F4-BMS 2.0 Technical Manual FALCON 4.0 BMS v 2.0 Manual All trademarks and registered trademarks are the property of their respective owners.
Table of contents FEATURE OVERVIEW.................................................................................................................... 7 2 3 4 1.1 Graphics Engine............................................................................................................ 7 1.2 Performance Enhancements ....................................................................................... 7 1.3 Artificial Intelligence....................................................................
F4-BMS 2.0 Technical Manual 7 8 6.3 Non F-16 HUD Symbology ......................................................................................... 25 6.4 Voice Messaging System (VMS) / Bitching Betty.................................................... 26 6.5 UHF Radio Fix.............................................................................................................. 26 6.6 Antenna Elevation ............................................................................................
11.6 12 ADDITIONAL FIXES / FEATURES................................................................................... 59 12.1 Miscellaneous .............................................................................................................. 59 12.2 New Keystrokes........................................................................................................... 62 12.3 Winamp Support......................................................................................................
F4-BMS 2.0 Technical Manual Appendices Appendix A: COUNTERMEASURES PLACEMENT .................................................................... 68 Appendix B: NEW KEYBOARD COMMANDS AND COUGAR PROFILE................................... 69 Appendix C: AIRCRAFT CONFIG NOTES.................................................................................... 70 Appendix D: 2D COCKPIT ADDED FEATURES ..........................................................................
F4-BMS 2.0 Technical Manual FEATURE OVERVIEW 1.1 GRAPHICS ENGINE New features include: D3D-compliant hardware and software TNL (transform and lighting), ZBuffering, DXTn compressed texture support, light scattering, terrain vertex lighting, volumetric vertex fog, highly detailed 3D cumulus, cirrus, stratus, and overcast clouds, cloud shadows, heavy cloud transitions, lightning, rain, and an all-new particle system for high quality FX.
1.5 SOUND ENGINE The Falcon 4 sound engine now features doppler and distance effects, improved engine effects, and general positional sound improvements. Users may now customize their sounds more than ever via the f4sndtable.txt file, and control the properties of all sounds in any way they so choose. 1.6 2D / 3D COCKPIT Automatic 2D cockpit resizing, a clickable 3D pit, and a host of other enhancements. 1.
F4-BMS 2.0 Technical Manual 2 INSTALLATION 2.1 GENERAL INSTALLATION The instructions provided below do not cover the installation of patches from the F4UT or FreeFalcon groups. BMS 2.0 requires Falcon SP3, SP4, or FreeFalcon 2 or FreeFalcon 3. 2.1.1.1 Back up your log book (callsign.lbk) (and any other files you may wish to retain, but NOT callsign.pop, or display.dsp!). 2.1.1.2 Install a fresh copy of Falcon 4 from your CD, followed by the 1.08US patch, then either SP3/SP4, or SP3+FreeFalcon2.
2.1.1.4 In the Editor, tick the "(SP) Falcon Configuration" check-box and hit "Apply". Now is a good time to go through the sub-patches and apply the options you want as there are many that are not applied by default. After checking the boxes you want, hit “Apply“ again, and close the program. 2.1.1.5 Double-click on the F4-BMS shortcut, located on your desktop, to launch F4-BMS. Once in-sim, create a new pilot, then configure your Graphics, Sound, Sim, and Input settings.
F4-BMS 2.0 Technical Manual Cockpit Auto Scaling Optional Scales various resolutions of cockpits, from one resolution to the next. DSB1 Scan Rate Factor Enabled (.75) Determines how fast the DSB1 Radar image is drawn. DSB2 Scan Rate Factor Enabled (.85) Determines how fast the DSB2 Radar image is drawn. Disable High Altitude Fartiles Optional Never let the fartiles kick in at high altitudes.
Cursor HTML Briefings Optional Generates Briefings using HTML tags. HUD Fixes Enabled Enables bent negative pitch ladder, extended horizon line, ghost horizon line and X'd out FPM and STPT boxes. Large Strike Packages Enabled Allows for campaign to generate > 4 ship strike packages. Maverick EXP Zoom Enabled (2.0) Controls the amount of zoom of the EXP modes on the Maverick.
F4-BMS 2.0 Technical Manual Scramble Missions Enabled Enables scramble missions. Smaller Bullseye Optional Scales the bullseye icon to a more realistic size. May be too small for lower resolutions. Smaller HSD Symbols Optional Scales the waypoint symbols on the HSD display down to more realistic sizes. May be too small for lower resolutions. Tex Detail Factor Optional Use higher resolution textures at higher altitudes.
NOTE: Some theaters have their own objects, art, and art1024 and sounds folders. Almost all theaters copy from existing Falcon 4 folders, then modify those, One possible exception to this is the ODS 512 theater.
F4-BMS 2.0 Technical Manual 3 3.1 CONFIGURATION GRAPHICS SETUP New options include the “3D Clouds“, “Cloud Shadows”, and “Terrain Lighting“ check boxes. The “3D Clouds“ option toggles the display of cumulus clouds, which could be a performance killer on older video cards. The “Cloud Shadows” option toggles cumulus shadows, while the “Terrain Lighting” option toggles terrain vertex lighting. These last two options may affect performance on slower processors.
3.2 ADVANCED GRAPHICS SETUP Anisotropic Filtering: This enables Anisotropic texture filtering. Falcon 4 does NOT support forcing anisotropic filtering through video card drivers. Doing this will cause visual anomalies, such as blue outlines around cockpit parts. Therefore, your video card anisotropic settings MUST be set to “Application Preference.“ Mipmapping: This option enables mipmapping of object textures.
F4-BMS 2.0 Technical Manual 3.3 SIMULATION SETUP Display Infobar: Activating this option will display additional information about the currently viewed object at the bottom of the screen. This feature can also be toggled by the "ToggleInfoBar" keypress (which is not mapped by default) while in 3D. Neither color nor type of information displayed can be customized. GS refers to 'Ground Speed' while IAS is an acronym for 'Indicated Air Speed'. This feature only works while in external views.
green for the "To/From flight" channels red for the "To package" channels yellow for the "To/From package" channels blue for the guard (or 'team') channel cyan for the proximity channel dark grey for the 'broadcast' channel black for the "To/From tower" channel white for some other (unspecified) messages It is possible by changing the colours by using these falconbms.
F4-BMS 2.0 Technical Manual 3.4 SOUND SETUP New Engine Sounds: This enables a new method of playing engine sounds. The biggest difference between this method and the old, is that there is no longer an "After Burner" sound; instead, as power increases, you get an increasing roar. Enable Doppler Effect: This enables a new method of playing engine sounds.
lowering external sounds Slider ranges: Full Left: Practically silences all external sounds; Center: No extra effect; Full Right: Boosts (when possible) external sounds. Refer to the Appendices for Sound Table information.
F4-BMS 2.0 Technical Manual 4 4.1 WEATHER INTRODUCTION BMS 2.0 features a physically-based weather engine, including real-time light scattering, terrain vertex lighting, volumetric vertex fog, highly detailed 3D cumulus, cirrus, stratus, overcast clouds, cloud shadows, heavy cloud transitions, lightning, and rain. 4.2 DYNAMIC WEATHER The weather in Falcon 4 is now dynamic.
NOTE: The MP (Multiplayer) weather implementation has undergone extensive changes. Unfortunately, this means that BMS is no longer compatible with the SP3 executable. Furthermore, TE´s and campaigns created or saved with BMS 2.0 are NOT compatible with any previous version of Falcon 4. 4.3 TURBULENCE The virtual universe just became more dynamic. BMS 2.0 introduces a sophisticated turbulence model that takes into account a wide variety of conditions.
F4-BMS 2.0 Technical Manual 5 ARTIFICIAL INTELLIGENCE ¿ If placed at an airbase, helos will spawn on the ground and wait until their takeoff time before taking off. Helo formation and altitude flying have been adjusted as well. When the mission is over, helos will return to the base and land (no more #1 landing while the rest stay stuck at 500 feet). ¿ Helicopter AI will now fire Hellfires at the correct stand-off distance. ¿ BARCAP station area increased to 50NM.
6 AVIONICS BMS contains a myriad of new avionics enhancements. Some features have been added, while others have been refined. This section explains these new features and what they do. 6.1 DOPPLER BEAM SHARPENING (DBS) In all previous versions of Falcon 4, the DBS 1 and 2 modes were taking way too long to draw. There are mixed opinions as to what the most suitable setting are, therefore two new configuration variables have been added to the falconbms.cfg: set g_fDBS1ScanRateFactor 0.
F4-BMS 2.0 Technical Manual automatically from RWS search hits (solid squares) when the radar receives two hits (meaning the radar detects something twice) in 6.5 seconds. The radar is able to track 10 targets simultaneously. Since the radar does not pause on the track files while scanning, the track’s positions are extrapolated in between updates (when the radar detects them again). If a target is not updated, i.e.
set g_bhudAOA 0 Note: This feature is disabled on the F16. 6.4 VOICE MESSAGING SYSTEM (VMS) / BITCHING BETTY The VMS - MAL/IND button now plays all VMS words once while holding the push button (release the button and the litany will stop). Also added a bit to the shared memory to indicate if the Autopilot is engaged or not. Useful for driving the correct sort of magnetically held toggle switch for a physical cockpit MISC panel.
F4-BMS 2.0 Technical Manual 6.7 MAVERICKS A new variable has been added to allow Mavericks to take 3 minutes for seeker gyro spool up instead of 5 seconds. This reflects real life and thus the “NOT TIMED OUT” message will disappear after 3 minutes and Mavericks will be ready to launch. The default setting is “0”, i.e., OFF. 6.8 OTHER FIXES / ENHANCEMENTS The AA radar bar scan indication has been swapped. Instead of showing “B 4” (vertically) it now says “4 B”.
now provides greater magnification (64:1 instead of 8:1). The Maverick seeker Weapon) MFD has been adjusted. The crosshairs have been tweaked, the Field-of-view (FOV) box has been increased to the proper size and the 5°, 10°, and 15° tick marks have been positioned correctly. Changed the MFD OSB label #3 on the FCR to read "NORM" instead of "NRM". Changed the heading shown for a bugged target in the MFD to round up or down, i.e., to show 110, 120, 130, etc. instead of 110, 111, 112, etc.
F4-BMS 2.0 Technical Manual when the steerpoint selected is 40 nm away. It may often be used with IR Mavericks where target coordinates are not known in advance. Another application of SP is for weather avoidance (not implemented). Additionally, the GM range AUTO bumping function is revised in this version. It works more intuitively now with the range bumping up if the cursor is at 95% of the way up the MFD and bumping down if the cursor is at 42.5% of the way up the display or less.
Fixed the ACM slewable scan search altitude display numbers to show negative numbers and red when negative. Also fixed the spacing between them so they're not scrunched up together. Fixed the DLZ in the MFD. It was placed too far low and the Time to Active/Time to Impact numbers were way too low and to the left. The lower/upper numbers of the cursor altitude coverage show negative numbers and turns them to red when they are negative.
F4-BMS 2.0 Technical Manual Default size: New size: The radio channels in Falcon have received a small face-lift. The functionality remains the same, but what is being shown on the DED is now a bit more realistic. “Preset” channels are now displayed instead of the name of the channel function (ie., Tower, Guard, Package1). It is recommended to not use Presets 11 & 12 when using Internal Voice Communications (IVC) for multiplayer voice comms.
6.9 New DED “preset” Falcon 4 Channel Function 1 Flight1 2 Flight2 3 Flight3 4 Flight4 5 Flight5 6 Package1 7 Package2 8 Package3 9 Package4 10 Package5 11 From Package 12 Proximity 13 Guard 14 Broadcast 15 Tower MICRO-MANAGING THE STORES MANAGEMENT SYSTEM The Stores Management System (SMS) in Falcon has received a complete overhaul. Much of this work will be somewhat transparent to the user, but the improvements are there nonetheless.
F4-BMS 2.0 Technical Manual AA missile pylons), when the pylons (and the drag!) are actually bolted to the wings and can’t be jettisoned. BMS has rebuilt the SMS code to allow such differences amongst a wide-variety of stores and their individual differences. More information about the BMS rack data and how it’s built can found in the Appendices.
6.10 HUD / AVIONICS The horizon line in the HUD now extends across the entire HUD FOV. If the FPM is displaced outside the HUD FOV, it stays in the HUD FOV and has an X displaced over the symbol indicating that it is unreliable. Flight conditions such as a strong crosswinds, extreme rudder input and high G maneuvers will cause this. When the normal horizon line is not in the HUD FOV, it is replaced by a ghost horizon line.
F4-BMS 2.0 Technical Manual 7 AIRCRAFT With BMS comes great improvements to other aircraft in the Falcon virtual universe. For aircraft specific features listed below, the appropriate settings in the aircraft data file need to be set. These settings are detailed in the BMS Appendices. 7.1 DYNAMIC ROLL INERTIA The inertial effects of stores on the wings is now factored into the rolling inertia of aircraft. The effect also takes into account the fuel weight in external tanks.
For aircraft using the GE110/PW229/GE129 Engine Engine has reduced speed excursion logic modeled. Switches between a higher or lower idle speed based on mach speed (mach 0.55 being the transition point) Idle spools up from Mach 1.1 to Mach 1.4 where it will be at MIL power Idle speed increases with altitude Reduced AB schedule for low speed/high altitude regimes F/A-18 7.4 The F/A-18 series of aircraft have the following improvements New NAV HUD The HUD layout for the F/A-18 is now modeled.
F4-BMS 2.0 Technical Manual TEF Scheduling The F/A-18 aircraft now have the trailing edge flaps scheduled per the -1 manual. The TEFs will deploy and retract based on both AOA and Mach. Speedbrakes The F/A-18 A-D model aircraft will now auto retract the speedbrake when aircraft g is 6 or greater, AOA is greater than 28, or the gear are down and airspeed is below 250 knots. Engines The F/A-18 engines will now spool up to full MIL power when at Mach 1.23 or greater. F-14 7.
The F-14 A-D aircraft will automatically retract speedbrakes when the throttle is moved to MIL power or the airspeed exceeds 400 knots. Engines The F-14 engines will now spool up to full MIL power when at Mach 1.4 or greater. The engines will also increase idle rpm speed if the AOA exceeds 18 degrees. Also modeled is the rich stability cutback. This feature allows only partial afterburner in various low speed/high altitude flight regimes. F-15 7.
F4-BMS 2.0 Technical Manual 7.7 F-4 The F-4 series of aircraft have a few improvements. Engines The engine operating range is modeled along with the possibility of flameout from various low speed, high altitude, or high AOA regimes (per the -1 manual). The afterburner cutoff range is also modeled.
8 AUTOPILOT The SP series of executables introduced a much improved 3-Axis autopilot (AP) for realistic avionics users. There are however some opportunities remaining to improve upon that system. This version of the BMS executable introduces a significant overhaul to the realistic mode autopilot. 8.1 CHANGES FROM SP3 The SP3 autopilot had a tendency to “porpoise” (significant rate and magnitude oscillations of nose position up and down) in ALT HLD mode.
F4-BMS 2.0 Technical Manual springing the switch back to the off/center position. The conditions implemented in the version of the game are: ¿ Angle of attack exceeds +15 degrees. ¿ Slow speed warning sounds. ¿ Gear handle is placed in the down position. ¿ The AIR REFUEL switch (FUEL panel) is put into the “OPEN” position opening the refueling door. ¿ There is an FLCS fault detected.
9 BMS AP OPERATION SUMMARY The following charts depicts the main functions of the AP in the BMS executable. Switch Position Remarks Roll mode (left) HDG SEL (up) When the autopilot is on, placing the roll mode switch in this position causes the AP to turn the jet towards the heading currently selected in the HSI gauge (center console).
F4-BMS 2.0 Technical Manual 9.1 GUIDELINES FOR AP USE Keep in mind that the AP manages pitch and roll inputs for you but you retain control of the throttle. Particularly with pitch ATT HLD modes, you will quickly see the AP disconnect because it exceeds available angle of attack if too low a power setting is selected via the throttle. Use caution when engaging the pitch ATT HLD mode AP with a negative pitch angle. The jet will happily fly you into the terrain if you run out of altitude.
10 10.1 INPUT DEVICES NATIVE TRACKIR SUPPORT FalconBMS natively supports the „TrackIR“ headtracking device via its remote interface, which enables much easier panning. You have to start the Naturalpoint application prior to running Falcon. Once in the game, you may activate the TrackIR support for 2D and 3D cockpit seperately in the 'View Control" config settings (please refer to the relevant chapter in this manual).
F4-BMS 2.0 Technical Manual This is a view of the TIR receiver. As long as the dot stays in the 'neutral' zone (if you look directly at the receiver) no change in the 2d cockpit will happen. The two configuration variables, g_fTIRPitchPercentage and g_fTIRPitchPercentage are symmetric to the 'zero' point. 10.
¿ Mapping your Joysticks Click on the 'Controller' drop down box in the setup-controller tab in order to select your flight control device, which is the joystick were your pitch and bank (x/y) axis are located.
F4-BMS 2.0 Technical Manual minumum) value even if their physical 'throw' is already at the maximum (or minimum). An example might be a throttle slider that just can not report 100% thrust even if it is already at its maximum positive travel. Saturation zones are always symmetrical, that is, the zones at the maximum and minumum ends of an axis are of the same size.
10.2.2 View Control Tab This tab is concerned with the various ways to influence view direction in the Falcon world. The View Control Tab of the advanced controller screen ¿ FIELD OF VIEW (FOV) AXIS This axis moves the field of view inside its specified minimum and maximum values. You can set these ranges in the falconbms.cfg file. Should this axis be mapped to the mousewheel, then you will be able to reset it to its default value by pressing the 3rd mouse button (usually the wheel itself).
F4-BMS 2.0 Technical Manual ¿ VIEW ZOOM AXIS This axis controls the zoom range when viewing an object. Naturally, it only works while in outside views. If this axis is mapped to the mousewheel, you will be able to reset the zoom range to a default value (specified by the 3d model currently in focue) by pressing the 3rd mouse button (which is usually the mousewheel).
¿ ENABLE CUSTOM AXIS SHAPING This checkbox is a bit oddly placed since it is not really related to view control. By activating it you can tell Falcon to ignore any deadzone and saturation settings and instead read the axis 'shape' from a file supplied by an external application. WIP. ¿ ENABLE MOUSELOOK Using this button you can enable the mouselook mode introduced with the BMS releases. Please note that it is not possible to inverse mouse axis direction.
F4-BMS 2.0 Technical Manual 10.2.3 The Flight Control, Avionics Control and Sound Control Tabs These three tabs are going to be described together as the controls located on them are exactly the same, the only thing that changes are the axis the controls operate on. These tabs provide a list of all available in-game axis, where, depending of the nature of the axis, each of these axis may have one of the following controls: The Flight Control tab shows mapped axes and axis value bars.
¿ A drop down box where you can select the physical axis you want to map it to ¿ A 'value bar' (located to the right of the axis name) that shows the current value of the analogue axis. ¿ A deadzone drop down box presents you 4 options: 'Small' 'Medium' 'Large' and 'Huge'. 'None' means exactly that, no deadzone is applied to the physical axis. 'Small' applies a deadzone of 1% the size of the physical travel to either side of the '0' point, while 'Medium' enlargens that size of 5%.
F4-BMS 2.0 Technical Manual ¿ CHANGES TO THE JOYSTICK BUTTON ASSIGNMENTS As now up to 16 devices with up to 32 buttons are supported the button mapping had to be slightly changed as well: In the keyboard mapping files (*.key in the /config folder of your Falcon install), button IDs 0-31 belong to the first enumerated controller (the one with the trailing '0' in its description in the Falcon UI), 32-63 belong to controller #2 etc.
The throttle value bar reflecting dual analogue mapped throttles. ¿ PitchTrim ¿ BankTrim ¿ YawTrim ¿ Brakes ¿ Antenna Elevation ¿ Cursor X ¿ Cursor Y ¿ Range Knob ¿ Comm 1 Volume Not implemented. This axis scales logarithmic. To use the axis effectively, either change the axis responiveness curve or use logarithmic potentiometers in your joystick. ¿ Comm 2 Volume Not implemented. This axis scales logarithmic.
F4-BMS 2.0 Technical Manual ¿ MSL Threat Volume This axis scales logarithmic. To use the axis effectively, either change the axis responiveness curve or use logarithmic potentiometers in your joystick. ¿ Threat Volume This axis scales logarithmic. To use the axis effectively, either change the axis responiveness curve or use logarithmic potentiometers in your joystick. ¿ HUD Brightness ¿ Reticle Depression FoV This axis is deactivated if either actioncam or the exit menu is active.
11 11.1 2D / 3D COCKPIT 3D CLICKABLE COCKPIT A simple but functional 3D clickable cockpit system has been implemented. The list of clickable buttons is contained in 3dbuttons.dat. This file should be placed in your cockpit directory. In this release, the included dat file is designed for Aeyes f-16 3d cockpit. Currently most ICP, DED and MFD buttons have been implemented, but not all.New dat files can be written for other cockpits and other aircraft.
F4-BMS 2.0 Technical Manual set g_sScrollUpFunction "FOVDecrease" set g_sScrollDownFunction "FOVIncrease" set g_sMiddleButtonFunction "FOVDefault" 11.4 ADJUSTABLE FOV You can now adjust the field of view in game. This has multiple uses. Increasing the FOV can dramatically increase perception of speed, and can be used in the virtual cockpit to see more of the cockpit. Decreasing the FOV allows closer inspection of far away objects, and allows closeup views of the MFD's in the virtual cockpit.
¿ Aircraft specific native resolution pit ¿ Aircraft specific higher resolution pit ¿ Aircraft specific lower resolution pit ¿ Default native resolution pit ¿ Default higher resolution pit ¿ Default lower resolution pit Finally, the method of forcing a cockpit resolution has now changed. Instead of the multiple confusing lines and scale, there is one variable g_nForceCockpitResolution that should be set to 640, 800, 1024, 1280 or 1600.
F4-BMS 2.0 Technical Manual 12 12.1 ADDITIONAL FIXES / FEATURES MISCELLANEOUS ¿ Added multiple fields to the player's logbook. ¿ Tactical Reference will now cycle through the skins when you select/reselect the model. On the pull-down menu, select your aircraft. To cycle the texture set (if there are additional ones), just reselect the same aircraft from the pull-down menu. ¿ The Munitions Loadout Screen now has a Change Skin button. If pressed, the skin set will cycle through the available skins.
¿ AIM-9x’s are now available in Fighter Sweep. ¿ Tankers will now no longer make impossible turns except when they need to fudge the turns in order to land. This “ex-F-15 driver” 7-g turn was very noticeable in multiplayer—the tanker would yaw through the turns. After each human took on gas and finished, the tanker would execute this turn back to his first track point when ownership of the tanker transferred to the next human, thus making the entire flight chase him down again.
F4-BMS 2.0 Technical Manual #71 W2 #19 C2 #Loadout Hardpoint 3 227 W3 3 C3 #Loadout Hardpoint 4 19 W4 3 C4 #Loadout Hardpoint 5 6 W5 3 C5 #Loadout Hardpoint 6 (empty on A-10) #71 W6 #19 C6 #Loadout Hardpoint 7 81 W7 3 C7 #Loadout Hardpoint 8 (empty on A-10) #215 W8 #1 C8 #Loadout Hardpoint 9 64 W9 3 C9 Use the # for any comments. Save the file and load Falcon. Enjoy. ¿ 1600x1200 and 1280x1024 splash screens have been enabled. ¿ Loading of cockpit settings now also reloads the upper MFD.
¿ Swapped X/Y coordinates in Radio Messages. ¿ Saving briefing as text or printing it also includes some TABbing now. ¿ Set g_bBriefHTML. If set together with “set g_nPrintToFile 1”, this creates HTML-based mission briefings when clicking the PRINT button in a briefing. Such briefings will look much better than the old briefing.txt file, are easier to print and can be formatted according to your taste (just edit the style.css stylesheet found in the /briefings subfolder or even hack the *.
F4-BMS 2.0 Technical Manual Inside the 3D, WinAmp can be controlled either through keyboard commands or through the ICP.
Known issues: ATC speaks fairly slow in Falcon4. If there are lots of aircraft, and ATC is giving lots of vectors, the buffer can get backed up. When traffic is called out, it may have already moved from the location the traffic call was calculated for. If you have text display on, you will see the traffic call at the appropriate time, but you may hear it 5 or 10 seconds later. Also, Falcon4 is limited to the distance it can call out.
F4-BMS 2.0 Technical Manual 13 MULTIPLAYER ENHANCEMENTS BMS contains some MP tweaking that should extend multplayer experience. There were found some leftovers from previous debug and testing which ment that packets were dropped instead of being send to players. Also some tweeking with the packet size has been made. This section explains these tweeks and how to enable/disable them. 13.
13.3 BANDWIDTH SWITCH The following commands mean the same thing for bandwidth -bw -bandwidth -bandwith 13.4 STANDARDIZE UI COMMS AND BANDWIDTH SETTING Too remove any misunderstanding between use of UI coms setting and the bandwidth setting set by commandline these are the rules. All setting is in Kbps and is converted to Bps (Byte pr. Second) with this formular value/8*1000. This gives following table: BW switch UI Coms Byte pr. second 14 14.4K 1800 28 28.8K 3600 33 33.
F4-BMS 2.0 Technical Manual 14 REFUELING ¿ Increased probability AI can hookup to a tanker (boom or drogue) and refuel. ¿ Added slots (parent numbers) for additional tankers, booms and drogues. ¿ Added variables to tanker .dat file for number of booms, number of drogue stations, length of drogue, active drogue station and refueling aircraft position adjustment. ¿ Added variables to tanker .dat file to adjust boom and drogue optimum refueling positions. ¿ Added variables to aircraft .
APPENDIX A: COUNTERMEASURES PLACEMENT BMS has support for the placement and direction of decoys. Chaff and Flare can have up to 10 dispensers, each with there own count of decoys. The code has 3 firing modes for the dispensers. These settings don't specify the number of decoys the aircraft is carrying however. ¿ FlareDispensers 1 - Number of dispensers. ¿ FlareSeq 0 - Firing Sequence ¿ 0 : Alternate dispensers ¿ 1 : Use up one dispenser then move to the next ¿ 2 : Fire a decoy from each dispenser.
F4-BMS 2.0 Technical Manual ¿ ChaffCount10 30 - possible number of Chaffs in this dispenser. APPENDIX B: NEW KEYBOARD COMMANDS AND COUGAR PROFILE A new key file has been created for BMS, intended for Cougar owners and physical cockpit builders. This key file has over 300 available commands. Users may, for example, use their numeric keypad to simulate the ICP. The keyboard map is located in the [FalconRoot]\config directory.
APPENDIX C: AIRCRAFT CONFIG NOTES (number is default) ¿ animEngineRPMMult 1000 - Rotate the Prop dof this many times the current rpm (rpm is 1.0 at Mil power). ¿ animSpoiler1Max 60.0 - Spoiler extends this amount at full deflection. ¿ animSpoiler1Rate 45.0 - Spoiler moves at this rate ¿ animSpoiler1OffAtWingSweep 70.0 - If the a/c has swing wings and the wings are swept past this, then the spoiler is disabled. ¿ animSpoiler1AirBrake 1 - Spoiler acts as airbrake ¿ animSpoiler2Max 60.
F4-BMS 2.0 Technical Manual ¿ animSwingWingMach2 0.8 ¿ animSwingWingMach3 0.0 ¿ animSwingWingMach4 0.0 ¿ animSwingWingMach5 0.0 ¿ animSwingWingMach6 0.0 ¿ animSwingWingMach7 0.0 ¿ animSwingWingMach8 0.0 ¿ animSwingWingMach9 0.0 ¿ animSwingWingMach10 0.0 ¿ animSwingWingAngle1 25.0 ¿ animSwingWingAngle2 50.0 ¿ animSwingWingAngle3 0.0 ¿ animSwingWingAngle4 0.0 ¿ animSwingWingAngle5 0.0 ¿ animSwingWingAngle6 0.0 ¿ animSwingWingAngle7 0.0 ¿ animSwingWingAngle8 0.
Gears can now have visual compression/extentsion. These specify the limits and are applied as animations to dof ids 58 thru 65. if you use the TransNode to animate the strut (likely :) set the transform vector so that it's z value is 1.0. Ex: if the gear moves up and down, then the vector would be (0, 0, 1) the distance is determined by the values below: ¿ animGearMaxComp1 0.0 ...through ¿ animGearMaxComp8 0.0 ¿ animGearMaxExt1 0.0 ...through ¿ animGearMaxExt8 0.0 ¿ animRefuelAngle 1.
F4-BMS 2.0 Technical Manual APPENDIX D: 2D COCKPIT ADDED FEATURES RENDERED NEEDLES Gauge Needles can now be customized to suit individual aircraft cockpits. Example shown below: #733 DIAL cyclebits = 0xffff; numendpoints = 9; points = -2.562 -3.002 -3.56 -4.032 -4.608 1.1 0.593 0.148 -0.
the FUEL QTY switch is in NORM. This was already a feature in SP3, but did not include the information needed in the F-16's flight model data file. ¿ The mechanization for determining a fuel imbalance in SP3 is similar to real life, except that the quantity needles should not overlap one another (a gray needle hides a red needle). When the red needle started to appear an imbalance was occurring.
F4-BMS 2.
145 RPM Dial Engine 2 146 InletTemp Dial Engine 2 147 Nozzle Position Engine 2 148 RPM Tape Engine 2 149 Engine #2 Warning / Fire Light 150 Lock Light 151 Shoot Light # BUTTONS ADDITIONS # States 208 OSB/MFD buttons, 3rd MFD 2 209 OSB/MFD buttons, 3rd MFD 2 210 OSB/MFD buttons, 3rd MFD 2 211 OSB/MFD buttons, 3rd MFD 2 212 OSB/MFD buttons, 3rd MFD 2 213 OSB/MFD buttons, 3rd MFD 2 214 OSB/MFD buttons, 3rd MFD 2 215 OSB/MFD buttons, 3rd MFD 2 216 OSB/MFD buttons, 3rd M
F4-BMS 2.
APPENDIX E: COCKPIT ADDED SWITCHES AND DOF’S List of current new DOF/SWITCH nodes for better 3d pit support: SWITCHES COMP_3DPIT_BACKUP_ADI_OFFMARK = 100, //Backup OFF flag - only visible on ramp-start with cold jet COMP_3DPIT_ARNWS_LIGHT = 101, //AR/NWS console NWS light COMP_3DPIT_ARRDY_LIGHT = 102, //AR/NWS console RDY light COMP_3DPIT_ARDISC_LIGHT = 103, //AR/NWS console DISC light COMP_3DPIT_AOAON_LIGHT = 104, //AOA indexer console ON light COMP_3DPIT_AOABELOW_LIGHT = 105, //AOA indexer console bellow
F4-BMS 2.
COMP_3DPIT_HSI_DIST_DIGIT1 = 119, //HSI distance to beacon digit 1 COMP_3DPIT_HSI_DIST_DIGIT2 = 120, //HSI distance to beacon digit 2 COMP_3DPIT_HSI_DIST_DIGIT3 = 121, //HSI distance to beacon digit 3 COMP_3DPIT_HSI_CRS_DIGIT1 = 122, //HSI course beacon digit 1 COMP_3DPIT_HSI_CRS_DIGIT2 = 123, //HSI course to beacon digit 2 COMP_3DPIT_HSI_CRS_DIGIT3 = 124, //HSI course digit 3 COMP_3DPIT_FUELFLOW_DIGIT1 = 125, //FUEL FLOW digit 1 COMP_3DPIT_FUELFLOW_DIGIT2 = 126, //FUEL FLOW digit 2 COMP_3DPIT_FUELFLOW_DIGI
F4-BMS 2.
HSI layers - quads with compass and all marks stacked on each other and using same rotation axis New lights - quads under SWITCH node Various mechanical ADI / HSI flags - same as lights, under SWITCH nodes Digital rolling readouts - cylinder with 10 sections for each number from 0 to 9 with initial position to show 0 Not all instruments are modeled yet, however there are plans to implement them all.
F4-BMS 2.0 Technical Manual APPENDIX F: BMS COCKPIT BUILDER’S GUIDE INTRODUCTION Falcon 4 is arguably the most complete, high fidelity combat simulation (without a security clearance) of a modern tactical fighter aircraft available today. The sophistication of the model of the F-16 and in particular the modeling of the avionics package make it an ideal candidate for devotees of combat flight simulations who are interested in building physical cockpit hardware to interface with their gaming experience.
For example, the Forward and Aft fuel tank values were only updated when the cockpit art including the fuel totalizer gauge was in view. Similarly, the bit representing the state of the Master Caution lamp was only updated to the correct value when the Master Caution lamp was rendered on the screen. Fixes are made in the BMS executable to ensure that all shared memory data values are up to date constantly independent of view shown on the screen.
F4-BMS 2.0 Technical Manual Data Bit Name Enum Mask Location Functional Description WOW 0x10 lightBits Weight on Wheels (WOW). This value is “on” if the aircraft is on the ground, the landing gear is in the down position and there are no faults in the landing gear system. Otherwise, the value is “off”. There is one value for all three gear struts (the real F-16 has a WOW switch for each separate strut). AutoPilotOn 0x40000000 lightBits Autopilot engaged.
jet). OuterMarker 0x4000 HsiBits Aircraft is over the ILS approach middle marker when this bit is set to true. This should be used to light the lamp to the upper right of the HSI in the center console. Note: this lamp actually glows different colors depending on which beacon you are over. The middle marker is believed to be blue colored. MiddleMarker 0x8000 HsiBits Aircraft is over the ILS approach middle marker when this bit is set to true.
F4-BMS 2.0 Technical Manual Not all bits need further explanation but a few could use a little clarification. These clarifications are presented here. OBS – This item is not implemented in the game and will never be set while the game runs. ENG_FIRE – This bit is only set if the engine is on fire. No big surprise. The lamp that implements this in the real jet is a split face indicator with the other half reading ENGINE (which, BTW, should be the lower half not the upper as in the default SP3 10*7 art).
TFR_ENGAGED – this bit is set when the LANTIRN mode terrain following autopilot is active. The bit represents one half of a split face lamp indicator that includes an ACTIVE legend (top line) and a STBY legend (bottom line). There is no bit for the STBY legend. Lef_Fault – this bit gets set when the leading edge flaps are damaged and set in different asymmetric positions or if the LE FLAPS switch in the FLT CONTROL panel is set in the Lock position.
F4-BMS 2.0 Technical Manual Secondly, synchronizing physical switch placement to that in the game is quite difficult without the ability to place the in-game switch position directly. There are potential workarounds for this but most rely on a known good physical placement of switches to match a known entry state of the jet. This works but is quite inflexible. Having discrete commands for each switch a knob placement solves both of these classes of problem.
void my_init(void) { if (dInstrumentPanel.bTcnILS_Throw) { // this switch closed call(hsi_tcn_ils); } if (dInstrumentPanel.bTcn_Throw) { // this switch closed call(hsi_tcn); } if (dInstrumentPanel.bNav_Throw) { // this switch closed call(hsi_nav); } if (dInstrumentPanel.
F4-BMS 2.0 Technical Manual In the above code fragment, each of the “call()” invokes the function to send the keystroke that is mapped to the function that places the game’s HSI mode knob in the corresponding position. The above code works well for a knob that is wired with four switch closure positions that are mutually exclusive, one per placement of the physical knob. However, given the discrete commands, it should be possible to make controller code that matches most wiring scheme choices.
Q 16 0x10 W 17 0x11 E 18 0x12 R 19 0x13 T 20 0x14 Y 21 0x15 U 22 0x16 I 23 0x17 O 24 0x18 P 25 0x19 LBRACKET 26 0x1A RBRACKET 27 0x1B RETURN 28 0x1C LCONTROL 29 0x1D A 30 0x1E S 31 0x1F D 32 0x20 F 33 0x21 G 34 0x22 H 35 0x23 J 36 0x24 K 37 0x25 L 38 0x26 SEMICOLON 39 0x27 APOSTROPHE 40 0x28 GRAVE 41 0x29 LSHIFT 42 0x2A 92
F4-BMS 2.
SCROLL 70 0x46 NUMPAD7 71 0x47 NUMPAD8 72 0x48 NUMPAD9 73 0x49 SUBTRACT 74 0x4A NUMPAD4 75 0x4B NUMPAD5 76 0x4C NUMPAD6 77 0x4D ADD 78 0x4E NUMPAD1 79 0x4F NUMPAD2 80 0x50 NUMPAD3 81 0x51 NUMPAD0 82 0x52 DECIMAL 83 0x53 F11 87 0x57 F12 88 0x58 F13 100 0x64 F14 101 0x65 F15 102 0x66 KANA 112 0x70 CONVERT 121 0x79 NOCONVERT 123 0x7B YEN 125 0x7D NUMPADEQUALS 141 0x8D CIRCUMFLEX 144 0x90 AT 145 0x91 COLON 146 0x92 94
F4-BMS 2.
It is probably unrealistic to contemplate making compatible additions to the existing default keystrokes.key file to cover all the new functions. Keyboard namespace, which is to say the possible combinations of key names and the various mode keys (CTL, SHF and ALT), is limited and the default key file already uses a good deal of the namespace. Tactically it is probably a better approach to make a new file.
F4-BMS 2.
SimTrigger SimMissileStep SimCursorUp SimCursorDown SimCursorLeft SimCursorRight SimToggleAutopilot SimStepSMSLeft SimStepSMSRight SimSelectSRMOverride SimSelectMRMOverride SimDeselectOverride SimToggleMissileCage SimToggleMissileSpotScan SimToggleMissileBoreSlave SimToggleMissileTDBPUncage SimDropChaff In Realistic Avionics mode, this command runs the selected countermeasures program. SimDropFlare In Realistic Avionics mode, this command runs the selected countermeasures program.
F4-BMS 2.0 Technical Manual SimEject AFBrakesOut AFBrakesIn AFBrakesToggle AFGearToggle AFGearUp Refers to the landing gear control handle This command places the handle in the “up” position. If the gear is not already up and there are no landing gear faults, the gear is stowed. This command only operates with Realistic Avionics selected in the game. AFGearDown Refers to the landing gear control handle This command places the handle in the “down” position.
OTWStepNextPadlock OTWStepPrevPadlock OTWStepNextPadlockAA SP3 added this command. OTWStepPrevPadlockAA SP3 added this command. OTWStepNextPadlockAG SP3 added this command. OTWStepPrevPadlockAG SP3 added this command. OTWToggleNames OTWToggleCampNames OTWSelectF3PadlockMode OTWSelectF3PadlockModeAA SP3 command. OTWSelectF3PadlockModeAG SP3 command. OTWSelectEFOVPadlockMode OTWSelectEFOVPadlockModeAA SP3 command. OTWSelectEFOVPadlockModeAG SP3 command.
F4-BMS 2.0 Technical Manual SimPitchLadderFPM Refers to the FPM switch on the HUD control panel, right side console. This command places the switch in the “FPM” position. In this position the HUD is decluttered by removal of the pitch ladder. This command only operates with Realistic Avionics selected in the game. SimPitchLadderATTFPM Refers to the FPM switch on the HUD control panel, right side console. This command places the switch in the “ATT/FPM” position.
OTWToggleHaze OTWToggleLocationDisplay OTWToggleAeroDisplay SP2 command. OTWToggleFlapDisplay BMS command. Adds a text display to the OTW view for the position of both the TEF and LEF flicht control surfaces. Mostly useful for aircraft other than the F-16.
F4-BMS 2.0 Technical Manual OTWViewDownRight OTWViewDownLeft OTWViewZoomIn OTWViewZoomOut OTWSwapMFDS OTWGlanceForward OTWCheckSix OTWStateStep CommandsSetKeyCombo KevinsFistOfGod This command manually requests the Air Tasking Manager to give the flight a different mission (Request Divert). SuperCruise This command artificially boosts engine thrust by a factor of 1.5X. The command is a toggle so a second invocation returns the aircraft to its properly calculated velocity.
ScreenShot FOVToggle This command toggles the out-the-window (OTW) view field toggles between 60 degrees (normal) and 20 degrees (narrow). FOVDecrease This command increases the OTW view field by an increment that may be specified in the .cfg file. FOVIncrease This command decreases the OTW view field by an increment that may be specified in the .cfg file. FOVDefault This command returns the OTW view field to the default value (60 degrees).
F4-BMS 2.0 Technical Manual SimMPOToggle command does not work this way and should be considered deprecated for cockpit hardware builder use. See SimMPO instead. SimMPO Refers to the manual pitch override switch on the manual pitch panel. This command is a momentary that must be held to keep the switch in the OVRD position. When the key for this command is held, normal FLCS limter values are suspended.
SimCBEOSB_8L SimCBEOSB_9L SimCBEOSB_10L SimCBEOSB_11L SimCBEOSB_12L SimCBEOSB_13L SimCBEOSB_14L SimCBEOSB_15L SimCBEOSB_16L SimCBEOSB_17L SimCBEOSB_18L SimCBEOSB_19L SimCBEOSB_20L SimCBEOSB_1R SimCBEOSB_2R SimCBEOSB_3R SimCBEOSB_4R SimCBEOSB_5R SimCBEOSB_6R SimCBEOSB_7R SimCBEOSB_8R SimCBEOSB_9R SimCBEOSB_10R SimCBEOSB_11R SimCBEOSB_12R SimCBEOSB_13R SimCBEOSB_14R 106
F4-BMS 2.0 Technical Manual SimCBEOSB_15R SimCBEOSB_16R SimCBEOSB_17R SimCBEOSB_18R SimCBEOSB_19R SimCBEOSB_20R SimCBEOSB_GAINUP_L SimCBEOSB_GAINUP_R SimCBEOSB_GAINDOWN_L SimCBEOSB_GAINDOWN_R SimICPTILS SimICPALOW SimICPFAck SimICPPrevious SimICPNext SimICPLink SimICPCrus SimICPStpt SimICPMark SimICPEnter SimICPCom1 SimICPNav SimICPAA SimICPAG SimHUDScales SimScalesVVVAH Refers to the vertical velocity control switch on the HUD panel. This command places that switch in the VV/VAH position (up).
avionics selected. SimScalesVAH Refers to the vertical velocity control switch on the HUD panel. This command places that switch in the VAH position (middle). The command only operates with realistic avionics selected. SimScalesOff Refers to the vertical velocity control switch on the HUD panel. This command places that switch in the OFF position (down). The command only operates with realistic avionics selected. SimHUDFPM SimHUDDED SimHUDDEDOff Refers to the DED data control on the HUD panel.
F4-BMS 2.0 Technical Manual ground speed. The command only operates with realistic avionics selected. SimHUDRadar SimHUDAltRadar Refers to the altimeter display control on the HUD panel. This command places the control in the RADAR (up) position. The altitude shown in the HUD display will be fed from the radar altimeter. The command only operates with realistic avionics selected. SimHUDAltBaro Refers to the altimeter display control on the HUD panel.
calculate the brightness. The command only operates with realistic avionics selected. SimHUDBrightnessUp SimHUDBrightnessDown SimCycleRadioChannel This command has maps to the UHF preset channel selector knob on the UHF panel. This command has bee updated to match correct behavior. In this version of the game, this command will change only the UHF channel and then if and only if the CNI switch on the AUX COMM panel is in the backup position.
F4-BMS 2.
FlightSearchGround WingmanSearchAir ElementSearchAir FlightSearchAir WingmanResumeNormal ElementResumeNormal FlightResumeNormal WingmanRejoin ElementRejoin FlightRejoin WingmanDesignateTarget ElementDesignateTarget FlightDesignateTarget WingmanDesignateGroup ElementDesignateGroup FlightDesignateGroup WingmanWeaponsHold ElementWeaponsHold FlightWeaponsHold WingmanWeaponsFree ElementWeaponsFree FlightWeaponsFree WingmanWedge ElementWedge FlightWedge WingmanTrail ElementTrail 112
F4-BMS 2.
FlightGiveBra WingmanGiveStatus ElementGiveStatus FlightGiveStatus WingmanGiveDamageReport ElementGiveDamageReport FlightGiveDamageReport WingmanGiveFuelState ElementGiveFuelState FlightGiveFuelState WingmanGiveWeaponsCheck ElementGiveWeaponsCheck FlightGiveWeaponsCheck WingmanRTB ElementRTB FlightRTB SimSpeedyGonzalesUp This command artificially multiplies aircraft velocity by ¼ per invocation of the command up to a maximum of 32X.
F4-BMS 2.
TimeAccelerateMaxToggle TimeAccelerateInc Added in eRazor executables. TimeAccelerateDec Added in eRazor executables. SimFuelDump SP3 added this command. SimCycleDebugLabels SP3 command. AFABFull BombRippleIncrement SP3 command. BombIntervalIncrement SP3 command. BombRippleDecrement SP3 command. BombIntervalDecrement SP3 command. BombPairRelease SP3 command. BombSGLRelease SP3 command. BombBurstIncrement SP3 command. BombBurstDecrement SP3 command. BreakToggle Not implemented.
F4-BMS 2.0 Technical Manual ElementLadder FlightLadder WingmanFluid ElementFluid FlightFluid SimOpenChatBox ExtinguishMasterCaution SoundOff SimToggleExtLights IncreaseAlow DecreaseAlow SaveCockpitDefaults LoadCockpitDefaults SimStepMasterArm SimArmMasterArm SimSafeMasterArm SimSimMasterArm SimSetBubbleSize SP3 command. SimHookToggle SP3 command. SimHookUp This command refers to the HOOK switch on the landing gear panel. This command places the switch in the UP position.
selected. SimThrottleIdleDetent SP3 command. SimJfsStart SP3 command. Actually START2 on the ENG JET START panel; there is no command for using the START1 position. Note: this command should be used to map to the action of putting the switch in the START2 position; do not also map it to the movement of the switch back to center/off position (in other words, treat it more like a push button).
F4-BMS 2.0 Technical Manual position. Technically, this control doesn’t exist in the jet (see instead the SimTrimYawRight which should be mapped to the manual trim panel). AFAileronTrimLeft Added in eRazor executables. This command is for mapping to the HOTAS trim hat left throw position. NB: this command does nothing when the Trim AP Disc switch is in the DISC position. AFAileronTrimRight Added in eRazor executables. This command is for mapping to the HOTAS trim hat right throw position.
position. Power is applied from the battery to the electrical system. Generators will not run with the switch in this position. This command only operates if realistic avionics are selected. SimMainPowerMain Refers to the electrical power switch in the ELEC panel. This command places the switch in the OFF (down) position. Power is applied to all electrical buses and the generators are enabled. This command only operates if realistic avionics are selected. AFFullFlap SP2 command. AFNoFlap SP2 command.
F4-BMS 2.0 Technical Manual SimICPCLEAR SP3 command. SimRALTSTDBY SP3 command. SimRALTON SP3 command. SimRALTOFF SP3 command. SimLandingLightToggle SP3 command. SimLandingLightOn Refers to the LIGHTS switch on the landing gear panel. This command places the switch in the LANDING position which turns on the light. NB: the game only implements two positions for this control not three as in the real jet. This command only operates if realistic avionics are selected.
SimLaserArmOff Refers to the LASER switch on the MISC panel. This command places the switch in the ARM position. Regardless of the MASTER ARM switch position, the command preventsthe laser designator from firing. This command only operates if realistic avionics are selected. SimFuelDoorToggle SP3 command. SimFuelDoorOpen Refers to the Refers to the air refuel switch on the FUEL panel. The commands places the switch in the OPEN position and opens the fuel door with the commensurate side effects (e.g.
F4-BMS 2.0 Technical Manual autopilot and causes the autopilot to maintain the altitude commanded by the flight controls at the time the autopilot was engaged. This command only operates if realistic avionics are selected. SimRightAPMid Refers to the rightmost pitch mode autopilot control switch on the MISC panel. This command places the switch in the A/P OFF (middle) position. This command disengages the autopilot. This command only operates if realistic avionics are selected.
SimReticleStby Refers to the depressible reticle control on the HUD panel. This command places the switch in the STBY (up) position. The standby depressible reticle used for manual bomb delivery is displayed in the HUD. This command is only operable if realistic avionics are selected. SimReticleOff Refers to the depressible reticle control on the HUD panel. This command places the switch in the OFF (bottom) position.
F4-BMS 2.0 Technical Manual SimEWSJammerPower SP3 command. SimEWSJammerOn Refers to the JAMMER switch on the CMDS panel. This command places the switch in the ON position and allows the CMDS system to power on the ECM system if the CMS mode is in SEMI or AUTO modes (see also SimEWS ModeSemi and SimEWSModeAuto). Note this command is not a power on for the ECM transmitter so you can enable ECM manually with the HOTAS controls even if this switch is OFF.
dispense program. This command is only operable if realistic avionics are selected. SimEWSPGMInc SP3 command. SimEWSPGMDec SP3 command. SimEWSModeOff Refers to the countermeasures mode knob on the CMDS panel. This command places the knob in the OFF position. The countermeasures system is disabled. This command only operates if realistic avionics are selected. SimEWSModeStby Refers to the countermeasures mode knob on the CMDS panel. This command places the knob in the STBY position.
F4-BMS 2.0 Technical Manual SimEWSProgInc SP3 command. SimEWSProgDec SP3 command. SimEWSProgOne Refers to the countermeasures program selection knob on the CMDS panel. The command places the knob in the “1” position. Program one is active. This command only operates if realistic avionics are selected. SimEWSProgTwo Refers to the countermeasures program selection knob on the CMDS panel. The command places the knob in the “2” position. Program two is active.
places the switch in the QUIET (middle) position. RF transmissions from systems that are emitters and that are active are reduced. In particular, the main APG-68 radar set does not transmit in this mode. This command only operates if realistic avionics are selected. SimRFSilent Refers to the RF switch on the MISC panel. This command places the switch in the SILENT (down) position. All RF transmissions suppressed including APG-68, CARA and TFR transmitters.
F4-BMS 2.0 Technical Manual SimExtlAntiColl SP2 command. SimAntiCollOn Refers to the ANTI-COLLISION switch on the EXT LIGHTING panel. This command places the switch in the up (i.e. on) position and turns on the anti-collision beacon light (provded the master is in the NORM position). This command only operates if realistic avionics are selected. SimAntiCollOn Refers to the ANTI-COLLISION switch on the EXT LIGHTING panel.
lights. This command only operates if realistic avionics are selected. SimDMSUp SP2 command. SimDMSLeft SP2 command. SimDMSDown SP2 command. SimDMSRight SP2 command. SimAVTRSwitch SP2 command. SimAVTRSwitchOff Refers to the flight recorder mode switch on the AVTR panel. This command places the switch in the OFF (down) position. The AVTR recorder will not run. This command only operates if realistic avionics are selected.
F4-BMS 2.0 Technical Manual operates if realistic avionics are selected. SimINSNorm Refers to the INS mode knob on the AVIONIC POWER panel. This command places the knob in the NORM position. The INS system performs a normal alignment. The INS is usable after 90 seconds but maximum reliability is only achieved after eight minutes of aligment. This command only operates if realistic avionics are selected. SimINSNav Refers to the INS mode knob on the AVIONIC POWER panel.
presuming no faults, the TEFs will retract by themselves at above 370 knots CAS although they will extend again if speed then decays below 370 knots and the switch is still in the EXTEND position. SimAltFlapsExtend Refers to the ALT FLAPS switch in the FLT CONTROL panel. This command places the switch in the EXTEND position. Manually extends the trailing edge flaps and sets the flight control gain settings to the landing mode values.
F4-BMS 2.0 Technical Manual realistic avionics are selected. NOTE: please be careful with the name of this one when you add it to the .key file – last four letters are upper case and that is significant! SimTrimAPNORM Refers to the AP DISC switch in the MANUAL TRIM panel. This command places the switch in the NORM position. Enables manual HOTAS trim hat controls and allows autopilot engagement. Manual trim controls on this panel are active also.
SimTriggerSecondDetent SP2 command. SimRetUp SP2 command. SimRetDn SP2 command. SimCursorEnable SP2 command. SimStepComm1VolumeUp SP2 command. SimStepComm1VolumeDown SP2 command. SimStepComm2VolumeUp SP2 command. SimStepComm2VolumeDown SP2 command. SimSymWheelUp SP3 command, although not present in the default keystrokes.key file. This command is for the Brightness control on the left side of the ICP.
F4-BMS 2.0 Technical Manual realistic avionics is selected. SimToggleCockpit SimToggleGhostMFDs SP3 command. SimRangeKnobUp SP3 command. SimRangeKnobDown SP3 command. AWACSRequestCarrier SP3 command.
WingmanForm4 ElementForm4 FlightForm4 SimSMSPower SP3 command. SimSMSOn Refers to the SMS power switch in the AVIONICS POWER panel. This command places the switch in the up or ON position and enables power to the stores management system. This command only operates if realistic avionics are selected. SimSMSOff Refers to the SMS power switch in the AVIONICS POWER panel. This command places the switch in the down or OFF position and disables power to the stores management system.
F4-BMS 2.0 Technical Manual SimUFCPower SP3 command. SimUFCOn Refers to the UFC power switch in the AVIONICS POWER panel. This command places the switch in the up or ON position and enables power to the up front controls (including ICP). This command only operates if realistic avionics are selected. SimUFCOff Refers to the UFC power switch in the AVIONICS POWER panel. This command places the switch in the down or OFF position and disables power to the up front controls (including ICP).
panel. This command places the switch in the down or OFF position. The MAP function is inoperative in the block 50/52 F-16 jets. This command only operates if realistic avionics are selected. SimLeftHptPower SP3 command. SimLeftHptOn Refers to the LEFT HDPT switch on the SNSR PWR panel. This command places the switch in the up or ON position and enables the power to the left hand fuselage hardpoint. This command only operates if realistic avionics are selected.
F4-BMS 2.0 Technical Manual command places the switch in the down or OFF position and disables power for the fire control radar which prevents it from operating. This command only operates if realistic avionics are selected. SimHUDPower SP3 command. SimHUDOn Refers to the on/off switch that is part of the thumb wheel control for HUD brightness on the ICP. If you roll the thumb wheel downwards, there is an on/off switch at the end of travel in that direction.
total fuel in the forward and aft reservoirs and the two pointers will both show the amount of fuel in each of these reservoirs on the analog card. This command only operates if realistic avionics are selected. SimFuelSwitchWingInt Refers to the fuel totalizer control knob on the FUEL QTY SEL panel. This command places the knob in the INT WING position.
F4-BMS 2.0 Technical Manual SimFuelPumpFwd Refers to the engine feed control knob on the FUEL panel. This command places the knob in the OFF position. The fuel pump operation delivers fuel only from the FWD reservoir. This command only operates if realistic avionics are selected. SimToggleMasterFuel SP3 command. SimMasterFuelOn Refers to the MASTER switch on the FUEL panel. This command places the switch in the ON position. This enables fuel to flow to the engine.
which prevents fuel transferring from these tanks. This command only operates if realistic avionics are selected. SimAirSourceNorm Refers to the air source selection control knob on the AIR COND panel. This command places the knob in the NORM position. The environmental control system functions normally including maintaining cockpit pressurization at 8,000 feet MSL and pressurizing external fuel tanks to ensure proper fuel transfer. This command only operates if realistic avionics are selected.
F4-BMS 2.0 Technical Manual SimInteriorLight SP3 command. Not previously listed in the default .key file however. SimInstrumentLight SP3 command. SimSpotLight SP3 command. SimRwrPower SP3 command, although not present in the default keystrokes.key file. SimCycleLeftAuxComDigit SimCycleCenterAuxComDigit SimCycleRightAuxComDigit SimCycleBandAuxComDigit SimToggleAuxComMaster SimToggleAuxComAATR SimTACANTR Refers to the TACAN domain selection switch on the AUX COMM panel.
SimDriftCO Note: this switch should be a on-off-(on) type toggle switch with the momentary side used for the warning reset and the latching side used for drift cut off. SimDriftCOOn Refers to the upper throw of the drift cut off/warning reset switch. In the real ICP, this switch is a (on)-off-on configuration, i.e. momentary to one side which in this case is the warn reset throw. This command places the switch in the ON position. The pitch ladder and flight path marker are centered in azimuth in the HUD.
F4-BMS 2.0 Technical Manual WinAmpVolumeDown CycleEngine selectLeftEngine selectRightEngine selectBothEngines ToggleClickablePitMode SimILSOn Refers to the power switch on the ILS volume rotary knob in the AUDIO2 panel. This command turns on the ILS radio receiver; ILS will not function unless the receiver is turned on (NOTE: the recevier is on at startup by default). This command only operates if realistic avionics are selected.
APPENDIX G: DDS AND COMPRESSED TEXTURES NOTES BMS makes heavy use of DDS textures. These textures are similar to tga, jpg, gif, etc, except they are native to DirectX. You can open / save DDS textures by using the Nvidia DDS Photoshop plugin, located at: http://developer.nvidia.com/object/ps_texture_compression_plugin.html This plugin also works in Paint Shop Pro, but an older version of the plugin is required.
F4-BMS 2.0 Technical Manual APPENDIX H: FLIGHT MODEL NOTES CHANGES TO THE F16’S The following data is for use ONLY in the F-16's flight model data files. The tank amounts are F-16 specific. These variables must be changed from 0 to the numbers below for the needle mechanization to work right. NOTE: These should only be added by EXPERIENCED Falcon database/flight model workers. SP4 will contain these numbers as standard so no adjustment to the FM dats is needed.
MULTI ENGINE CODE Multi Engine Code is now enabled. In order to use the multi-engine code, you must map keystrokes. OTWToggleFlapDisplay -1 0 0X18 4 0 0 1 "Flap Display Toggle" CycleEngine -1 0 0X18 2 0 0 1 "Cycle Engine" OTWToggleAeroDisplay -1 0 0X18 1 0 0 1 "aero-engine" This willI have CycleEngine set to CTRL-O. When you press CTRL-O you will cycle from LEFT to RIGHT to BOTH engines. When on LEFT or RIGHT engine, the single throttle will control the RPM of the selected engine.
F4-BMS 2.0 Technical Manual TEF Scheduling ¿ The trailing edge flaps are now scheduled through Mach and AOA. Speedbrakes ¿ Speedbrakes, if deployed, will retract under 250 knots, over 6 gs, or over 28 degrees AOA. Engines ¿ ¿ ¿ Engines will spool up to MIL power at Mach 1.23 and above Engines will increase idle RPM as altitude increases Engines will take longer to spool up and down as altitude increases New features for the F14 Variants In the f14b.dat or f14d.
¿ Flaps will blow up based on maxVcas speed. The .dat file should have: maxFlapVcas 250. The flaps will also redeploy when under 250 knots. This only occurs if flaps are inadvertantly left down. Other For aircraft using the PW220 Engine, Set the following: typeEngine 2 ¿ Engine idle increases from Mach 0.84 to Mach 1.4 when it will be at MIL power from 1.4 and above. ¿ The afterburner has 3 schedule zones. Area 3 is Segment 5 no light. Area 2 is Seg 1 light only. Area 1 is no AB available.
F4-BMS 2.0 Technical Manual APPENDIX I: INTERACTIVE TRAINING Falcon 4 BMS 2.0 includes the ability to create interactive training missions. This is accomplished by means of "training scripts." These scripts are text files that are loaded with the training mission that contain the interactive training instructions. To create a training script for a training mission, create a .txt file with the same name as the training mission you want to write the script for.
¿ Sixth, the language has a unique and very limited form of return values. Specifically, most functions when they run have a return value of true. Certain functions, however, return false under certain circumstances (usually when they time out). The only way that return values can be used is by the use of the if and while type functions. These functions simply check the return value - either true or false - of the last executed function to determine whether to execute. This is ONLY use of return values.
F4-BMS 2.0 Technical Manual for the duration. "WaitPrint
This function accepts an unlimited number of commands/callbacks as arguments. If no arguments are provided, all commands are blocked. "Allow" Blocks the system from recognizing any commands other than those listed as arguments. This function accepts an unlimited number of commands/callbacks as arguments. If no arguments are provided, then all commands are allowed. "If" If the return value of the last command is true, then execution moves to the next instruction.
F4-BMS 2.0 Technical Manual optional)" duration. THe size of the oval is specified by the two arguments. If only one argument is supplied, then a circle is drawn with that radius. "Line " Draws a line for duration from x1,y1 to x2,y2 "EnterCritical" This experimental function can be used to execute multiple commands in a single frame. Execution will proceed in one frame until an "EndCritical" function is encountered.
screen (Such as those created by "Print" "Line" and "Oval" statements). If a number is specified, then the nth last element will be removed. For example, "ClearLast 2" will remove the second to last drawn element from the screen. "SetFlash " Sets the rate of flashing that should occur for drawing calls. Example: "SetFlash 0x100". "SetFlash 0" disables flashing. "SetCursorCallback " Sets the current cursor position to the x and y position of the button specified by .
F4-BMS 2.0 Technical Manual functions. "SetTextOrientation " Sets the orientation of of the text relative to the cursor position. Acceptable values are 0, 1 and 2. 0 = left justified text, 1 = centered text, 2 = right justified text. This function affects all print functions. "SetViewCallback " Searches the panels for a button using , and then sets the current view to that panel. If the callback is not found, the view is left unchanged.
APPENDIX J: PARTICLE EXPLOSION EFFECTS INTRODUCTION Falcon uses a simple particle system to replace the hardcoded special effects. The list of Special Effect (SFX) is towards the end of this section. Particles have a number of parameters, for rendering (poly,LOD,Smoke Trail); for sound, from simple physical effects like bouncing, aero & ground friction; and emitting more particles. Particle attributes are set up in the terrdata\particlesys.ini file.
F4-BMS 2.0 Technical Manual POLY NONE alpha[age]=alpha alpha - (0 - 1.0) 0 transparent, 1 opaque color[age]=r, g, b The diffuse color of the particle. The apparent color is determined by the worlds light level (from the sun and ambient light) r, g, b - (0 - 1.0) light[age]=r, g, b The particle color is based soley on the light value specified. In other words, the perticle will glow in the dark r, g, b - (0 - 1.0) NOTE: both color and light are always applied to the particle.
initialvelocity=velocity, variation velocity - the initial velocity applied to the object. This is added to the inherited velocity. (feet/sec) variation - random variation, the final value can be + or - this amount (feet/sec) soundid=sound fx id number soundlooped=0/1 soundVol[age]=volume volume - 0=min 1-max soundPitch[age]=pitch pitch - 1 is nominal, 2 is 2x etc. trailid=id setting the trailid to non-zero, will cause the particle to generate a smoke trail object as the particle moves. id - from trail.
F4-BMS 2.0 Technical Manual THESE APPLY TO THE CURRENT EMITTER ---------------------------------emissionid=particlename emissionmode= ONCE - when this particle has reached the age specified by the 'emissionrate', the particle will emit a group of particles specified by the 'emissionrate's 'value' PERSEC - particle will be emitted at a constant rate specified by 'emmisionrate'. IMPACT - when this particle is in contact with the surface, it will emit a number particles of particles specified by emissionrate.
$DIST_GROUNDBURSTS $DIST_SAMLAUNCHES $DIST_AALAUNCHES $EXPLSTAR_GLOW $RAND_CRATER $GROUND_EXPLOSION_NO_CRATER $MOVING_BSP $DIST_ARMOR $DIST_INFANTRY $TRACER_FIRE $FIRE $GROUND_STRIKE $WATER_STRIKE $VERTICAL_SMOKE $TRAIL_FIRE $BILLOWING_SMOKE $HIT_EXPLOSION $SPARKS $ARTILLERY_EXPLOSION $SHOCK_RING $NAPALM $AIRBURST $GROUNDBURST $GROUND_STRIKE_NOFIRE $LONG_HANGING_SMOKE $SMOKETRAIL $DEBRISTRAIL $HIT_EXPLOSION_DEBRISTRAIL $RISING_GROUNDHIT_EXPLOSION_DE BRISTRAIL $FIRETRAIL $FIRE_NOSMOKE $LIGHT_CLOUD $WATER_CLO
F4-BMS 1.
Note: Drogue pod must have pylon (rack) included in the model. Drogue extension animation uses Translation DOF (TDOF). SIMDATA.ZIP .DAT VARIABLES: Tanker ¿ nBooms - Number of booms on tanker (1 or 0) ¿ BoomStoredAngle - Angle (degrees) to move boom up when not in use. ¿ BoomRFPos - Adjustments (x y z) for positioning a/c at end of boom (+ feet) ¿ DrogueExt - Drogue extension length (feet) ¿ nDrogues - Number of drogue stations on tanker (max.
F4-BMS 2.0 User Manual ¿ 0 : original code ¿ 1 : uses new code based on the following items: ¿ cbuLethalHeight 300 - at this burst height, the strength of the CBU is 1.0 ¿ cbuIneffectiveHeight 6000 - at this burst height, the strength of the CBU is 0.0 ¿ sndFlightSfx 0 - not yet implemented, bombs can have their own sound while in flight.
APPENDIX L: SOUND TABLE NOTES f4sndtbl.txt Description The sound table consists of a tab (or whitespace) delimited table. Care must be taken to not have blank lines, especially at the end of the file. Lines that begin with a "#" are considered comments, and ignored by the parser. Note that the line must not contain anything (like spaces) in front of the "#". The format of the data in is. Column 1: WAV Filename - the filename is relative to the Sound directory.
F4-BMS 2.0 User Manual ¿ E - External sound, when heard from in the pit, extra attenuation is applied ¿ S - External sound, if the player's ac (self) emitted that sound, it is not attenuated when heard from the inside.
BENCHMARKSIMS CREDITS Lead Developer Miro 'Jammer' Torrielli Producer Charles 'CobraCab' Bodiker Developers Charles E. 'Unz' Unzicker Cleon ’Associator’ Waterberg Craig 'Smeghead' Rae Erik ’Booster’ Odemark Fred ’BaldEagle’ Balding Halldor B.
F4-BMS 2.