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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Add media Report RSS Special Project - FLINT
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Heaney Author
Heaney - - 961 comments

Please note that we're using the Mi-24V Hind as a temporary place holder, instead of using a real rocket/missile body for the model, so excuse the weirdness.

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liberty_wings
liberty_wings - - 925 comments

Ahahahahahahahahaha! Kamikaze Hind! It's a Soviet secret weapon??? Lulz!

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dud_doodoo
dud_doodoo - - 333 comments

Am I the only one who finds this hilarious?

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P3ACE753
P3ACE753 - - 651 comments

00:58 >>> "Mi-24 going in at full speed!" LOL!

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Benjin
Benjin - - 1,193 comments

*WSSSSSSSSSSHHHHHHHH*

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blahblah965
blahblah965 - - 342 comments

you all know that a plane doesn't go that slow right?

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blahdy Creator
blahdy - - 997 comments

You do understand that the size of map in wic is very small right?

There is a difference between plane's animation speed known to your eyes, vs, battlefield space, operating areas and the plane's speed relative to the battlefield space. The latter part is much much more important, because it is proportional to the engagement and reaction time to SAMs, air superiority fighters as well as ground infantry/armor players to react. We have to maintain the proportional ratio between battlefield space vs. platform speed to match the authentic reaction time in a real life modern battle.

The difference is that in real-life, such battle space is over 100km long, where as in WiC we are trying to shove all that into 1km space. Now, does that make sense to you on why some sub-sonic stuff like planes fly so slow? I hope so.

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blahblah965
blahblah965 - - 342 comments

all im saying is that planes still need to have enough lift to fly and the way it is now there isn't nearly enough lift to keep a plane that big up at that speed

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Description

Special Project - Flexible, Advanced Air Interceptor Missile (FLINT)

This is an experimental study project to identify feasibility of Flexible Interceptor Missile (FLINT) in WiC game engine, to be used as an advanced AIR-TO-AIR missile, launched by future fighter jets such as F-22, Su-27, etc.

Because of the need for sophisticated guidance mechanism, we need the missile to be a unit -- where it can perform various calculations and establish data-link with launch platform.

I'm using the Mi-24V Hind as a temporary place holder, instead of using a real rocket/missile body for the model, so excuse the weirdness. For testing purposes, the depicted "missile" in this video uses simple pure-pursuit, tail-chase homing -- nothing different from WiC's vanilla homing rocket in this instance. Proportional navigation guidance law would be implemented for the real version.

There are some very important features to notice that differ from vanilla WiC's homing projectiles:

1. Rocket acceleration and inertial velocity simulation is provided -- the missile starts out slow, accelerates as it boosts, then gradually slows down as it coasts after completion of powered flight.
2. G-loading and energy simulation for rocket projectile in motion. As rocket is committed to turn, based on turning radius, more energy is spent, further degrading the rocket's ability to maneuver into its target. Also, overloading the G limit beyond the missile's design rating will cause the rocket to self-destruct.

The big problem with this project is whether it is feasible to be conducted over multiplayer over the network, because the projectile in motion is simulated on every frame, instead of using event polling to update the positions.

The next round of tests for this project is to test this under a network/multiplayer environment to verify how it performs on a client-server environment. That will probably determine this experimental project's fate/outcome in future development cycles.