Post news Report RSS Modern Warfare Mod 3.5 Released!

This update brings a redo of the infantry system, new flight modelling for ballistic missiles, updates to FLINT, and more!

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Modern Warfare Mod Version 3.5 is here!



Modern Warfare Mod Version 3.5 is now released for public use, codename "Kilter".

This version brings numerous changes as a transitional step to prepare the mod for the upcoming 4.0 release in the future, but is a great update in its own right.

Some of the key changes include that the infantry role has been completely redone, tactical ballistic missiles have new Advanced Flight Modelling, the F/A-18E Super Hornet has been added, and a new model has been added for the AIM-120C-7 missile.

FLINT has been updated to code version 2.5, adding physics simulation of gravity, angle of attack rendering for graphical animation, improved performance, and increased maximum game world altitude.

Additionally, there are numerous generic performance & stability improvements over version 3.2

All in all it's a great update, preparing features for an even bigger MW Mod 4.0 update in the future!


NOTE: This mod requires your World in Conflict to be patched to version 1.0.1.1. or it will not work. To patch your game, simply start the game, sign into multiplayer, and it will detect that your game is outdated and patch it.

Mod

Choose which type of install you would like to do. Please note that the installer is only compatible with Windows Vista, Windows 7 and Windows 8. Not Windows XP.


This is a full version of the mod. Even if you don't have the mod at all this will install it as 3.5. If you do have a previous version, it will update you to 3.5.

Maps


NOTE: If you already had any version of the maps from 2.5 or onwards you do not need to redownload the maps.

System Requirements

Due to the increasing complexity in the simulation of missiles, aircraft, artillery, and more- Modern Warfare Mod 3 requires a higher-end system than specified on the original World in Conflict system requirements.

These are now the minimum system requirements:

  • OS: Windows Vista or 7
  • Processor: Intel i5/i7 or AMD Quad Core FX
  • RAM: 3 GB or more
  • Graphics card: DirectX 11 NVidia or AMD ATI card, Nvidia GeForce GTX 260 or ATI Radeon 5870 or higher.
  • Graphics card memory: 512 MB or more
  • Sound card: DirectX compatible sound card

These are now the recommended system requirements:

  • OS: Windows 7 64-bit (Vista also supported)
  • Processor: 2nd Generation Intel i5/i7 or high-end AMD Quad Core FX
  • RAM: 4 GB or more
  • Graphics card: DirectX 11 NVidia or AMD ATI card, Nvidia GeForce GTX 460 or ATI Radeon 6950 or higher.
  • Graphics card memory: 1 GB or more
  • Sound card: DirectX compatible sound card

At minimum, your system (including video card) must maintain 27 frames per second or higher, and 40fps or higher is recommended for a good gameplay experience. Below 30 fps, numerous homing projectiles may miss their targets or fail to perform altogether. Try lowering your graphics settings if you cannot achieve enough frame rate.

World in Conflict and MW Mod both support multi-threading.

Due to the fact that WiC's dedicated server application (WiC_DS) only runs at 10 frames per second and is incredibly buggy, MW Mod cannot be run on dedicated servers or it will crash.

This means that all sessions need to be hosted by players.

For details on how to host a game with your friends or other MW Mod players, please see: Understanding Multiplayer for WiC MW Mod.

To find other MW Mod players, please join our WiC Clan, and join our Steam group !



Firstly, here are some lists that may be useful:


Complete development changelog follows.


Daily Build 5474:
- FLINT 2.5 Engine Update:
- Latency-Insensitive (LI) Aerodynamics: Calculation of munition aerodynamics and drag is no longer affected by the frame rate (tested up to 9 fps).
- Minimum required frame rate is now 15 fps (recommended rate is still 40 fps since proximity-fuse and guidance computation still require high speed).
- Gravitational acceleration is now realistically simulated. Missiles now gain an increased downward velocity at a cumulative rate of 9.82m/s^2 while coasting.
- Launching missile at very high altitude (i.e. 9M120 Ataka, Hellfire, etc) will now noticeably increase range, as gravitational acceleration helps increase its cruise range during dive.
- Maximum safe altitude ceiling for FLINT missiles has now been increased to 1,000 wm (mega map viewer distance).

- Fixed broken LOAL auto-pilot routine for AIM-9X. Missile no longer dives into the ground when lofting.
- Reduced drag on R-73M missile.
- Reduced reload time for 9M119M Refleks missile to 90 seconds (from 120).
- Improved guidance for 9A4172 Vikhr M missile when fired at longer range.
- Removed outdated unit description on Mi-28 attack helicopter which advised the user to right-click on enemy target first, prior to attacking (this is no longer true).
- Slightly improved maneuverability on Mi-28N attack helicopter.
- Significantly improved proximity fuse performance on the Russian 57E6 Pantsir S1 missile. Doppler radio frequency scan code is now implemented.
- Reduced the price of 9K79 Tochka ballistic missile for Russian air role to 10 TA each. 3 of them can now be purchased at once for 30 TA.
- Completely reprogrammed the MGM-168 ATACMS missile to match real life data. Missile is now a quasi-ballistic maneuvering SSM, not a ballistic missile. Missile drops near-vertical during terminal dive.
- Increased maximum TBM engagement altitude for S-300 SAM.
- S-300 SAM will now alert the player when a hostile anti-radiation missile has been detected.

Daily build 5475:
- RU Forward Air Controller changed from vehicle to infantry unit.
- Mobile Mortar fire rate increased (US side 10 rounds, 2 seconds fire rate, 45 seconds reload).
- Significantly optimized and downsized Tu-142 ground impact explosion animation.
- Infantry sprint time increased to 30 seconds.
- Rearranged Infantry role units as follows (Land Warfare Systems Implementation - Phase I):
- Joint Services Integration for US faction going forward. Infantry role is now exclusively USMC; Air role is US Army Aviation + US Air Force; Armor and Support roles are US Army.
- Removed Combat Engineer.
- Removed Sniper.
- US AH-1Z Cobra relocated to Infantry role (USMC).
- Replaced all Fire Team units with 3 primary squads as follows (for both factions): Anti-Infantry, Anti-Tank, Anti-Air.
- USMC Anti-Infantry Squad:
- 1 Squad Leader (M16A4)
- 3 Fire team leaders (M16A4, M203)
- 2 Light machine gunners (M249 SAW)
- 2 Riflemen (M16A4/AT-4)
- 1 DMR (Designated Marksman Rifle)
- 1 Corpsman/Medic (M4A1)
- USMC Anti-Tank Squad:
- 1 Squad Leader (M16A4)
- 3 Fire team leaders (M16A4, M203)
- 2 Light machine gunners (M249 SAW)
- 2 Riflemen (M16A4/AT-4)
- 1 Heavy AT Specialist (FGM-148)
- 1 Corpsman/Medic (M4A1)
- USMC Anti-Air Squad:
- 1 Squad Leader (M16A4)
- 2 Fire team leaders (M16A4, M203)
- 2 Light machine gunners (M249 SAW)
- 2 Riflemen (M16A4/AT-4)
- 2 Heavy AA Specialist (FIM-92F)
- 1 Corpsman/Medic (M4A1)
- RU Motor-Rifle Troops Anti-Infantry Squad:
- 1 Commander (AK74)
- 3 Riflemen (AK74)
- 2 Machine Gunners (PKP)
- 2 AT Grenadier (RPG-7, APS)
- 1 Dedicated Marksman (SVD)
- 1 Medic (AK74)
- RU Motor-Rifle Troops Anti-Tank Squad:
- 1 Commander (AK74)
- 3 Riflemen (AK74)
- 2 Machine Gunners (PKP)
- 2 AT Grenadier (RPG-7, APS)
- 1 Heavy AT Specialist (Metis M)
- 1 Medic (AK74)
- RU Motor-Rifle Troops Anti-Air Squad:
- 1 Commander (AK74)
- 2 Riflemen (AK74)
- 2 Machine Gunners (PKP)
- 2 AT Grenadier (RPG-7, APS)
- 2 Heavy AA Specialist (9M39)
- 1 Medic (AK74)
- Removed Grenade offensive ability from all infantry units -- they now automatically fire grenades as they see fit.
- All infantry fire team units now have Direct Artillery offensive ability -- to be replaced with JFSN Fire Mission Request for networked artillery in MW Mod 4.0.

Daily build 5476:

- Mi-28 Havoc will now launch 9M120 Ataka missile at an upward pitched angle when firing from low altitude at maximum range. This is to help extend missile's effective range while avoiding terrain obstructions.
- 9M120 Ataka missile now flies straight above the gunner's line of sight, then descends on the target at a fixed distance determined by the range finder. This is done primarily to clear obstacles, instead of achieving top-attack.
- US AAVP7A1 Assault Amphibious Vehicle's Offensive Ability now launches M90 smoke grenades to help conceal exposed infantry.
- US AAVP7A1 Mk19 grenade launcher is now automatically fired from time to time.
- Optimized helicopter FFAR rocket explosion animations.
- Increased armor penetration of BGM-71 TOW and 9K115-2 Metis M (infantry-fired ATGM) to 900-950mm eRHA equivalent.
- Fixed a bug where ATGM explosion animates water splash when contacting ground terrain.

Daily build 5478:
- BTR-80 amphibious transport vehicle updated to BTR-82A specifications. Replaced 14.5mm with 2A72 30mm cannon and added smoke mortar special ability for concealing infantry.
- BMP-2 Infantry Fighting Vehicle now fires 2A42 30mm cannon.
- FARP renamed to Forward Operating Base (FOB).
- Heavy Transport Helicopter has been re-tasked as Mobile FARP. Cannot spawn aircraft, but can repair + rearm helicopters. Useful to push toward frontline. Spawning of aircraft/Air Force units can only be performed by ground-based FOB.

Daily build 5480:
- RU T-90A Main Battle Tank offensive ability replaced with Thermal Imaging optical system to see through smoke & battlefield fogs.
- RU T-90A MBT 9M119M Refleks missile is now automatically fired on targets of opportunity.
- US M1A2 Abrams MBT upgraded to SEP v2 standard -- now has Joint Forces Network tactical data-link (JTDS client). Unit will automatically request UAV recon and request available Air Force units to provide CAS & CAP as needed.

Daily build 5482:

- JTAC/FAC tactical aid price increased for support role.
- Slightly increased score gained from intercepting US AGM-88 HARM.
- Reduced S-300 SAM emplacement special abilities recharge time.
- S-300 SAM now ripple fires missiles 2 seconds apart per track engaged.
- RU Mi-28 Attack Helicopter for Experts now has 4x 9M39 Igla air-to-air missiles, in addition to AGMs.

Daily build 5486:
- F/A-18E Super Hornet added for US SEAD aircraft.
- New model for AIM-120C-7 missile.
- Advanced Flight Modeling (AFM) for theater ballistic missiles. SS-21/9K79 Tochka ballistic missile now glides entirely on ballistic trajectory, coming down purely on gravitational acceleration.
- Ballistic missile launch warning sirens are now only played when a SAM radar detects the missile -- gives the defending team less warning time.

Daily build 5496:
- FLINT 2.5b43 Update:

  • Fast Data-Link Lookup Cache (FDLC) for proximity fused warheads -- significantly improves game performance and frame-rate when lot of SAMs are flying in the air with their proximity fuse sensors running.
  • Fast-Correlating Linear Interpolation (FCLERP) for EXGame driver -- improves frame-rate & performance while moving missiles in the game box.
  • EXPlayer.MoverBase() driver physics - Rocket booster's engine flare is now aligned to the missile's Angle of Attack (AOA) vector, rather than the rocket body orientation. Missiles making curved maneuvers will now appear more natural in physics presentation.

- Re-programmed Track-via-Missile (TVM) homing guidance law for Patriot and S-300 Heavy SAMs -- ECCM is significantly increased.
- Increased S-300 SAM's 48N6 warhead kill distance.
- Improved proximity fuse search pattern & trigger parameters for both S-300 48N6 and Patriot PAC-2 missiles.

Daily build 5532:

- CAI (Commander AI) interface stability improvements.
- Fixed EX3D MRender32 error causing game crash while rendering US Javelin soldier.
- Increased TDMA frequency for JTDS aircraft task scheduler. Aircraft units now respond a bit faster to player requests for air support.
- Increased re-spawn time for dead aircraft, for game balance reasons.
- Event Polling & Preemptive Multitasking Support for S-300 SAM engagement scheduler.
- Interrupt Request capability for Patriot GEM-T missiles during their final terminal homing loop. Inbound missiles can now be re-directed (engagement override) by the ground radar to another target while in mid-flight.

Daily build 5570:
- Improved Time Division Multiplexing code for S-300 and Patriot SAM when handling saturation attacks.
- Improved Command & Decision AI for Patriot SAM when coming under intensive simultaneous air & ballistic missile attacks.
- Improved ballistic missile detection & reaction time for S-300 SAM.
- Rewrote infantry & armor Commander AI (CAI) scripts for bot players.
- Russian CAI support players will now launch ballistic missile attacks on a more frequent basis.
- Fixed in-game freeze-up/crash instability issues resulting from Armor bot CAI script.
- Stryker MGS main cannon ammunition changed to HE MP-T. Vehicle will now fire main cannon against enemy infantry (great to use as counter-infantry for Armor role).

Daily build 5573:
- Release Engineering


Post comment Comments
roman9441
roman9441

Very nice will download when at home

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stolenrock
stolenrock

This mod looks awesome , will have to download a bit later

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Wowwars
Wowwars

nice mate.

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Slashers
Slashers

Is there a way i can get the humvee and apc's to fire command using the fire button
P.S how do you control the jets from farp?

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leonardus
leonardus

And the XP users ? Still there any version for XP ?

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Thourq
Thourq

Will the LAV-AD on your Dev track be replacing the current US M163 equipped with the C-RAM?

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blahdy
blahdy

C-RAM is already removed from the game (there's only Avenger).

LAV-AD will be a new unit being added soon -- it is currently under development. Initially, it was going to be included in 3.5, but delays in development pushed it back a little bit.

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Thourq
Thourq

Oh alright, cool. So will the LAV-AD function in a similar manner as the Tunguska / Pantsir-S1, in that it can fire both AA missiles and its equalizer 25mm Gatling gun?

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blahdy
blahdy

Yes, but Pantsir is significantly more capable.

LAV-AD is not an automated system and it cannot engage incoming ordinances -- its reaction time is much slower.

It's basically Avenger SAM with 25mm cannon.

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Thourq
Thourq

Ah, yeah I forgot that the Pantsir could do that, thanks! Btw, which role would it go to? From what I recall the ones who use the LAV-25 and its variants are the USMC, so will it go to the infantry role? Will you also be replacing the Blackhawks with the UH-1Z Venom for the infantry air transport?

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blahdy
blahdy

Yes it's going into Infantry role.

As for UH-60, not sure yet.

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Thourq
Thourq

Okay, awesome. So that means the US Army get the Avenger. Will you be replacing the Stryker transports with LAV-25A2s for the USMC? Will any of the Strykers stay or be replaced other than the Stryker MGS? Considering that Stryker and LAV-25 variants are rather redundant, such as ATGMs and Mortars.

Simply, will the infantry role be getting the mortar artillery? If they would, will it be the LAV-25 variant or what you currently have in the game? If MortarArty is going to the Army Role, will it be the Stryker variant? Also, which role will be getting the mobile ATGM vehicles? Will you be sticking to the Stryker ATGM or go with the LAV-AT?

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Thourq
Thourq

Sorry if there's so many questions and if not many of these are planned, its fine. I'm just excited and very happy about what you guys are doing and have done with the mod.

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blahdy
blahdy

No worries man about the questions :)

The Strykers will stay -- you'll note that they are listed under the Armor role. Strykers will be available for infantry to buy out-of-role from the Army/Armor panel as an alternative form of transport. The primary infantry transport is still AAVP7A1.

As for mobile mortar, currently we're still using the old M125 Mortar, no immediate plans for replacing that just yet; but I do eventually would like to have it swapped out with LAV variant for USMC compatibility.

The Stryker ATGM is only available via tactical aid for now (though it will be under review later, including upgrading TOW missile to use FLINT).

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Thourq
Thourq

Awesome! I can't wait! Thanks for answering all the questions too. I would've liked to see a LAV Variant equipped with the DragonFire system, which won't be happening because its budget was cut and it seems like the US Army instead is using the Cardom System on their Strykers instead.

I was also wishing you guys would use the LAV-25A2s instead as its a more.. say "balanced" counterpart to the Russian BTR and BMP-2/3(?). Though I can understand as well that it won't be an easy switch considering all the work you've all done on the Strykers. No matter, AAVP7A1s are still a good vehicle.

I'd love to see TOW using FLINT, that'd be awesome. Are you only considering TOW ATGM to use FLINT or all ATGMs?

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tofuboi
tofuboi

pantsir in 3.5 is not using its cannon when engaging aircrafts

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OhNoesBunnies!
OhNoesBunnies!

Huh,

I thought it said Codename: Kittens! I got all excited, then stopped being dyslexic and realized it said Kilter. Disappointment. :c

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Kornet555
Kornet555

Played 4 matches as Russia lost 3 won 1. My impressions of the update:
1- New Inf system is nice.
2-Tor missiles ain't hitting **** I won when I spammed Pantsirs.
3-HARM missiles are invulnerable in all matches I wasn't able to hit 1.
4-Russian AI plays like a 4 year old.
5- Airplane system as well as physics now looks way better.

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L3d
L3d

Are you the people behind q3:modern warfare ?

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blahdy
blahdy

Negative.

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tofuboi
tofuboi

why is pantsir not using it's autocannon when engaging aircrafts in close range?

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tofuboi
tofuboi

Is s300 range much longer than patriot? sometimes patriot batteries will not engage enemy aircraft.

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blahdy
blahdy

Yes, S-300 has longer engagement range than Patriot.

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