • Battle Management Radar: 64N6 Big Bird is now 91N6E
      • Improved data exchange between Heavy SAM fire units and 91N6E Battle Management Radar
      • Forward deploying Battle Management Radar will instruct the AI to designate the immediate surrounding area as Defended Asset zone. Heavy SAMs in the rear/spawn areas will launch their SAMs at long range to cover the extended distance.
      • Individual Heavy SAM fire units can now use Attack-Ground (force-fire) to force-radiate the fire control radar to the desired sector azimuth. In addition, force-firing of Heavy SAM will allow the unit to continuously receive target queuing data from the 91N6 Battle Management Radar, significantly increasing the engagement range of Heavy SAM. For example, a forward deployed 91N6 Battle Management Radar can queue a Heavy SAM in the spawn zone to remote launch a missile from one side of the map to the other.
    • S-300 Anti-Tactical Ballistic Missile (ATBM) Defense Capability:
      Battle Management Radar is now able to detect and track BLUEFOR tactical ballistic missiles (ATACMS):

      To enable ATBM support, you must use Attack-Ground (force-fire) on both Battle Management Radar and Heavy SAM units, AFTER you've enabled both offensive and defensive special abilities on them:

      • For Battle Management Radar:
        1. Enable Offensive Ability first on the unit
        2. Use Attack-Ground (press F key then left click) on any ground to enable TBM search

      • For Heavy SAM fire units:
        1. Enable both Offensive Ability and Defensive Ability first on the Heavy SAM squad unit.
        2. Use Attack-Ground on desired azimuth you want your Heavy SAM to defend from TBMs.

        Engagement altitude for 48N6 missile against ballistic targets is 20-26km in game. Blast fragmentation warhead with proxmity-fuse is used for kill mechanism.
  • Cruise missiles:
    • Adjusted terminal dive behavior slightly.
    • Russian 9M728/Iskander-K: will now perform pitch up and dive maneuver same as Tomahawk
    • Out-of-role TA costs are equal for both factions
    • Launch sequencer (LSEQ): 3 second ripple timer between individual launches is no longer enforced when launches are separated by a least 500wm (5kms scaled) distance of one another.
    • (art team): new wreck fx
  • (REDFOR) Kh-31P and Kh-25MPU ARM: flight trajectories updated

  • (REDFOR) Medium Range Ballistic Missile (Shahab-3): increased CEP to 2km (from 1.5km)

  • (REDFOR) **New Unit!** DPRK Medium Range Ballistic Missile - Nuclear (Hwasong-7):
    • Launches a North Korean No Dong 1 missile (same platform as Shahab-3) configured with a 20 kiloton nuclear warhead. Unit can only be purchased from the Tactical Aid menu.

      The reentry vehicle takes about 3 minutes to arrive on target from ground launch and has a CEP of around 2km. Nuclear warhead will airburst at about 1,000 meters off the ground. Note that RV may be intercepted by BLUEFOR missile defenses as it passes through Patriot keepout altitudes.
  • (BLUEFOR) MGM-168 ATACMS:
    • price reduced to 25 TA for all roles (from 30)
    • Accuracy is 9m CEP (from 10m).
  • (REDFOR) 9M723K1 Iskander M:
    • price is 12 TA for all roles
    • Now performs highly aggressive terminal maneuvering to evade or stress missile defenses. Missile peaks at 55km altitude in height and begins terminal maneuvering at 30km altitude, changing position up to 2-3km away from existing ballistic trajectory. At 20km, it will re-maneuver to align on target position. At 300 meters altitude, IR imaging seeker will open up and lock onto any visible enemy vehicle target in seeker FOV.

      PAC-3 launchers need to be located about 1/3rd the length of a map (5-10km distance) from the incoming Iskander to achieve successful intercept; otherwise, Iskander will aerodynamically defeat the interceptor.

      New PAC-3 MSE (see below for more info) is mostly unaffected by Iskander's terminal maneuvers -- interceptor has plenty of energy to match divert requirements created by evasive maneuvers.
  • (BLUEFOR) Patriot SAM - Weapons Control Computer (WCC) 8.5:
    • **New Unit!** PAC-3 Missile Segment Enhancement (MSE) and M903 launch stations.

      MSE significantly enhances the range and engagement altitude against Medium Range Ballistic Missile (MRBM) threats, which are the REDFOR side's No Dong/Shahab class missiles in game, with reentry velocities reaching Mach 8. Using a dual-pulse solid rocket booster, MSE also doubles the divert capability against Iskander maneuvering SRBM and theater ballistic missiles of all types.

      Engagement altitudes against MRBM targets in game are as follows:

      - PAC-3 MSE: 32km (36km maximum; interception by contact collision)
      - Classic PAC-3 (CRI): 20km (interception by contact collision)
      - PAC-2 (GEM-T): 15km (intercept by proximity fuse)

      Note: To purchase MSE, you need to order from Tactical Aid menu - 27 TA points are required per launcher. Heavy SAM unit purchased from reinforcement menu is only equipped with classic PAC-3 CRI interceptors.

    • With MSE's powerful dual-pulse rocket motor, a single MSE firing position can cover the entire game map against ballistic missiles of all types, however, it only has 12 ready-to-fire rounds per launcher. We recommend that you augment MSE launchers with TA-purchased 16x PAC-3 CRI launchers to help distribute work loads between MSE and PAC-3 CRIs.

      When players mix the classic PAC-3 CRI with the new PAC-3 MSE launchers from TA purchase, AI will adjust its engagement doctrine to provide "Level III" defense protection against MRBMs for areas within radius of 375 wic meters (3.75km scaled) from the nearest Patriot battery or forward deployed NATO Fire Control Radar.

      With Level III protection, two MSE interceptors will ripple fire at engagement altitudes between 28-36km with 3.5 seconds separation in between. While MSEs are enroute to the target, one additional PAC-3 CRI interceptor will also fire at 15 to 26km altitude, bringing the total count to 3 interceptors committed per target. Level III protection ensures defense with high confidence against MRBMs landing in Patriot protected zones, especially now that REDFOR side has access to weapons of mass destruction on TA-dropped MRBMs (Hwasong-7/No-dong).

      SRBMs (Tochka, Iskander, etc) are not supported for Level III protection.

    • M902 PAC-3 and Iron Dome launchers: missile launcher rate of fire is 0.767 seconds (per YouTube videos)

    • Launch Sequencer (LSEQ) ELES_Pick_Up(): Fixed deadlock causing launchers to not fire when a track is re-classified by radar while LSEQ is running.

    • MIM-104E GEM-T/PAC-2:
      • (art team) new model
      • Can now engage and intercept medium range ballistic missiles (MRBMs), albeit with lower effectiveness (less probability of warhead detonation) and defended coverage.
    • MIM-104F PAC-3 (CRI): (art team) new model

    • Updated interceptor allocation and commit logic: When dealing with maneuvering ballistic missile targets (e.g. Iskander), AI is now programmed to launch from closest available PAC-3 CRI launcher with the best possible kinematics envelope. If there are no suitable PAC-3 launchers near from the area targeted by the maneuvering RV, AI will then switch to PAC-3 MSE on the target, if it is available.

      AI is programmed to reserve PAC-3 MSE rounds for dealing with most challenging targets, such as MRBMs and Iskander/maneuvering RV flying at long distance. For most typical ballistic missile and air threats, PAC-3 CRI and PAC-2/GEM-T will be used -- in that case, MSE will only fire when no other suitable rounds are available.

    • Interceptor allocation by integration (TWS_Update() TBEQ): increased firepower against saturation attacks. When coming under saturation ballistic missile & rocket artillery attacks, instead of focusing on ripple-fire (firing more than 1 interceptor per target to increase PK), AI will attempt to launch interceptors against as many number of different targets as possible, so that every possible track has at least 1 interceptor assigned.

      The state of interceptors being launched is integrated over derivative of time (dT) and is a function of launch sequencer having time slots available to accept more launch requests - once the first wave of interceptors is sent, ripple-fires will then get processed afterwards, if the battlespace is still available. Having more launchers will allow more follow on launches to meet large ripple-fire requirements.

Flexible Interceptor (FLINT) 5.0 Updates (affects guided missiles):

  • Augmented Proportional Navigation: target sensible acceleration (nT) fed into the PN equation now adds 1g gravitational acceleration (9.8m/s2 ~= 8.75wic_m/s2) for all engagements, including non-maneuvering targets.

  • Command to Line of Sight: improved all (S)ACLOS missile homing performance against crossing targets beaming on 3/9 line relative to the launcher (e.g. BGM-71 TOW, 9M119M, 9M133 Kornet, 57E6, et al).

  • EXG.Prop_Steering: improved angle-of-attack, pitch and yaw rotation rendering of all guided ordnances.

  • 9A4172 Vikhr M: fixed unhandled exception crash on spawn "bad argument type when creating Vector3"



Edited by: blahdy

Aug 15 2017 Anchor

Please make the dead infantry and vehicle wrecks stay longer on the battlefield :)

blahdy
blahdy Data-Linked AA-12
Aug 15 2017 Anchor
Sn4rk wrote:

Please make the dead infantry and vehicle wrecks stay longer on the battlefield :)

We've reviewed this in the past, however, we determined that for both performance and memory limitations in the game, it was best to leave things the way they are.

Sep 14 2017 Anchor

This changelog looks amazing! Undoubtably the best to date! I am glad to read that REDFOR's AA is being improved. I noticed that Pantsirs in particular miss their shots 100% of the time when firing at higher altitude aircraft, such as the F-18, so hopefully it will be fixed with the lead adjustment.

My only criticisms are that:

1. The Atacms is still far too expensive on the assumption that the S-300 will be able to intercept it with the same efficacy as say the Patriot against a Tochka. I do beleive that it should cost more than the Iskander due to BLUFOR's superior conventional arms, however, a price of 16-20 would be more reasonable.

2. The BMP-3 should be able to fire its 100mm gun automatically without needing a attack-ground command. It is far too microintensive and I don't see why it was done.

blahdy
blahdy Data-Linked AA-12
Sep 16 2017 Anchor
ConstantinoP. wrote:

This changelog looks amazing! Undoubtably the best to date! I am glad to read that REDFOR's AA is being improved. I noticed that Pantsirs in particular miss their shots 100% of the time when firing at higher altitude aircraft, such as the F-18, so hopefully it will be fixed with the lead adjustment.


The reason for F-18 dodging Pantsir missile is because it's flying in circles, not straight. If it's flying straight, it will be hit. CLOS has problems quickly reacting to high speed targets going on sharp bank turns, so you'll need a big telephone pole sized warhead to make the kill.

1. The Atacms is still far too expensive on the assumption that the S-300 will be able to intercept it with the same efficacy as say the Patriot against a Tochka. I do beleive that it should cost more than the Iskander due to BLUFOR's superior conventional arms, however, a price of 16-20 would be more reasonable.

1. ATACMS production ended in 2007. What we have left is what we fire, and the weapon system is gone for life; therefore, it's priced higher in game. The long term strategy is to phase out ATACMS and move to the future LRPF (long range precision fire) missiles in 2020s.

2. S-300 battery in game only has 24x 48N6 rounds, all of which are competing for dealing with ARMs, airplanes, cruise missiles and now ATACMS. It's going to run out of ammo, fast. Lowering the cost of ATACMS is going to saturate S-300 pretty badly.

Patriot in the game on the other hand, is equipped with 3 different munitions to deal with different target sets, so we can use much lower TA price for REDFOR attacking missiles.

2. The BMP-3 should be able to fire its 100mm gun automatically without needing a attack-ground command. It is far too microintensive and I don't see why it was done.

BMP-3M auto-fires ATGM. 100mm cannon is primarily meant for insta-killing infantry squad, so force-fire is desired.

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