Ravenfield

Ravenfield

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Flight Physics
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Content Type: Mutators
File Size
Posted
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30 Jul, 2022 @ 2:24pm
16 Oct, 2024 @ 2:21pm
5 Change Notes ( view )

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Flight Physics

Description
Tired of Ravenfield dogfights devolving into no skill turnfights? Feeling bored of missile combat coming down to who has more flares? Want to introduce more nuance and skill into air to air, air to ground, and ground to air engagements? Introducing

Flight Physics
A one stop shop to all your air improvements.

What does this do?
This mutator overhauls many aspects of aerial combat and flight in general, to allow for the usage of proper tactics, stratagems, and maneuvers. The effects are universal, and will effect all planes. The performance of the planes and it's weapons are taken into account. This mutator was designed with RavenM in mind, however bots are still effected by this mutator and can use all of it's features.

Physics changes
This setting will likely be the most impactful on your experience. Planes will now follow the rules of physics, and slow down/speed up depending on gravity. Loosing too much speed will result in stalling, which leaves the plane an easy target for the enemy. Turnfighting and complex maneuvers will drain energy, just as they would in the real world. Proper energy fighting, boom and zooming, turnfighting, altitude advantages, angle of attack are now important considerations in a dogfight.

Four options are available to configure this feature:
Normal - The default setting. Provides a balanced experience that should work with most planes on the workshop.
Intense - Increases the effect physics have on the aircraft. Intended for usage with planes that are too powerful to be effected by lesser settings, or pilots looking to amp up the challenge. Bots may struggle more when this is enabled.
Light - For those who want a more mild experience, yet still want to have a more dynamic flight than Vanilla.
Off - Not recommended, but there for those who simply want another feature of this mod, but don't want any of the improvements made to flight.


Improved Missiles and BVR Combat
In the base game, missiles slowly move towards their target, and cannot be shaken without flares. Now, missiles will begin to run out of fuel, and slow down. When the missile runs out of range, it will detonate in mid air. The amount of fuel is determined via the thrust and speed settings the missile has, so a powerful missile will perform better than a weaker and slower one. This allows for cranking and jinking maneuvers to have some impact, and means combat is determined by more than flares. This can also effect WVR combat, as timing your missile to hit at it's maximum speed can allow it to ignore flares, while incorrect timing can mean an overshoot.

Torque
During takeoff and low speed flight, a planes propeller will provide torque, moving the aircraft to the right or left. This feature can be effected by a number of factors, such as the engines speed, and the terrain(if the plane is on the ground).

Two options are available to configure this feature:
Eagle Torque Direction - As different planes have torque in different directions, you can select the direction on a per team basis, with options of Left and Right. Can also be used to disable the torque for this team.
Raven Torque Direction - See Eagle Torque Direction

Missile Friction Modifier
The higher this value, the shorter of a distance the missile will travel. It's recommended to use this option when playing with mods that have a higher missile speed. Keep in mind that this impacts all missiles that are locked on to aircraft, including ground launched munitions.
Default value is 1.


RavenM Usage
RavenM's support for mutators is currently limited, as such, there is a few things to keep in mind.
You MUST ensure that everyone in the lobby has the mutator enabled, and all the configuration settings match. RavenM will NOT do this for you (may change in the future).

Countermeasures may have issues. It is recommended to hold down the button when deploying them.

Guided projectiles may have inconsistencies syncing, especially at high speeds.

I CANNOT guarantee this mutator working with others. It works as intended if it is the only one enabled. Experiment at your own risk! (Feel free to use it with others in singleplayer.)

Disclaimer: Ravenfield air combat varies wildly from real life in regards to scale and proportions. I did my best to have values that will give an impactful result with a variety of mods and maps. If something is not to your satisfaction, there are options to modify and disable it. If you read all the way down here, good job!

Mods used in the screenshots are:
Vanilla + Aerial Escalation by Sofa
Hedgerows by Yours Truly

A big thanks to Hijong Park for all the assistance with coding and debugging, and to SudoName for testing in multiplayer.
129 Comments
dobryniko 25 Dec, 2024 @ 5:25am 
I would like to thank the creator for this mod, as now I absolutely LOVE dogfights.
americanboi 3 Dec, 2024 @ 4:27pm 
ok nvm, i was just too dumb to notice the difference between this mod and base game flying
americanboi 3 Dec, 2024 @ 4:16pm 
i've stalled out to 0 speed without the mod
NotRobots  [author] 3 Dec, 2024 @ 8:23am 
If you're holding W, the plane will likely not stall. I know many players typically fly holding W and S most of the time, but bots are unable to use these speed modifiers, so I've balanced it around not pressing either button (otherwise the bots were frequently crashing into the ground).
The fact that you were able to stall means the mod is active.
americanboi 3 Dec, 2024 @ 6:14am 
I tried that, it kept going, it only slowed down and stalled when I held the S key
NotRobots  [author] 2 Dec, 2024 @ 7:05pm 
I checked on both the beta and stable branch, and I can confirm it still functions. Are you sure you've enabled the mod? An easy way to check if it's functioning is to fly straight upwards without touching the keyboard, and checking if the plane stalls out.
americanboi 2 Dec, 2024 @ 4:32pm 
i was using base game buzzards, it changed nothing
NotRobots  [author] 2 Dec, 2024 @ 2:32pm 
I can confirm it still works. You may be using a modded vehicle that is so strong that you do not notice the difference. Alternatively, you may have another mod running that overrides this one.
americanboi 2 Dec, 2024 @ 2:04pm 
the mod doesn't seem to be working, with it activated it does not affect flying at all. even with it set to intense
NotRobots  [author] 16 Oct, 2024 @ 2:29pm 
The mod has been updated with a configuration option for the missile flight length, the "Missile Friction Modifier". This should allow for better compatibility with modded aircraft.