Ravenfield

Ravenfield

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F-16 Controls
By Professional Debil
How to control and use the F-16's advanced sensor
   
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Preface
This is the F-16 mod complete with simulated sensors.

It is really useful if you learn the F-16's cockpit from flight simulators such as Falcon BMS because most of that knowledge is transferred here. However, note that since Ravenfield maps are tiny, I can't use units such as nautical miles. Instead, I opt in for hundreds of meters. If the target distance is displayed as 8, it is not 8 nm but it's 800 meters.
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Mod Links:
Early Release Version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3550511211
Beta Version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3548539947
Config Mutator: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3555212537

The release version only contains the A-A variants and will not be updated other than for patches and fixes. For new features and new weapons, it'll release in the Beta version. That is why the Beta is not public, thus it has to be accessed from here.
Flying
Flying this thing is pretty much the same as vanilla planes, the only difference is that thrust is similar to War Thunder's thrust system. The output is basically a percentage. In vanilla plane, to accelerate forward you press w then when you release it'll decelerate to idle acceleration. In this plane, pressing w/s will raise/lower your acceleration and when you release the key it'll stay at that place (look at the throttle model on the left side, you'll probably understand).
HUD
HUD Symbology

When gear is down

When navigating

When in A-A mode

When in A-G mode
MFD and SOI
Each MFD has a couple of pages, cycle the pages using the [ and ] key for the left and right MFD, respectively.
Left MFD: radar, TGP, HAD*
Right MFD: SMS, HSD

* = not on all variant

Radar page is to control your radar.

TGP page is to control your targetting pod.

SMS page mainly serves to see your ammo (if you play without HUD). You can see the quantity next to the weapon code.

HSD page is to see the layout of the map.

Because the same keybind is used for different MFDs, you need to select SOI. Do this by pressing NumPad 6 until the MFD page you want to control has a box on the outside of it and the `NOT SOI` text is gone.
Radar
The AN/APG-68 radar is a PESA radar used to guide air-to-air ordnances and to search and track air, ground, and sea targets. Although it's PESA, in game it's actually AESA since by the time the radar swept to the other side, you're already at the other side of the map since RF maps are really small. Therefore, I didn't bother modelling it. There are 3 modes modelled, CRM, ACM, and GM/GMT/SEA

The CRM has only 1 sub mode, RWS. RWS basically plots the enemy on a B scope display (x axis is bearing, y axis is range; relative to you). To lock into a target, move the cursor with the arrow key to the blip you want to lock then press NumPad 8 to lock. CRM is mainly used for BVR engagements

CRM Symbology:

The ACM has 4 sub mode; 30x20, 10x60, boresight, and slew. 30x20 scans a 30°x20° area in front of you. 10x60 is the same. Boresight is the same but a 6°x6° area. Slew is the same as boresight, but relative to your HMD. There's no lock button with the ACM since it locks to the first target it sees. ACM is mainly used for dogfights. The 4 modes has 1, 1, 2, and 2 km of range respectively

30x20 has a range of 1 km and doesn't have any particular symbol on the HUD nor the HMD
10x60 has a range of 1 km and symbolized by a vertical line in the HUD
Boresight has a range of 2 km and symbolized by a cross in the middle of the HUD
Slew has a range of 2 km and symbolized by an oval in the middle of the HMD

But it's not without limit. If the target is above 60° from your aircraft's nose, it'll unlock the target. The current locked target is indicated by a square on your MFD, HUD, and JHMCS.

The radar shows all targets, friendly and foes. To distinguish between those targets, press NumPad 4 to interrogate their IFF. Green is friendly, other is unknown.

If however A-A targetting is still difficult, I recommend downloading the mutator then turning on the auto ACM Slew mode so that targetting is just by looking at the target.

The ground radar has GM/GMT/SEA submodes, cycle between them with the F2 key. GM shows only the map. GMT shows the map and ground vehicles. SEA shows the map and naval targets.
Locking works the same way but in GM, you can lock to points on the map instead.

SOI Keybinds:
F1 = change mode
F2 = change submode
Numpad 0 = cursor zero
Numpad 2 = drop lock
Numpad 4 = IFF
Numpad 7 = freeze
Numpad 8 = lock
Numpad 9 = snowplow
Numpad + = increase range
Numpad - = decrease range
Arrow keys = move cursor
Joint Helmet Mounting Cueing System II
The JHMCS II is your off-boresight targetting system. You can access it by looking outside the HUD.

To target with the JHMCS, you need to be in ACM SLEW mode. Then, an oval shape will appear on the JHMCS and you can lock with the JHMCS. Another method is to slave your AIM-9X to the JHMCS. You need to be using your Sidewinder then uncage it (default keybind u).

Targetting Pod
The TGP is used to actually look at what's you're targetting. Switch to it by cycling the left MFD's pages

Aim around with the arrow keys. You can zoom in by switching to NARO (narrow) field of view by pressing Numpad 4. Then, you can lock to a point or a vehicle using Numpad 8. You can also unlock with Numpad 2. Reset the TGP with Numpad 0.

You can press Numpad 9 so that the TGP becomes snowplow mode.

TGP Symbology:

SOI Keybinds:
F1 = NOTHING
F2 = NOTHING
Numpad 0 = reset rotation
Numpad 2 = drop lock
Numpad 4 = toggle NARO FoV
Numpad 7 = NOTHING
Numpad 8 = lock
Numpad 9 = snowplow
Numpad + = NOTHING
Numpad - = NOTHING
Arrow keys = move TGP
HARM Attack Display
Designate, lock, fire.

The HARM in this mod can only lock to vehicles using my RadarEmitter script (public and you can ask for it). However, you can turn this feature off (Realistic HARM Targetting) in the config mod so that the HARM can attack any ground vehicle.

WIP

SOI Keybinds:
F1 = NOTHING
F2 = NOTHING
Numpad 0 = NOTHING
Numpad 2 = drop lock
Numpad 4 = NOTHING
Numpad 7 = NOTHING
Numpad 8 = lock
Numpad 9 = NOTHING
Numpad + = increase range
Numpad - = decrease range
Arrow keys = move HAD cursor
Stores Management System
The SMS shows your current selected weapon

SOI Keybinds:
F1 = NOTHING
F2 = NOTHING
Numpad 0 = NOTHING
Numpad 2 = NOTHING
Numpad 4 = NOTHING
Numpad 7 = NOTHING
Numpad 8 = NOTHING
Numpad 9 = NOTHING
Numpad + = NOTHING
Numpad - = NOTHING
Arrow keys = NOTHING
Horizontal Situation Display
The HSD is one of the page on your right MFD. It is used for situational awareness, but primarily navigation.

The HSD displays the capture points across the map as waypoints and connects them with lines. The selected waypoint is a steerpoint. It'll show up on your HUD, radar, and JHMCS. The steerpoint will show up as the solid white dot while unselected waypoints will appear as a dot with black centre.

NOTE: the lines are connected based on the order of the capture points. Therefore, they may look jumbled depending on the map.

On the middle of all the waypoints, there'll be a bullseye. This bullseye is used for referencing objects based on a fixed point by their BRAA (Bearing, Range, Altitude, and Aspect). On the HSD, the bullseye is indicated by the blue dot.

Using the HSD cursor—by moving it with the arrow keys—you can hover on a waypoint then lock it with Numpad 8. If that waypoint is not the steerpoint, it'll become your steerpoint. If that waypoint is already your steerpoint, you'll lock that point; thus it is possible to attack capture points/steerpoints.

HSD Symbology:

SOI Keybinds:
F1 = NOTHING
F2 = NOTHING
Numpad 0 = NOTHING
Numpad 2 = drop lock
Numpad 4 = cycle through the waypoints
Numpad 7 = NOTHING
Numpad 8 = set/lock steerpoint
Numpad 9 = snowplow
Numpad + = Increase Range
Numpad - = Decrease Range
Arrow keys = move HSD cursor
A-A Weapons
For guns, it's really easy. Switch to LCOS gun sight if you haven't with the vanilla sight mode change. Obtain a lock with the radar and aim at the LCOS pipper, that is shaped like a donut, in front of the target.

For AMRAAM, also easy. Obtain a lock with the radar and switch to your AMRAAM. It is best to fire when the ASC is inside the A-SEC. The larger the A-SEC is, the more error you have; i.e, the more you can unalign your nose from the target. You can see a TTI indicator on the left of the altitude indicator. The TTI is composed of either "A" or "T" and followed by 2 numbers. AXX means that your missile is still guided by the F-16's radar and it'll guide by it's own radar in XX seconds. TXX means that the missile is guided by it's own radar and will hit the target in XX seconds. Firing the AMRAAM without it being guided by it's own radar means that you need to keep lock until the status changes to T. Think of the missile behaving like a FOX-1 before it goes to T. You can maneuvre and break lock without breaking the missile guidance when it's at TXX status. Be advised that firing the AMRAAM requires you to hold the fire button for 0.3 seconds.

For AIM-9X, the easiest of all. If it's caged, it'll aim through the middle of your HUD. If it's uncaged and you don't have a radar target, it'll slew to your JHMCS. However, if you have a radar target, it'll slew to the target instead, making the Sidewinde easy to use in combination with ACM radar modes. Don't forget to watch the tone!
A-G Weapons
The gun is the universal A-G weapon of all F-16 because it's built-in. To aim it, switch to CCIP gun sight with the vanilla change sight mode, then place the pipper on the target and shoot.

The Mk-82 is a dumb bomb. To aim it using the CCIP mode, aim the pipper on where you want it to land. You might need to be in a dive for you to be able to see the pipper.
For CCRP mode, lock a vehicle/point. Fly towards the target. Make sure your flight path marker is aligned with the azimuth steering line. The release cue will start moving down until it reaches/aligns with the flight path marker when the countdown reaches 0. Release the bomb when flight path marker, azimuth steering line, and the release cue are all aligned.
Defense
The F-16 features countermeasures and RWR to help defend itself against threats.

F-16 will have 30 flares. Flaring for player will consume 1 flare and the process is:
>loops through all missiles locking
>then for each missile, do rng
>55% of dropping the lock for each missile

For the bots, 0.2 - 0.7 sec countermeasure deploy time after lock. After flaring, all missiles will drop lock and the protection lasts 2 - 4.5 second. Bots will drop 6 flares at once, so they can only flare 5 times. They can't flare again for 2 - 5 sec after the protection ends

If you press Shift + countermeasure, you'll go to preemptive mode. The system will flare each second leaving your hand ready to use for other buttons.

CMDS Symbology:

The RWR gives you a situational awareness of the situation around you. It is located left to the ICP. This includes friendly and enemy jets and missiles. When a missile is launched at you, it'll warn you and you should countermeasure. You can also see the relative bearing of jets and missiles by looking at the display. However, only vehicles with my RadarEmitter script can show up on the RWR. The script is free to use for any modders.
Dictionary
ACM = Air Combat Mode
AESA = Active Electronically Scanned Array
ASC = Attack Steering Cue
A-SEC = Allowable Steering Error Circle
ATP = Advanced Targetting Pod
BVR = Beyond Visual Range
CCIP = Continuously Computed Impact Point
CCRP = Continuously Computed Release Point
CRM = Combined Radar Mode
ETA = Estimated Time of Arrival
FCR = Fire Control Radar
HMCS = Helmet Mounted Cueing System
HMD = Helmet Mounted Display
HSD = Horizontal Situation Display
HTS = HARM Targetting System
HUD = Heads Up Display
ICP = Integrated Control Panel
IFF = Identification Friend or Foe
JHMCS = Joint HMCS
LCOS = Lead Computing Optical Sight
MFD = Multi Function Display
NAV = Navigation
PESA = Passive Electronically Scanned Array
RWR = Radar Warning Receiver
RWS = Range While Scan
SMS = Stores Management System
SOI = Sensor of Interest
TGP = Targetting Pod
TTI = Time to Impact
Keybinds
Keybinds are constant right now, but in the future they'll be bindable

Aside from the SOI specific keybinds, here are the general keybinds that works whatever the SOI is:
Sidewinder Uncage (default U) = to uncage the Sidewinder
Airbrake Open/Close (default V) = to open/close the airbrake
Gear Raise/Down (default Z) = to raise/lower the gear
Zoom In (default Left Shift)
Zoom Out (default Left Control)

There are also keybinds that uses the game's keybinds:
Countermeasure key
Closing
For further questions you can contact me on Discord "professional_debil_" or just write it here
17 Comments
Professional Debil  [author] 25 Aug @ 3:40am 
@binsent aside from my planned SA-2 and NASAMS (and potentially Rapier), some of my friend has said that they'll add the script to their SAM/AA platforms. So currently no
binsent 25 Aug @ 3:30am 
oh nice is there any vehicles on the workshop that is compatible or using the script?
Professional Debil  [author] 24 Aug @ 8:19am 
@Cpl._Wildan keybind mutator is released

@binsent on the keybind mutator, you can enable the HARM to be able to lock to any ground vehicles
Professional Debil  [author] 23 Aug @ 6:42pm 
@binsent the HARM currently works, however, there's no target. I have made it so that the HARM can only attack ground and sea based radar emitters (which requires a special script that is public so every modder can use it). Mods without this script can't be attacked with the HARM. This is to reflect the fact that the HARM can only home in on radar emissions. I'll be releasing 2 SAM mods, SA-2 and NASAMS that can be targetted with the HARM. If you want to attack normal vehicles, there'll be an upcoming version with the AGM-65G.
CaptAwesome22 23 Aug @ 3:05pm 
Oh yeah I didn’t think it was a key bind just was confused on why I kept pulling hard and no vapor
binsent 23 Aug @ 11:16am 
oh i see the harm display but when i press keypad 8 it wont lock onto the target on the cursor even with the radar but tgp lock works no idea why
Professional Debil  [author] 23 Aug @ 8:16am 
@CaptAwesome22 no keybind, you just pull hard. But for now, it is somehow broken, I have no idea why. It was working fine previously (like in the ss)
CaptAwesome22 23 Aug @ 7:32am 
Also how do you pull vapor? I looked in the dsc and I didn’t see anything
Professional Debil  [author] 23 Aug @ 2:10am 
@binsent beta version, AGM-88, left MFD
Professional Debil  [author] 23 Aug @ 2:09am 
@CaptAwesome22 lol, I never thought that people will take it like that. I am pretty sure a clickable cockpit is possible, given enough time. This mod itself takes more than a year lol and clickable cockpit would take even more.