Ravenfield

Ravenfield

Haven Mod (Ravenfield's first DLC)
1,028 Comments
PhantomBravo 43 minutes ago 
The new missile system (which is also the old missile system) is once again inconsistent. Though it’s not as egregious as previous versions, there are still many cases where missiles will just fly to the left or right of their target for no apparent reason, when it should have been an easy hit.
Once again, at the start of a battle, missiles fly normally, but after facing a few countermeasures, they start failing. The 10/3 version with the 100m effective countermeasures range had the most consistent missiles, even if the flares were a bit useless.
cjprince 2 hours ago 
@Stand_Up i'm not seeing the update on the github

also i continue to beg for you to allow AI turrets to turn as fast as vanilla so that AI tanks aren't nerfed
Stand_Up  [author] 10 hours ago 
**Update 10/08/2025**
- Now allow helicopter to pick up more troop if it's starting squad vehicle seats are not all taken without requiring the heli to fly straight into a capture point.
- Smooth out airplane pitch input so it only use 85% of it's raw input power so ai controlled airplane fly smoother
- Allowed airplane with semi/single shot weapon or weapon with only 1 ammo to not needing to slow down when going for an attack run.
- Allowed airplane to go full throttle if it's current weapon is reloading while the airplane is committing attack run (so the aircraft can fly away quickly after unloading).
PhantomBravo 7 Oct @ 5:31pm 
I am noticing ground vehicle drivers exhibiting some strange behavior. These drivers, of any type of ground vehicle, will inexplicably stop, reverse, or turn without need or reason. This is most glaringly observed on open maps with seemingly little to no obstacles that would necessitate such maneuvers.
This is obviously problematic as it ruins game flow, immersion, and can lead to these vehicles being “stuck” as they drive around in circles and collide with each other and other easily avoidable objects.
cjprince 7 Oct @ 7:29am 
The Civjetsitraktor crashes right into the Mathis tank having not been hit once, and disembarks a bunch of Syrvanian infantrymen. They immediately bombard the tank with molotovs. The tank turns its turret frantically but even with the AI gunners best efforts it can’t do much of anything with such low sensitivity. In the end all the enemy infantry gets killed by friendly infantry or the tank’s machine gunner, with the main gunner/driver having been unable to react fast enough to do much of anything at all.
cjprince 7 Oct @ 7:29am 
Look at the first clip I posted in bug reports discussion thread for example. The Mathis tank is sitting stationary, which one would assume would be optimal for gunnery. An enemy Civjetsitraktor personnel carrier comes speeding at it, the tank tracks its target and fires multiple times. Every single time it’s shot misses slightly to the left. This is because the enemy personnel carrier is driving on a road just slightly at an angle from the tank and as a result from the point of view of the tank it is moving too fast laterally for the AI gunner to track it because it’s sensitivity is wayyy too low.
cjprince 7 Oct @ 7:29am 
Yes yes the issue is as I said the modded intended the turrets to turn somewhat slowly, so they overtuned the lack of sensitivity on turret rotation. But this mod also reduces the AI turret sensitivity. The modder intended their turrets to be somewhat slower in vanilla. But I repeat, this mod adds additional speed reduction which makes the turret speed far slower than the just mild speed reduction the modder intended! This has terrible knock on effects with AI using tanks and makes them significantly less capable.
Stand_Up  [author] 6 Oct @ 8:42pm 
Also old tank has slow turning rate, as intended by the modder.
Stand_Up  [author] 6 Oct @ 8:40pm 
@cjprince, my mod removed extra ai turret turning speed so both the player and ai are on an even ground balance wise, if the tank turrets spinning is slow is because it was intended to be slow to combat the ai 5x multipler on their turning rate sensitivity , the altirus tanks turning slow is the byproduct of that.
cjprince 6 Oct @ 5:31pm 
@Stand_Up plz fix some AI tank turrets rotating incredibly slowly, some modders intend to have slowish tank turrets (like Sofa with Altirus) and your mod also intends to do this and makes all turrets slower.

As a result when you combine HavenM which makes all AI turrets slower turning with mods where the modder intended their turrets to be slow turning IN VANILLA and as a result overtuned it, the effect stacks up and causes AI tank turrets to rotate at a glacial pace as I said on 4 Oct. I will post video proof in bugs report.
Stand_Up  [author] 6 Oct @ 3:59pm 
@PhantomBravo, if the weapon is effective against its target yes, the cold war pack weapons often get switched to single shot because of the longer effective range on those subweapon.
PhantomBravo 6 Oct @ 12:15pm 
When it comes to subweapons that are functionally alternate fire modes, how does the bot decide to use it? Will they switch to a single fire mode over fully automatic at longer distances?
Stand_Up  [author] 6 Oct @ 8:59am 
I forgot to mention: I made a new order to attack system so player can directly force all actor on their team to target an enemy instead of creating a priority target from everyone to ~maybe~ focus on after they finished their current target. (send feedback on this)
Augenstern 6 Oct @ 8:50am 
The most diligent mod update author :steamthumbsup:
Stand_Up  [author] 6 Oct @ 8:36am 
**Update 10/06/2025**
- Improved AI accuracy when using weapons that can effectively hit their target.
- Reverted target-seeking missiles to their original behavior, with extra tweaks so they can still hit or miss naturally.
- Reworked AI sub-weapon usage: AI can now properly use sub-weapons such as **grenade launchers, bayonets, and alternate fire modes**.
- Optimized **Specops mode**: the game now reuses dead soldiers on the map to spawn new vehicle and infantry reinforcements, only creating new units if there aren’t enough dead actors available to recycle.
Razor-1 5 Oct @ 10:23am 
Here's a video showing the flawed plane combat.
https://www.youtube.com/watch?v=CFFY4G3Fjcw
Snekenjoyer6 5 Oct @ 8:35am 
Hey this mod makes AI use artillery vehicles correctly!
Very pleasing sight to see but holy shit its suffering to be on the recieiving end
Avìlla 5 Oct @ 5:03am 
Damn, I have yet to encounter all these bugs
PhantomBravo 4 Oct @ 8:58pm 
Between the two, I’d prefer near useless flares over defective missiles. Though having both working is ideal of course.
PhantomBravo 4 Oct @ 8:50pm 
- In this state, missiles launched within 300 meters of the target will not track at all. Missiles launched beyond will track until they close to within 300 meters.
- Back when countermeasures had unlimited effective range, missiles would always fail to track on launch.
- The reason the prior version of this mod, with only a 100 meter effective countermeasure range, did not have this issue is possibly because 100 meters was simply not enough distance to throw off the missile in most cases, given their high speed and trajectory.
From these observations, it seems as if the missile is mistakenly behaving as if their target has already deployed countermeasures, regardless of whether or not this is the case.
I wouldn't know how you wrote the script for this mod, but it seems like there is an error in the system used to keep track of which targets have recently used countermeasures, and determining how well the missile should track its target.
PhantomBravo 4 Oct @ 8:50pm 
I'd like to elaborate further with additional observations.
For starters, this behavior also applies in air to air combat.
- At the start of a battle, missiles work just fine.
- It seems that after a few missiles get defeated by countermeasures, subsequent missiles that are launched will also fail to track their target once within 300 meters (which is the countermeasure effective range as set by yourself), regardless of whether or not countermeasures were used.
Stand_Up  [author] 4 Oct @ 8:21pm 
AUghhhhh
Razor-1 4 Oct @ 7:12pm 
flares are much more balanced and great yayyyyy
Stand_Up  [author] 4 Oct @ 6:05pm 
@Snelenjoyer6, just go and put your gun barrel on top of a map geometry, your weapon accuracy will be considered as mounted and will now have reduced recoil.
Snekenjoyer6 4 Oct @ 9:33am 
He so whats the control for mounting your weapons on cover? can't seem to find it on the github
Stand_Up  [author] 4 Oct @ 8:09am 
**Update 10/04/2025**

- Tweaked Helicopter halted behavior.

- Further Tweaked Countermeasure(flare/chaff/vehicle smoke) effects on target seeking missile tracking so the missile fall off at longer range once the countermeasure is activated ( 300m from 100m ).

- Overhauled the Top attack Target seeking missile, now they use a more realistic flight path so it behave like they usually do in real life instead of flying on top of the target and drop down when within 50m of the target.

- Also allow Ai to drop certain bomb from aircraft much sooner (For Vortex's f104 bombs)
Razor-1 4 Oct @ 7:22am 
whats the point of flares if they dont work to make the missile not hit
cjprince 4 Oct @ 7:18am 
@Stand_Up, the thing is a player with slow turning turrets can frantically yank the mouse or turn up their sensitivity, rendering slow turret turning all for naught. Basically making it an AI only nerf.

And also I didn't just say slow, I said GLACIALLY slow. The turrets seem to be rotating only a couple degrees per second which is nowhere near fast enough to reasonably track targets unless both the tank and its target are completely stationary. So it frequently results in the tank stopping to aim and fire, slowly turning its turret onto a target, then before it can fire either the target repositions or the tank turns in a different direction, throwing the turret off target so it continues to slowly turn, repeat until tank gets destroyed by infantry having never been able to traverse onto the target and fire its guns
Snekenjoyer6 4 Oct @ 12:12am 
Oh i just saw that Ravenfield *just* updated

Crazy timing
Snekenjoyer6 4 Oct @ 12:05am 
Downloaded this for the first time, ravenfield instantly crashes upon start up, so i'll be lookin to see if there's any conflicts happenin
PhantomBravo 3 Oct @ 8:56pm 
Flares should be buffed. The missiles may be consistent now, but this should not come at the cost of flares being absolutely worthless. They need to do more to throw off the missile targeting.
Stand_Up  [author] 3 Oct @ 6:10pm 
@cjprince, the tanks and turrets in Ravenfield has an artificial boost to their turning rate when used by ai, I just level them to the same as the player so slow turning turrets intended by modder can actually be slow.
Stand_Up  [author] 3 Oct @ 6:08pm 
@Razord-1, that's the point of target seeking missile.
Razor-1 3 Oct @ 3:59pm 
flares do not work at all in this update you will almost always get hit
cjprince 3 Oct @ 2:11pm 
thanks for altirus truck fix, however I also notice that altirus tank AI turrets rotate GLACIALLY slow. a fix for that too would be appreciated
Stand_Up  [author] 3 Oct @ 8:36am 
If yall wondering about an update from steel, it was nothing to worry about, reinstall and play as usual
Stand_Up  [author] 3 Oct @ 8:12am 
Another update fixing specops
Don'tknowwhattoput 3 Oct @ 6:53am 
Nvm I found the description
Don'tknowwhattoput 3 Oct @ 6:50am 
How do I configure the objectives?
Stand_Up  [author] 3 Oct @ 6:14am 
@cjprince, it's done
Stand_Up  [author] 3 Oct @ 6:11am 
Update 10/03/2025

-Fixed that one tracked vehicle from SOFA
-Improved Airplane/Helicopter attack run accuracy now taken into account the aircraft's velocity, improving their attack run accuracy
-Also added a 8 seconds cooldown to airplane target sharing so the aircraft can stabilize their flight height before commit to another target, also to avoid crashes and being target for ground units.
Stand_Up  [author] 2 Oct @ 6:09pm 
@cjprince, I'm sorry for not getting to you sooner, I will have a look into the problem .
cjprince 2 Oct @ 2:48pm 
Fourth time saying recent updates to this mod caused AI transport trucks from Sofa's Altirus 2LW mod to not move
Egon Cholakian 2 Oct @ 2:07pm 
bots often get stuck in a climbing animation at the tops / bottoms of ladders, i've played with no mutators and the issue still occurs. otherwise great mod :steamthumbsup:
Razor-1 2 Oct @ 1:44pm 
I thing you should increase the range that bots will go to repair vehicles, or maybe something is wrong with it. It's because although I know that bots do have repair tools in their inventory bc they get kills from them all the time, I have never seen them repair any vehicles. Only one exception where I was in a helicopter and a bot in the passenger seat repaired it.
creole09 2 Oct @ 12:33pm 
sweet good stuff
PhantomBravo 2 Oct @ 11:32am 
The target seeking missiles are much more effective and consistent now, so good work getting a fix out. Missiles now track targets very accurately and are also usable against helicopters now.
Only a few minor issues.
- The missiles are so effective that they have a fairly good chance to hit their target despite flares. This has occurred even over pretty large distances. It seems that the only way to reliably evade a missile is to flare, then turn towards the missile and continuously barrel roll until it overshoots. At least this cuts both ways for the player and the bots, so it's consistent.
- Large and slow moving aircraft (like V+ Strategic Bombers) have a hard time dodging missiles, as their large hitbox means they often get struck by missiles regardless of countermeasure deployment.

Despite these problems, this is probably the best that HavenM homing missiles have ever been. Just a few small tweaks and it'll be perfect.
OoglyBoogly 2 Oct @ 10:53am 
@Stand_Up is stable the only branch that supports this mod? even after updating it its still crashing. How do I make it work for regular branch?
creole09 2 Oct @ 7:52am 
lol