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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Development history of World in Conflict MW Mod (Games : World in Conflict : Mods : WIC: Modern Warfare Mod : Forum : General Mod Discussion : Development history of World in Conflict MW Mod) Post Reply
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Sep 21 2017 Anchor

Version 2.0 (Enfield) - December 23, 2011

  • First release
  • Copy of Fun Mod MW 1.5 -- removed all non-military fiction assets
  • Flexible Interceptor (FLINT) missile simulation engine 1.0 for guided missiles, initially supporting AGM-114L, AGM-114K, FIM-92, 9M39, 9M333, 9M120, 9M119M, 9M114, R-73M, AIM-9X
  • Joint Targeting & Designation System (JTDS) 1.0 introducing semi-active laser homing guidance and early JTAC/Forward Air Controller concept
  • Was very cool to see smarter missiles and laser guidance in game for the first time, but was also very imbalanced in favor of US air spamming Hellfire PGMs (very difficult to play as Russia, impossible for balanced PvP match).

Version 2.0.1 (Enfield) - January 7, 2012

  • 9K331 Tor M1 added, with ability to shoot down incoming FLINT Hellfires
  • Added new maps by Torrisco: Reforger, Canyon

Version 2.5 (Tucson) - February 27, 2012

  • Flexible Interceptor (FLINT) missile simulation engine 1.5 update
  • Fixed wing aircraft and air tasking order (ATO) added to Joint Targeting & Designation System (JTDS) 1.5. CAP, CAS, RECON flights added, JTAC may request air tasking from fixed-wing air.
  • Added to air to air and air to ground ordnances -- AIM-120, R-27ER, AGM-65D, 9A4172.

Version 2.6 (Sealion) - June 5, 2012

  • Flexible Interceptor (FLINT) missile simulation engine 2.0 - adding augmented proportional navigation, improved game performance significantly.
  • PredictorFCS: gun-laying script for AA guns can now track FLINT missiles. Pantsir S1 can now shoot down Hellfires and other FLINT PGMs.
  • Anti-tank mines removed from game.

Version 2.7, 2.7.1 (Martini) - June 24, 2012

  • New beautifully made model for AH-64D/E Apache attack helicopter.
  • Added FGM-148 Javelin to FLINT
  • Minor graphic improvements to FLINT missiles.

Version 3.0 (Phoenix) - August 7, 2012

  • First substantial performance improvements since mod release - many enhancements to LOD rendering distances
  • MIM-104 Patriot and S-300 now use FLINT
  • Added Kh-31P and AGM-88 anti-radar missiles to FLINT
  • MGM-168 and 9M79 Tochka ballistic missiles now use FLINT
  • Added CAS2 (Su-35 SEAD, F-16 SEAD) to JTDS for air tasking orders
  • Patriot SAM: Weapons Control Computer 4.0 for FLINT compatibility
  • S-300 control sw: version 3.0 to handle FLINT

Version 3.1 (Kepler) - September 2, 2012

  • MQ-1 Predaor replaced by new MQ-9 Reaper UAV.
  • AirLand Battle AI scripts for US AI players. US Armor and Air bots share targeting information via data-link and request air strikes.
  • Patriot SAM now ripple-fires two shots on each engagement, instead of salvo firing two missiles simultaneously at once.
  • (FLINT) Introduced new Kh-25ML and Kh-25MPU missiles for Su-25 platform.

Version 3.2 (Kodiak) - September 18, 2012

  • Land-based Phalanx Weapon System (LPWS C-RAM) added. Old M163 VADS removed.
  • S-300 and Patriot SAM missile launchers now take 5 minutes to reload.
  • Patriot SAM: Weapons Control Computer 4.5 - new mid-course guidance algorithms, PAC-3 may now snap backward to engage targets behind launcher

Version 3.5 (Kilter) - December 3, 2012

  • Preparatory release for MW Mod 4 - Numerous bug fixes and all around unit improvements everywhere, this is a big release.
  • Flexible Interceptor (FLINT) missile simulation engine 2.5 - improved gravity and air density simulation, max ceiling is 10km, less affected by frame rate
  • RU Forward Air Controller (FAC) is now infantry, rather than vehicle.
  • Joint services concept for US faction: infantry is exclusively USMC, air is Army Aviation, fixed-wing air is US Air Force and US Navy, and armor and support are US Army.
  • Removed combat engineer and snipers
  • First reworking of the infantry role -- squads are more specialized for AA, AT, anti-inf, but pretty big and not too mobile / flexible.
  • F/A-18E Super Hornet introduced for US CAS2 air tasking
  • First advanced flight modeling (AFM) for ballistic missiles. Ballistic missiles are now exactly that -- ballistic! Previously, ballistic missiles were "guided" much like the vanilla game's artillery ballisticshooters, where a homing script keeps the missile aiming toward the ground after it fired. Now, ballistic missiles are 100% ballistic -- they go up, then gravity does the rest to bring them back down.
  • Patriot SAM: Patriot missiles may now be redirected in flight to a new target

Version 4.0 - 4.0.2 (Raptor), DX17 (Project Mojave) - February 18, 2013

  • Joint Fire Support Network (JFSN) 1.0 - now adds fire support channel for artilleries in game. Infantry and most ground vehicles may now call for fire from in-game MLRS units.
  • Phalanx C-RAM and Pantsir S1 are now able to share and deconflict targets over data-link, can now also engage artillery rockets
  • Joint Targeting & Designation System (JTDS) 2.0 - semi-active laser homing will now lock onto laser on any surface-- terrain ground/building/bridge/etc, infantry, armor, vehicle, aircraft, etc.. whatever your laser points, it guides. Man-in-the-loop redirect of SALH munitions is now possible!
  • Added GBU-54 LJDAM for US CAS2 air tasking. Lase with JTAC on desired target or terrain and JDAM will release upon aircraft arrival at IP.
  • Added KAB-500KR for RU CAS2 air tasking. Lase with JTAC on desired target
  • Improved simulation of AIM-120C missile: launching aircraft must maintain +60/-60 degrees boresight for the missile to receive mid-course updates (MCUs). Missile mad-dog/autonomous search is limited to +15/-15 boresight.
  • Removed mid-course update on AGM-114L Longbow Hellfire missile -- improved game balance and realism. Real life version does not use MCUs.
  • Apache Longbow must maintain 110 degrees boresight facing toward the attack area for AGM-114L missiles to receive target deconfliction over data link
  • Flexible Interceptor (FLINT) missile simulation engine 3.0 - eliminated phantom acceleration issues, now calculates dynamic launch zones and trajectories; first modeling of AoA rendering; maximum ceiling is 20km
  • AI players now use JTDS and JFSN fire support channels
  • LAV-AD added to US infantry role for amphibious anti-air
  • New HD model for F-22 Raptor CAP
  • Patriot SAM: Weapons Control Computer 5.0 - now tracks projectiles using trajectory equations, now calculates TGO, TLL, PIP, ATC (threat classification) and SDT (self defense threat) based on target behaviors and track history.
  • Improved ballistic flight profiles of ballistic missiles (they now fly up to 20km altitude).
  • Added Missile Defense Radar (MDR) to US faction -- receives ballistic missile warning from Defense Support Satellites and queues individual Patriot fire units to track the incoming TBM
  • US Avenger SAM may now request CAP from F-22
  • Nuclear-tipped 9K79 Tochka added (undocumented change, surprised some ppl)

Version 4.1 (Cuda) - 4.2 (Rawhide) - December 5, 2013

  • CommanderAI: Total rewrite of CAI script files -- AI players now aggressively attack again!
  • AI Subsystem Layer scripts (ASL) now take over the management of S-300, Patriot and ballistic missiles run by AI players. More game stability, more vicious attacks.
  • Added 2S25 Sprut SD
  • Total and complete rewrite of small arms and infantry combat logic -- reworked all bullets, MOAs and small arms damage
  • Complete reworking of infantry squad and unit roles and now grouping into fire team units: Anti-Infantry, Anti-Tank and Anti-Air fire teams. Infantry role is now more nimble, more mobile and readily deployable anywhere -- the way infantry was meant to be in MW Mod!
  • (Cuda) Flexible Interceptor (FLINT) missile simulation engine 4.0 - Totally revolutionary and inspiring rewrite of the FLINT missile system. Moved to Velocity-Verlet integrator and now implements linear interpolation (Lerp) at all simulation levels. As of FLINT 4.0, aerodynamic physics are now completely unaffected and independent of the running game frame rate; any frame rate lesser than 27 fps will be handled by Lerp; Complete and total rewrite of proportional navigation (PN) guidance law, added command-to-line of sight (CLOS) guidance law for ATGMs and Pantsir SAM. New aerodynamic system substantially improves calculation of forces acting upon rocket, including air pressure, gravity and drag. Maximum celing for FLINT munitions is now 500km altitude.
  • Added AGM-154 Joint Stand-off Weapon (JSOW) to US CAS2 for air tasking
  • Added M142 HIMARS for JFSN fire support channel
  • Extra PAC-3 launchers may now be purchased from TA menu.
  • Significant improvements to JFSN fire support
  • Advanced flight modeling (AFM) for MLRS rockets, simulating real ballistics.
  • Started updating in-game UI

Version 4.3 (Trailblazer) - August 10, 2014

  • Israeli Iron Dome anti-missile system added to US faction. Counters artillery rockets only; controlled and managed by Patriot radars.
  • SS-26 Stone/9K720 Iskander M ballistic missile added to RU faction.
  • First introduction of OPFOR TA-purchased units for RU faction only; added Zelzal II SRBM
  • BM-21 rocket artillery now uses FLINT missile system
  • US BGM-71 TOW now uses FLINT missile system, in response to high demand from tank/armor players.
  • CAI: AI players now use platoons to manage their units; more responsive
  • Flexible Interceptor (FLINT) missile simulation engine 4.1 update - performance and stability improvements, new pathfinding routine -- FLINT missiles are now map and terrain independent (no longer affected by pathfinding constraints); first work in enhancing missile orientation rendering
  • Much needed rebalancing of the dreadful Apache Longbow -- Longbow radar vision is now subject to LOS constraints, no more cheating free recons!
  • Much needed armor rebalancing -- modern Russian tanks now use auto stabilizer.
  • First MW Mod version to finally achieve balancing and give rise to metagame: pvp multiplayer matches are now desirable and quite balanced for the first time in mod's history.
  • Patriot SAM: Weapons Control Computer 6.0 - boot loader and POSIX style runtime routines added, first work to make Patriot more 'modular' and platform-agnostic -- this was required to integrate Iron Dome into the system. Separation of 'sensors' and 'shooters' in the programming code for the first time.

Version 4.4 - 4.4.2 (Ironhide) - August 31, 2014

  • The return of the cruise missiles (for real!) since Fun Mod MW / Modern Warfare development hells of 2010-2011. BGM-109 Tomahawk reintroduced using FLINT missile system; terrain following navigation implemented with AI to compute ingress routes and navigation waypoints.
  • Old legacy (non-FLINT) cruise missile for RU faction removed. For this version, RU faction does not have any cruise missiles, only ballistic missiles; only US side has new FLINT Tomahawk.
  • 9M113M Konkurs ATGM now uses FLINT.
  • Attack Helicopter for Experts (US) variant added with AGM-114R semi-active laser homing (SALH) Hellfire loadout.
  • Improvements to JFSN fire support -- enlarges strike radius for full 'fire for effect' missions, to replace Heavy Artillery Barrage TA; fire support channel processes latest fire mission, allowing corrected/updated strike missions.
  • ATACMS ballistic missile now dispenses individual projectiles for cluster effect
  • Nuclear-tipped Tomahawk (TLAM/N) cruise missile launcher added to US faction, due to popular community request.
  • New model, skin/texture for Tomahawk TLAM.
  • IR signature modeling for IR SAM acquisition -- may take longer to lock onto low signature targets (e.g. cruise missiles, ASMs, etc)

Version 4.5 (Wheeljack) - October 4, 2014

  • Quickly added new 9M728/SSC-X-7 R500 Iskander K cruise missile for Russian faction. Both factions now have FLINT cruise missiles.
  • New realistic boost phase model for Tomahawk cruise missile.
  • A new 16x PAC-3 launcher for the Airdropped PAC-3 launcher tactical aid. (Patriot WCC 6.2)
  • Improved RWR for Russian Mi-28N
  • CAP fighter aircraft's fire control logic is significantly more realistic -- it now takes 3-5 seconds to achieve target lock-on, calculated based on aspect, simple RCS estimates (profiles), and target altitude. It's now actually possible to fly a chopper and try to survive if you wanted to.

Version 4.6 (Honeybadger) - October 21, 2014

  • Balancing adjustments to make pvp matches more enjoyable.
  • New OPFOR Medium Range Ballistic Missile (MRBM) launcher with 1500km ranged No Dong 1 MRBM. Added for fun; demonstrated the peak of FLINT missile system and what we could do with it in WiC.
  • UH-60 Blackhawk replaced by MV-22B Osprey! Although removal of Blackhawk was a sad news, the addition of Osprey was a highly popular request from infantry players. Really improves mobility of US infantry during the first crucial minutes of the game -- they can setup and dance all around the map.
  • Anti-Tank fortifications now use FLINT missile system. All missiles in game now use FLINT.
  • All ballistic missiles now use the most realistic ballistic flight profiles -- with ballistic missiles peaking anywhere from 10km to 250km in altitudes, the missile defense engagement times and battle space now feel extremely authentic and more realistic. It now takes 15-20 seconds for Patriot to shoot down an incoming ballistic missile, giving a very realistic feel to the timespan of engagement.
  • Patriot SAM: Weapons Control Computer 6.5 - total rewrite of PAC-3 auto-pilot routine; two-way data-link between outbound SAMs and radars for accurate reporting of engagement process. TBM engagements now occur above 6km altitude. Rewrote track hand-off process from Missile Defense Radar -- first proposal to start thinking about THAAD
  • MW Mod had now reached peak development -- all major features & dreams we ever wanted to see in WiC since 2007 have been achieved & implemented. Mission Accomplished Victory: questions were starting to rise on whether we should continue developing the mod any further at this point.

Version 4.7 (Tomahawk) - August 6, 2015

  • Team names are changed to REDFOR vs. BLUEFOR in light of the non-US and non-RU faction units being added recently.
  • Significant improvements to the Armor role - MBTs are now classed into Armored Warfare (anti-tank) and Mobile Protected Firepower (supportive) roles.
  • NATO Leopard 2A6 added to BLUEFOR faction.
  • Vehicle Crew unit removed.
  • Targeting and Survivability Enhancement (TSE) for Armored Warfare MBTs (Abrams, T-90) - target deconfliction over data-link, automated smoke grenade launchers responding to threat axis
  • Patriot SAM: Weapons Control Computer 7.0 - NATO Medium Extended Air Defense System (MEADS) fire-control radar added, allowing 360 degrees engagement for missile defense. PAC-3 now has 360 degrees engagement capability when NATO fire control radar is active. First rudimentary work to move to IBCS/IFCnet architecture for command & control scripting.
  • Flexible Interceptor (FLINT) missile simulation engine 4.3 - significant improvements of PN guidance algorithms; new trajectory shaping APN guidance law added; predictive guidance APN now calculates ZEM from relative velocities & positions.

Version 4.8 - 4.8.1 (Kahuna) - July 12, 2016

  • Finally new model for Pantsir S1 SAM
  • New HD detailed model for Iron Dome
  • Added scout helicopters - Firescout UAV for BLUEFOR side and Ka-27 for REDFOR
  • Added Kornet-D anti-tank missile system for REDFOR, mounted on GAZ utility vehicle
  • Added Non Line of Sight (NLOS) missile launcher to BLUEFOR side, purchased via TA, uses Israeli Spike NLOS. Dual-mode (semi-active laser homing and imaging infrared) guidance.

Version 4.8.5 (Kahuna) - August 19, 2016

  • Significant improvements and new effects for REDFOR 9K58 Smerch (BM-30)'s submunition rockets (9M55K). Very devastating!
  • LAV-AD and Pantsir S1 can now provide ground support mode, very popular request from players since 2010! Place the unit into hold fire, then you can force-fire on any ground while hold-fire is active. To put the unit back into anti-aircraft mode, disengage hold-fire.
  • CAI: Increased AI influence frequency, more responsive.
  • Patriot SAM (Weapons Control Computer 8.0) - major code revision; total rewrite of radar search routines, replacing sectored scan with volume scan; totally rewrote track evaluation functions for TBM and rocket artillery (RAM) targets. TLL and launch-now-intercept-point (LNIP) and TOF calculations are now accurate. PAC-3 missiles are now simply called PAC-3 CRI (classic PAC-3); improved launch sequencer (LSEQ) function to allow integration of additional launch station units in the near future. Support for IFCnet Sync 3 "Sensor and Shooter on the Net" model.
  • MEADS NATO Fire Control Radar will create Defended Asset (DA) fence of 4km from itself. Allows extension of Patriot's firepower to armor and infantry located way out in the frontline -- placement of MEADS radar near from frontline will instruct Patriot in the spawn to guard and shoot at anything threatening the forward deployed armor & infantry.
  • First support for dedicated server and Massgate.org multiplayer system.

Version 5.0 (Megatron) - September 17, 2017

  • Released on 10th year anniversary of World in Conflict
  • Flexible Interceptor (FLINT) missile simulation engine 5.0: improved graphical rendering of FLINT missiles -- very state of the art from where FLINT used to be since 2011-2012 times
  • Patriot SAM (Weapons Control Computer 8.5): Now adds PAC-3 Missile Segment Enhancement (MSE) with nearly double the altitude, range and divert capabilities from classic PAC-3 CRI (useful for combating MRBMs). Completion of IBCS IFCnet integration; PAC-2 GEM/T can now engage MRBMs.
  • Significant improvement work on the S-300 Air Defense Missile System (5.0) for REDFOR: new artwork for 48N6 missile, improved mid-course guidance, flight trajectories; 91N6 Battle Management Radar can now be forward deployed and extend the ranges of S-300 SAMs sitting back in spawn. S-300 can now (for the first time) engage ATACMS theater ballistic missiles fired by BLUEFOR side. To engage ballistic missiles, enable both offensive and defensive abilities first, then force-fire onto the desired sector azimuth on the ground.
  • New model for Land-based Phalanx Weapon System (LPWS C-RAM)
  • Joint Targeting & Designation System: helicopters can now air-to-air engage cruise missiles; aircraft tasking script substantially improved -- aircraft no longer gets stuck on edges of the map flipping back and forth.
  • MRAP All Terrain Vehicle (M-ATV) added to BLUEFOR
  • BMP-3M added to REDFOR
  • Stryker ATGM and Kornet D: auto fire ATGMs
  • Anti-infantry fire team has improved vision/perception
  • FGM-148 Javelin engages out to 2km
  • Mi-28N radar warning receiver - improvements for detecting Patriot search/track modes.
  • Mobile FARP helicopters: can now be used to transport MEADS NATO Fire Control Radar, Avenger SAM, Humvee, M-ATV, Sprut SD, UAZ-469, Kornet ATGM vehicle, BMP-3M and BMP-2. REDFOR side has significant mechanized mobility to portray the VDV's advantage in deploying fast moving light armor everywhere.
  • New map pack release adds 5 community made maps.
  • The Rocket Man enters the fray: DPRK Kim Jong Un's Hwasong-7 MRBM with 20 kiloton nuclear warhead (purchased via TA for REDFOR).
  • The REDFOR AI may launch nuclear missiles.
  • Numerous improvements to gameplay, light vehicle combat and bug fixes -- all known grievances and unit bugs, frustrations, etc in MW Mod have now finally been fixed! This was a big release with development period lasting for 4 months straight -- we finally delivered on time for the September 17th deadline.

Version 5.1 (Starlord) - October 1, 2018

  • Added infantry mortar teams
  • 2S7 Pion heavy artillery (REDFOR) now uses FLINT
  • First release of the IAMD Battle Command System (IBCS) in game for BLUEFOR's missile defense network interlinking sensors, shooters and C2 units. Written in Python, the IBCS Command & Control (C2) runs its own virtual machine inside WiC, providing basic routines for interpreter and dispatcher.
  • Addition of Indirect Fire Protection Capability (IFPC) Multi-Mission Launcher (MML) as a new Medium SAM unit for BLUEFOR side, using the IBCS C2 network.
  • Return of the P-800 Oniks (Yakhont/Brahmos) (used to be in legacy MW Mod 2.0 Beta) to game as REDFOR's Supersonic Cruise Missile Launcher, this time using FLINT missile system to model the missile in its full glory!
  • New model for S-400 launchers

Version 5.5 (Starscream) - June 4, 2019

  • Added AGM-158A JASSM air-launched cruise missile
  • Added Counter-Battery Radar (TPQ-53) to BLUEFOR team: Counter-Battery Radar detects incoming rockets, artillery & mortar (RAM), locates weapon firing source, coordinates counterfire and provides early warning of incoming strike.
  • New Exactor Mk1 model replaces the placeholder Spike NLOS launcher
  • First iteration of scripted AI events
  • "Fire at will" automatic fire function added to Infantry Mortar Teams
  • EX-WCC 9.5 for IAMD Battle Command System (IBCS) and BLUEFOR air & missile defense: now adds Air Defense Command Line Interface (console interpreter), where game host player can issue commands and view detailed tactical information.
    • jfired: Added daemon for operating counter-battery radar
  • EXFLINT 6.0.1: G loading computation added, minor improvements to animation

Version 6.0 (Shockwave) - August 1, 2020

  • Introduction of naval assets:
    • DDG-81 USS Winston S. Churchill (Arleigh-Burke Flight IIA class destroyer)
    • 3M55 Oniks now supports Maritime Strike mode for anti-ship attacks
    • MXMover, MC_NavalMover: Movement and pathfinding system for watercraft/naval units
  • EXFLINT 7.0.1:

    • Advanced Flight Model (AFM): all four forces acting upon rocket (weight, lift, thrust, drag) are calculated at all times.
    • Impulse (Isp) thrust profiles for rocket motors
    • New matrix33 based renderer for pitch and yaw axis
    • Aerodynamic pressure calculation now uses Dynamic Pressure (Dyn Q) equation and US Standard Atmosphere model.
  • EX-WCC 10.0 for IAMD Battle Command System (IBCS) and BLUEFOR air & missile defense:
    • MEADS MFCR has been renamed to NATO Battle Management Radar
    • More than one MEADS MFCR can now operate in game (up to 6 EOC gateways/fire control nodes supported)
    • TPQ-53 Counter Battery Radar can now detect local aviation/air breathing targets in near vicinity from self, acting as a lightweight air defense sensor, in addition to counterfire detection
    • Aegis Combat System for naval unit operation:
      • nifcd: NIFC-CA <-> IBCS engagement message translator and mission controller
      • awsd and SARH_Scheduler: Aegis Weapon System Daemon for control of anti-air warfare
      • aegis-lseqd: Mark41 VLS launch sequener daemon
    • MBI boot loader 3.02: adds support for boot environment selection
  • Significant enhancements to SACLOS based ATGMs: improved guidance and reach
  • Spike NLOS / Exactor Mk1: now supports Lock On Before Launch (LOBL) on targets within 4km from the launcher. LOBL does not require designation from JTAC infantry. Targets further away will still use Lock On After Launch (LOAL) and require designation by JTAC infantry.
  • New flight models for subsonic land attack cruise missiles: missile flies at higher altitude in friendly side of the map
  • Integrated Countermeasures and Vehicle Protection System (ICPS): new integrated system for controlling both softkill measures (smoke grenades, etc) and hardkill active protection system for Main Battle Tanks (Armored Warfare units).


Edited by: blahdy

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