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Posted
Well in this mod the AI sets a SAM site consisting of Radar, S-300,Pantsir S-1, and Tor (or the american side - Patriot, Avenger...) and truly pwnes you helicopters :D

 

 

Sorry for necro-posting here, but I just found this thread while browsing random posts :)

 

Yes, I'm the guy that was working on MW Mod for World in Conflict, and we're still here..

 

We're working on a new version of the mod, which we hope to have released in the coming month or so, and those of you coming from ED forums will probably appreciate the added realism that bring extra challenge even against bots.

 

Upcoming features include:

 

- Cruise Missiles and Ballistic Missiles: http://www.youtube.com/watch?v=_nmx6WUxOd4

 

- Limited Fixed Wing Aviation Assets and Air-Launched Cruise Missiles:

 

- BrahMos Cruise Missile:

 

 

And... because S-300/Patriot in the mod were so unrealistic before when facing several targets (i.e. if you fire two ballistic missiles at them, 1 will get shot down, the 2nd one will make the kill)... We've created scripts to simulate IADS with very minimal human input. IADS is designed mainly to defeat cruise missiles and ballistic missile threats, as long as they are visible within radar horizon.

 

- Integrated Air Defense System Test: http://www.youtube.com/watch?v=ytMajmd7bBI

 

- PAC-3 Ballistic Missile Defense: http://www.youtube.com/watch?v=77TgrTcXEfc

 

- Extra new SAM as easter egg -- Korean KM-SAM using 'koreanized' 9M96E missile (imported from Vityaz M-SAM / S-400 9M96 interceptor):

  • Like 1
Posted
Hey it seems you`ve done a great job with this mod, the next version will be a must play.

 

Yep, I think you guys will like it.

 

As for SAMs, the previous version used WiC game's built-in homing missile, which is a simple tail-chase pure-pursuit homer with impossible level of accuracy. But it is also terrible at shooting down anything moving fast (i..e cruise missiles).

 

 

Both S-300 and Patriot SAMs in the upcoming version now use dogleg flight and smacks onto their target from top-down using proportional navigation as they go terminal. If you are quick with reflex, you can actually dodge them.

 

Basic primitive rocket energy values are also considered in running scripts, so if you make early hard maneuvers and also dive to low altitude, missile will miss, especially at long range. At closer range/no-escape-zone, that's another story however.

 

Obviously, it will be impossible to take out an S-300 or Patriot with helis in the new version, but that's when you start spamming cruise missiles and ballistic missiles; and use the helis for providing frontline close air support :)

Posted
Is it possible to get the S-300, Patriot, etc. to shoot after aircrafts delivering fire-support?

 

Well tactical aid is just animation played by the game, timed with delivery of projectiles that land on the target. So it cannot be "shot down".

 

To overcome this, a new way we are doing the game is by adding new TAs that are basically "airdropped units" you can buy, just like airdropped light tank, etc; except that you get far more powerful units like ground-based missile launchers and air superiority fighters, to Tu-142 patrol bomber dropping Kh-65 Kent cruise missiles.

 

The aircraft units fly in patrol holding pattern by an automated auto pilot script some time after they spawn, when script gets initialized. So you could control these aircraft by giving them move order to fly to one particular area of map, and have them return back, etc. And these units will fire their munitions at targets of opportunity, and can be shot down by SAMs, and by other team's air-superiority fighters.

 

Here is an example of showing interception of TA-dropped weapon systems (from air launched cruise missiles from Tu-142 to ballistic missiles, etc):

 

 

Have you done improvements to the AI as well?

 

Yep, the work is still ongoing and depends on which role you play the most. But if you are an air or armor player, yes, the AI will be more challenging than they are now. AI for USA infantry and armor roles have been made much much more tougher (not yet done in Russia side at the moment).

 

And ofcourse, playing air against bots that are heavily armed behind Patriot/S300 IADS belt now requires ultimate set of balls of steel -- but hopefully DCS: BlackShark / Lock On players are probably used to be this :P

 

Russian AI support bots now escort ground troops with Pantsir S1 out in the front line, while leaving an S-300 site guarded by set of Tor M1s in the back spawn zone, so they now fully take advantage of layered air defense.

 

USA AI support bots don't escort troops with SHORAD out in the front, but behind the scenes, they data-link their Patriot sites together into an IADS net, sharing target engagement information between each other, giving them virtually 360 degrees coverage.

Posted
meh, first one was ok, now they're just stretching the game.

It's only eyecandy, unrealistic as it gets :(

I wish they made ground control 4 instead

 

What's "unrealistic as it gets" about it?

Posted
meh, first one was ok, now they're just stretching the game.

It's only eyecandy, unrealistic as it gets :(

I wish they made ground control 4 instead

 

It's a RTS game, theres really no point to comment on realism here.

I myself appreciate the work of modders like blahdy, who do the best with what they have.

And PS : you mean Ground Control 3

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Posted
It's a RTS game, theres really no point to comment on realism here.

I myself appreciate the work of modders like blahdy, who do the best with what they have.

And PS : you mean Ground Control 3

Yes, gc3 then :P

Ground control 1 was one of the best rtses i've played when i was a kid (Next to shogun total war and total anihilation)

 

Anyhow, what i hate about rtses is that tanks and infantry have health bars, there are no breakable parts, and they shoot at eachother from 50 meters :(

Posted (edited)
Yes, gc3 then :P

Ground control 1 was one of the best rtses i've played when i was a kid (Next to shogun total war and total anihilation)

 

Anyhow, what i hate about rtses is that tanks and infantry have health bars, there are no breakable parts, and they shoot at eachother from 50 meters :(

 

 

Yea, I agree; obviously in an RTS, we'd have to deal with much reduced level of fidelity.

 

But I do like what Company of Heroes did to their tanks, where main cannon can get knocked out, engine can be knocked out, etc, as tank takes damage.

 

But you'll be happy to know that we are doing similar to what CoH is doing with dynamic damage modeling on helicopters (and in the near future, on tanks as well). Currently, as your chopper takes damage, you lose things like Longbow radar, targeting sensors, etc, that disable some of your weapon systems, etc until you are repaired again.

 

Now, since we have to cater to arcade style gamers that will hate the FPS-like behavior of choppers, we are also going to re-introduce the old-school style of unrealistic choppers that vanilla, non-modded version of game had. But these unrealistic choppers would not last long in SAM environment, compared to a much more advanced FPS-style choppers with dynamic damage modeling. So players can decide -- if they want arcade style, use the old choppers like in vanilla; if they like challenge, use the advanced helis that give you sense of rewarding accomplishment.

Edited by blahdy
Posted
Yea, I agree; obviously in an RTS, we'd have to deal with much reduced level of fidelity.

 

But I do like what Company of Heroes did to their tanks, where main cannon can get knocked out, engine can be knocked out, etc, as tank takes damage.

 

But you'll be happy to know that we are doing similar to what CoH is doing with dynamic damage modeling on helicopters (and in the near future, on tanks as well). Currently, as your chopper takes damage, you lose things like Longbow radar, targeting sensors, etc, that disable some of your weapon systems, etc until you are repaired again.

 

Now, since we have to cater to arcade style gamers that will hate the FPS-like behavior of choppers, we are also going to re-introduce the old-school style of unrealistic choppers that vanilla, non-modded version of game had. But these unrealistic choppers would not last long in SAM environment, compared to a much more advanced FPS-style choppers with dynamic damage modeling. So players can decide -- if they want arcade style, use the old choppers like in vanilla; if they like challenge, use the advanced helis that give you sense of rewarding accomplishment.

 

That's not the whole point; The point is that the maps are too small, hellfire missiles have operational range of about 5-6 km, yet in the game it's about 100 meters. I know that arcadefags want fast paced action, but if you want to get that, you just need to plan things a little along the way! Anyhow, a good RTS is Men of war. It has combined Strategy, shell deflection, breakable tanks and they decided to go a little arcade by lowering the range. I can't blame them because the online version is very fun :P

Posted

You know, the most popular strategy game has walking towers and horses that cannot go straight. ;)

 

Total War: Medieval 2? :P

Spoiler

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  • 1 month later...
Posted

Is there a recommended patch installation from a clean install of WIC to WIC Soviet Assault? I havent played this in a few years, and I dont know of any other patches available.

Posted
Is there a recommended patch installation from a clean install of WIC to WIC Soviet Assault? I havent played this in a few years, and I dont know of any other patches available.

 

 

Yea, just do this:

 

1. First update WiC to 1.010 (Update 10). You can use this link to download: http://download.wicmwmod.com/support/world_in_conflict_1.000_to_1.010_en.exe

 

2. After that is done, update WiC to 1.011 (Update 11): http://download.wicmwmod.com/support/world_in_conflict_1.010_to_1.011_en.exe

  • 10 months later...
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