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f4 BMS Manual

F4-BMS 1.03 User Manual FALCON 4.0-BMS User's manual is in english. All trademarks and registered trademarks are the property of their respective owners. Graphics Engine. 6 Artificial Intelligence. 6 Avionics. 6 Sound Engine. 6 2D / 3D Cockpit. 6 Input Devices. 6 Cockpit Building. 6 INSTALLATION. 7 the F4-bm config editor. 8 Theater Installation. 11 CONFIGURATION. 12 Graphics Setup. 12 advanced

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0% found this document useful (0 votes)
1K views116 pages

f4 BMS Manual

F4-BMS 1.03 User Manual FALCON 4.0-BMS User's manual is in english. All trademarks and registered trademarks are the property of their respective owners. Graphics Engine. 6 Artificial Intelligence. 6 Avionics. 6 Sound Engine. 6 2D / 3D Cockpit. 6 Input Devices. 6 Cockpit Building. 6 INSTALLATION. 7 the F4-bm config editor. 8 Theater Installation. 11 CONFIGURATION. 12 Graphics Setup. 12 advanced

Uploaded by

YeaImRota
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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F4-BMS 1.

03 User Manual

FALCON 4.0-BMS
User's manual

All trademarks and registered trademarks are the property of their respective owners.

Table of contents
INTRODUCTION.......................................................................................................................... 5 FEATURE OVERVIEW ...............................................................................................................6 Graphics Engine....................................................................................................................... 6 Artificial Intelligence.................................................................................................................. 6 Avionics .................................................................................................................................... 6 Sound Engine........................................................................................................................... 6 2D / 3D Cockpit ........................................................................................................................ 6 Input Devices............................................................................................................................ 6 Cockpit Building........................................................................................................................ 6 INSTALLATION........................................................................................................................... 7 The F4-BMS Config Editor....................................................................................................... 8 Theater Installation................................................................................................................. 11 CONFIGURATION..................................................................................................................... 12 Graphics Setup ...................................................................................................................... 12 Advanced Graphics Setup ..................................................................................................... 14 Simulation Setup .................................................................................................................... 16 Sound Setup .......................................................................................................................... 19 REALWEATHER ....................................................................................................................... 21 Introduction............................................................................................................................. 21 Campaign Weather ................................................................................................................ 21 Tactical Engagement Weather ..............................................................................................22 Instant Action / Dogfight Weather .......................................................................................... 22 ARTIFICIAL INTELLIGENCE ................................................................................................... 23 AVIONICS .................................................................................................................................. 24 Doppler Beam Sharpening (DBS) ......................................................................................... 24 Track While Scan(TWS) / Twiz ........................................................................................... 24 Non F-16 HUD Symbology .................................................................................................... 24

F4-BMS 1.03 User Manual

Voice Messaging System (VMS) / Bitching Betty.................................................................. 24 UHF Radio Fix........................................................................................................................ 25 Antenna Elevation.................................................................................................................. 25 Mavericks ............................................................................................................................... 25 Other FIXES / Enhancements ............................................................................................... 25 HUD / Avionics ....................................................................................................................... 29 AUTOPILOT............................................................................................................................... 30 Changes from SP3................................................................................................................. 30 BMS AP Operation Summary................................................................................................ 31 Guidelines for AP Use............................................................................................................ 32 INPUT DEVICES........................................................................................................................ 34 Native TrackIR Support.......................................................................................................... 34 External Throttle / Rudder...................................................................................................... 35 2D / 3D COCKPIT...................................................................................................................... 36 3D Clickable Cockpit.............................................................................................................. 36 Cockpit Auto Scaling.............................................................................................................. 36 Mouse Scroll Wheel and Middle Mouse Button .................................................................... 36 Adjustable FOV...................................................................................................................... 37 BMS COCKPIT BUILDERS GUIDE ........................................................................................ 38 Introduction............................................................................................................................. 38 Shared Memory Area.............................................................................................................39 New Keyboard Callbacks....................................................................................................... 43 ADDITIONAL FIXES / FEATURES .......................................................................................... 99 New Keystrokes ................................................................................................................... 101 TECHNICAL NOTES............................................................................................................... 102 About DDS Textures and Compressed Textures................................................................ 102 Refueling Fixes And Enhancements ................................................................................... 103 BombData ............................................................................................................................ 106 New DOFs (for complex model) .......................................................................................... 107

New aircraft config Items (number is default) ......................................................................108 Countermeasures placement...............................................................................................111 f4sndtbl.txt Description.........................................................................................................112 NEW KEYBOARD COMMANDS AND COUGAR PROFILE................................................114 BENCHMARKSIMS CREDITS ...............................................................................................115

F4-BMS 1.03 User Manual

INTRODUCTION
Benchmark Sims started as a couple of guys working together, with the initial goal of adding Zbuffer support to Falcon 4. In a matter of weeks, the Z-Buffer became clouds, clouds became rain, and rain became lightning. As if that wasnt enough, other developers joined up, all with the hope and desire of improving what is already the most realistic, in-depth, and long-living F-16 flight simulator on the market. Along came graphics enhancements, an all new weather system, full TrackIR support, a new sound engine, scaleable 2D cockpits, clickable 3D cockpits, AI enhancements, large strike packages, avionics enhancements, and the externalization of new buttons and switches for cockpit makers, just to name a few. We are often asked why we do this, why we would spend so many hours of our free time enhancing Falcon. The answer is simple: Its our sim, its our hobby. This is our passion. We are pleased to present to you, fellow Falconeers, with what we hope will bring you years of enjoyment: our idea of the next generation of Falcon.

FEATURE OVERVIEW
GRAPHICS ENGINE
The Falcon 4 graphics engine has received a much-needed overhaul. The capabilities of the DirectX7 engine were relatively un-tapped in previous versions. Some new features include: ZBuffering, DXTn compressed texture support, vertex lighting, volumetric vertex fog, highly detailed 3D cumulus, cirrus, stratus, and overcast clouds, heavy cloud transitions, lightning, and rain.

ARTIFICIAL INTELLIGENCE
Various additions and bug fixes have been introduced, such as more realistic helicopter operations, improved BVR logic, individual aircraft attack speeds, and the ability to customize Airto-Ground attack altitudes.

AVIONICS
Avionics upgrades and bug fixes constitute a significant portion of this update. Much time and effort has gone into refining many areas in the avionics department. This includes a massive Auto-Pilot overhaul, HUD enhancements and weapons employment.

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.

2D / 3D COCKPIT
Automatic 2D cockpit resizing, a clickable 3D pit, and a host of other enhancements.

INPUT DEVICES
Falcon 4 now has fully native TrackIR support and a new mouselook mode.

COCKPIT BUILDING
Much work has gone into adding support for those who build their own physical cockpits. Endless callbacks and exports have been made, as well as a key file with every function and every state available in Falcon 4. This should make the cockpit builders life much easier. 6

F4-BMS 1.03 User Manual

INSTALLATION
The instructions provided below do not cover the installation of patches from the F4UT or FreeFalcon groups. BMS 1.03 requires Falcon SP3, SP4, or FreeFalcon 2. NOTE: TEs and campaigns created or saved with BMS 1.03 are NOT compatible with any previous versions of Falcon 4. Furthermore, TEs and campaigns created or saved with any prior version of BMS are NOT compatible with BMS 1.03.

Back up your log book (callsign.lbk) (and any other files you may wish to retain, but NOT callsign.pop, or display.dsp!). Install a fresh copy of Falcon 4 from your CD, followed by the 1.08US patch, then either SP3/SP4, or SP3+FreeFalcon2. Install any additional cockpit, skins, terrain tiles, or models before installing F4-BMS. DO NOT INSTALL ANY NEW THEATERS AT THIS POINT IN TIME! Run the F4-BMS 1.03 Installer and install the patch. Once the installer has finished, click exit. This will launch the F4-BMS Config Editor program. In the Editor, tick the (SP) Falcon Configuration check-box, hit Apply, then quit the program. Double-click on the F4-BMS shortcut, located on your desktop, to launch F4-BMS. Once insim, create a new pilot, then configure your Graphics, Sound, Sim, and Input settings. If you wish to use the new DXTn compressed texture pool option located in the Advanced Graphics window, you must select the DXTn Compressed Pool option in the Texture Pool listbox, then hit the Compress Textures button. NOTE: This process may take anywhere from 15 minutes to 2 hours on slower computers. Quit F4-BMS, then copy your previously saved log book (callsign.lbk) over to the [FalconRoot]\config\ directory.

THE F4-BMS CONFIG EDITOR


At this point in time, you may wish to further tailor the configuration options located in the BMS Config Editor. The following table offers descriptions and recommended settings for each configuration option in the Settings Benchmark Sims tree.

Patch
3D Clickable Cockpit Aeyes DED Font Spacing Fix Any Waypoint Tasking

Recommendation
Optional Optional Optional

Remarks
Enables the 3d Clickable Cockpit. Fixes issues with Aeyes 1600x1200 DED font spacing. Select any tasking order for any waypoint, regardless of mission. For advanced users only. Automatically scales cockpit fonts one step at 1600. Scales various resolutions of cockpits, from one resolution to the next. Determines how fast the DSB1 Radar image is drawn. Determines how fast the DSB2 Radar image is drawn. Never let the fartiles kick in at high altitudes. Disables the sun lens flare effect. Turns off the star displayed with missile flames. Disables the UI takeoff sound effect. Helpful for Multiplayer. How many milliseconds must elapse before the sound code updates. Enables cycling Nav steerpoint modes with the FCC submodes key. Enables the HUD AoA indicator for NON F-16 jets only. Set how much the field of view should change for each keypress in degrees. Enable the fixed rack loading code. Leave this disabled, period. It is not compatible with FF/SP. Enables the DDS sun texture even when using one of the

Auto Scale Fonts Cockpit Auto Scaling

Optional Optional

DSB1 Scan Rate Factor DSB2 Scan Rate Factor Disable High Altitude Fartiles Disable Lens Flare Disable Missile Flame Disable UI Takeoff Sound

Enabled (.75) Enabled (.85) Optional Optional Optional Optional

Doppler Sound Update

Enabled (10)

Enable FCC SubNav Cycle

Optional

Enable Hud AOA Indicator FOV Increment

Optional Enabled (05)

Fixed Rack Loading

Disabled

Force DXTn Sun

Enabled

F4-BMS 1.03 User Manual

Paletted texture pools. Force Feedback Centering Fix HTML Briefings HUD Fixes Enabled Fixes centering for some force feedback joysticks.

Optional Enabled

Generates Briefings using HTML tags. Enables bent negative pitch ladder, extended horizon line, ghost horizon line and X'd out FPM and STPT boxes. Allows for campaign to generate > 4 ship strike packages. Controls the amount of zoom of the EXP modes on the Maverick. Controls the amount of zoom of FOV mode on the Maverick Limits the maximum amount that the FOV can be increased. Makes knob elevation control independent of mode and always followed for RWS/SAM and no-target TWS. Enables the mouse to pan views (must press right mouse button and hold). Fixes the grid snap bug when placing waypoints in 2d and via the ICP DEST. Governs the time a radio subtitle is drawn. This value (in the FalconBMS.cfg) is in milliseconds. If this value is too large, newer messages may not be displayed (in time). Determines the maximum number of simultanously displayed subtitles. If this number is too short, newer messages may not be displayed. Enables realistic Maverick seeker head gyro spool up time of 3 minutes. Shows the selected objects Lat/Long in the Recon Window. Controls whether the rudder and NWS are linked to the roll input on the ground when you don't have a rudder control device. Enables scramble missions.

Large Strike Packages Maverick EXP Zoom

Enabled Enabled (2.0)

Maverick FOV Zoom

Enabled (4)

Maximum Cockpit FOV

Enabled (80)

Mode-Independant Elevation Control Mouse Look

Enabled

Enabled

Precision Waypoints

Enabled

Radio Subtitles Display Time

Optional

Radio Subtitles Maximum Displayed Number

Optional

Realistic Mav Time

Enabled

Recon Lat/Long

Enabled

Roll-Linked NWS Rudder

Optional

Scramble Missions

Enabled

Smaller Bullseye

Optional

Scales the bullseye icon to a more realistic size. May be too small for lower resolutions. Scales the waypoint symbols on the HSD display down to more realistic sizes. May be too small for lower resolutions. Use higher resolution textures at higher altitudes. Enables TrackIR for the 2D cockpit. Only works if 3D cockpit support is enabled. Enables TrackIR support for the 3D cockpit. Configures the up/down zones for TrackIR 2D mode. Configures the rate of view changes while in the 2D cockpit Configures the left/right zones for TrackIR 2D mode.

Smaller HSD Symbols

Optional

Tex Detail Factor TrackIR For 2D Cockpit

Optional Optional

TrackIR For 3D Cockpit TrackIR Pitch Percentage TrackIR Sample Frequency

Optional Optional Optional

TrackIR Yaw Percentage

Optional

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F4-BMS 1.03 User Manual

THEATER INSTALLATION
Install F4-BMS 1.03 per above instructions. Install your Theater. It is important to note here that a proper theater installation program should copy the necessary files it needs into its own theater directory. Also, the <theater>.tdf and <theater>.tga files are copied into the [FalconRoot]\terrdata\theaterdefinition\ folder. The main benefit of this is that multiple theaters can be installed, without affecting your current BMS installation. After switching to the new theater in-game, you will want to compress textures in the advanced graphics settings. A new folder will be created that contains all the new dds terrain textures. These textures will be located in [FalconRoot]\<theater>\Texture\Texture\.

Notes: Some of the theaters have their own Objects, Art, 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.

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CONFIGURATION
GRAPHICS SETUP

New options since SP3 include the Cloud Shadows check box and Weather Condition list box. The Cloud Shadows option toggles cumulus terrain shadows. The Weather Condition option is used to decide the current condition for the Preview Window, and the Instant Action and Dogfight game modes. Some old, obsolete options were removed, they are no longer used by the graphics engine. The Advanced Options tab has a number of new options, and some old options have been renamed. Most users should enable them all, select the DDS TexturePool (DXTn Compressed) from the Texture Pool list box, and hit Compress Textures. WARNING: This process may take anywhere from 15 minutes to 2 hours, depending on CPU speed. DO NOT ALT-TAB / TASK SWITCH DURING THIS PROCESS!

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F4-BMS 1.03 User Manual

Textures need only be compressed once. In the event that new terrain textures are installed, manually delete the [FalconRoot]\terrdata\textures\textures folder before recompressing. For object textures, existing texture tools are currently being updated by their respective authors, and should be available shortly (F4Patch and Lod Editor.)

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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 and trees, and unreadable text. Therefore, your video card anisotropic settings MUST be set to Application Preference. Mipmapping: This enables mipmapping of Object textures. Enabling this will reduce texture shimmering and swimming, at the price of consuming a little more video memory. Linear Mipmap Filtering: When used in conjunction with mipmapping and texture filtering (in the Graphics Setup page), this option enables tri-linear filtering. Some older video cards may suffer a noticeable performance hit. Render GM To Texture: With this option enabled, the GM radar will be rendered to a texture, providing a significant performance gain on most video cards. Older voodoo cards, however, do not support Render-To-Texture.

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F4-BMS 1.03 User Manual

Z-Buffering: This enables hardware Z-Buffering. However, many objects in current Falcon 4 releases / addons are not Z-Buffer friendly, so it is recommended to disable this option until FreeFalcon and the UT release compatability patches. Render 2D Cockpit: Enabling this will force the 2D cockpit to be rendered as polygons, instead of being blitted to the back-buffer, resulting in substantial performance gains. Font Texel Alignment: Some older GeForce and other cards require this fix (hard-coded in previous executables). Disabling this option should fix text corruption on Radeon and newer GeForce cards with Anti-Aliasing enabled.

15

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 the 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. Radio Subtitles: By activating this feature it is now possible to display the radio messages heard in the falcon universe. This feature is exclusively activated/deactivated in the configuration screen, however it can be momentarily toggled by mapping and pressing the "ToggleSubTitles" key. This key is not mapped by default. In the standard configuration, a message will be displayed for 10 seconds, and up to 10 messages will be displayed at the same time. As more messages are displayed, the more recent ones are added at the bottom of the display and move their way up as the older messages get removed. You can configure both the 'time to live' (TTL) and the maximum number of displayed messages by editing the "g_nSubTitleTTL" and

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F4-BMS 1.03 User Manual

"g_nNumberOfSubTitles" options in the falconbms.cfg file. The time values for the ""g_nSubTitleTTL" option are in milliseconds. Messages are displayed in different colours, which indicate the radio channel where they originated from. The colours are as follows: 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.cfg lines g_sRadioflightCol g_sRadiotoPackageCol g_sRadioToFromPackageCol g_sRadioTeamCol g_sRadioProximityCol g_sRadioWorldCol g_sRadioTowerCol g_sRadioStandardCol

The color has to be entered as string and in hex format, where the first byte indicates the alpha, the second byte the blue colour component, the third byte the green colour component and the last byte the red colour component. So if you wanted to set the 'flight' channel to blue you would enter 'set g_sRadioflightCol "0xFFFF0000"', if you wanted the team channel set to read, you would enter 'set g_sRadioTeamCol "0xFF0000FF"'. Please note also that in the falcon universe way more messages are created than are actually played (as falcon plays radio messages in succession, as opposed to eg Janes F/A-18 (which is a good thing -ed)), so you may not hear all displayed messages. Please also note that

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sometimes audible messages 'lag' behind the displayed ones, this is again caused by the way radio messages are played. The actual radio frags are located in the 'F4Talk95v1-0-0.csv' file located in your Falcon4 main directory. We got this file out of Codecs 'Talkview' programme (which still can be gotten from the checksix file archive) so big cheers are in order for Codec and the unknown (in case it was not JPO himself) person who typed them up. Thanks ! You can change this file, but please take care to keep the current formatting, be especially careful not to add any newlines ! (or rather, any new frags at all). Should you mess something up, Falcon may not be able to read the .csv file any more, which would result in a deactivated subtitle option.

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F4-BMS 1.03 User Manual

SOUND SETUP

New Engine Sounds: This enables a new method of playing engine sounds. The biggest difference between this method and the old, are 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. The biggest difference between this method and the old, is that the doppler effect changes the pitch of sounds depending on the movements of the listener and the object creating the sound. Enable Distance Effect: This attempts to simulate the effects that distance between the listener and object creating the sound. Sounds will have to travel to the listener to be heard. This will show as a pause between when an event such as an explosion happens, and when it is actually heard. For fast moving objects such as aircraft, sound will appear to come from a distance behind, depending on the speed of the object, and the distance between the object and listener.

19

Internal Sounds Outside Cockpit: This enables or disables playing Betty sounds while in external views. External Sound Slider: While in the cockpit, and with the canopy closed, this slider will lower or boost the volume of external sounds. This adjustment is added to the aircrafts default value for lowering external sounds Slider ranges: Full Left: Practically silences all external sounds; Center: No extra effect; Full Right: Boosts (when possible) external sounds.

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F4-BMS 1.03 User Manual

REALWEATHER

INTRODUCTION
BMS 1.03 features the RealWeather weather / graphics system, initially designed for the BDGs (Battle of Britain/Mig Alley Developers Group) version of Rowans Battle of Britain. Four weather conditions have been designed, each one featuring specific graphical effects and atmospheric features: Sunny, Fair, Poor, and Inclement.

CAMPAIGN WEATHER
Campaign weather is now dynamic. When starting a new campaign, a random weather condition will be generated, along with proper temperature and wind speed. The weather will gradually change over time, a maximum of once per day. Furthermore, temperatures and wind speeds should drop during the night, to go back up the day after. After saving a campaign, the current weather at that point in time will also be saved. To change the generated weather condition, go into Graphics Setup, unlock the condition from the new weather list box, and select a new one. From that point on, the campaign will go dynamic again. 21

TACTICAL ENGAGEMENT WEATHER


On loading up an old TE, F4 will now generate a random weather condition. You may select a different condition per above instructions. Saved TE's will retain the current weather condition.

INSTANT ACTION / DOGFIGHT WEATHER


The Instant Action and Dogfight modules use the current weather condition listed in the Graphics Setup weather list box. This value is sticky.

NOTE: The MP weather implementation has been totally rewritten. Unfortunately, this means that BMS is no longer compatible with the SP3.exe. Furthermore, TEs and campaigns created or saved with BMS 1.03 are NOT compatible with any previous versions of Falcon 4.

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F4-BMS 1.03 User Manual

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. Please note that you must request and receive permission from AWACS to leave your station area for the mission to be a success. According to MPS standards, you must remain in station area (now 50NM), complete station time, and ask permission to leave. If you request relief before station time is completed, AWACS will give permission if you are "Bingo" fuel (that is calculated at internal fuel/3) or if you are out of missiles. If conditions are met, AWACS will grant you permission to leave. If you don't get that permission, don't leave until you do. Fixed aircraft flying with flaps down during waypoints. Aircraft will raise flaps > 200 VCAS. Aircraft stuttering (0.5 second lurches) when player in A/G mode is fixed. Separate/Bugout: The AI will now no longer endlessly tail-chase an aircraft. The AI will test itself to see if it is tail-chasing and if doing so for a certain period of time, will disengage. Note, if a player attempts to turn back toward a separating bandit, the bandit will reengage the fight. Changed certain hard-coded waypoint and attack speeds to now reflect each aircraft. The previous code was not taking into account the variety of AI aircraft and flight models. The previous hard-coded values were not appropriate for all aircraft types (like the A-10). The new code now bases certain waypoint and attack speeds on the individual aircraft using a multiple of the cornerspeed setting in the .dat file. This allows the speed range to be tailored for each aircraft (assuming the .dat file corner speed is set correctly). The default values (which WERE hardcoded prior to variable export) are: set g_fA2GHarmAlt 0.0f set g_fA2GAGMAlt 4000.0f set g_fA2GGBUAlt 13000.0f set g_fA2GDurandalAlt 250.0f set g_fA2GClusterAlt 5000.0f set g_fA2GGenericBombAlt 11000.0f set g_fA2GGunRocketAlt 7000.0f set g_fA2GCameraAlt 7000.0f

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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. All of the falconbms.cfg variables are editable through the BMS Config Editor.

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 0.25 set g_fDBS2ScanRateFactor 0.05 In addition, the magnification levels were disproportionate to real world magnification levels and did not reflect the area between the tick marks in DSB1. DSB2 used to provide a magnification of 8:1 versus 64:1, this has now been fixed.

TRACK WHILE SCAN(TWS) / TWIZ


Previously, the Target Acquisition Cursor attached itself to targets even with radar lock or designation broken, or gimbal limits exceeded. This has now been fixed.

NON F-16 HUD SYMBOLOGY


For non-F-16 aircraft, the sim may now be configured to show an AOA indicator that will appear in the HUD. This AOA indicator has the Greek Alpha symbol. Since most aircraft have this, the indicator defaults to on. It may be turned off by setting g_bhudAOA to 0. set g_bhudAOA 0 Note: This feature is disabled on the F16.

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.

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F4-BMS 1.03 User Manual

VMS SOUND: Updated sound code to allow the VMS system to play the test message on the ground, but only if the MAL/IND light is pressed. Code updated to use the proper sample that has Betty say all the words in her vocabulary once each for the test.

UHF RADIO FIX


UHF panel controls should only affect the COMM1 UHF radio, not VHF COMM2. UHF function knob does nothing now; instead the UHF panel channel controls are activated when the AUX COMM panel CNI switch is in "backup" (per the real jet). The reverse video for transmitting should work properly in all cases now (it used to only get drawn highlighted properly if the UHF radio was displayed in line one of the DED).

ANTENNA ELEVATION
BMS 1.03 changes the way the antenna elevation tracking works. This was done to fix a bug where the ACQ cursor would occasionally show 0/0 for the altitude limits after an undesignate command in situations where it should not tilt the antenna down. Study of this bug revealed that the game code wasn't managing antenna elevation very well. New code makes the antenna elevation knob the reference value so that for all but STT and TWS (with a bugged target) the antenna elevation is set to whatever the knob position says it should be. This is how it works in the real jet as far as we can tell. This gets rid of the situation where the 0/0 radar elevation limit values were broken so that bug should be gone. It also means that you have a better way to keep track of the antenna elevation position simply by looking at/feeling the knob position. This also makes it easier to sync HOTAS control positions to the game. It also, by the way, means that the knob position can be set independent of the radar mode (if you are in STT and move the knob, when you undesignate, the elevation will revert to wherever you moved the knob to during STT!). Also changed is the way "attach" works for SAM AUTO mode. Now the cursor should attach more readily again but as per a previous fix it will not stay attached if the radar track degrades or is dropped or if you make a 360 turn. set g_bAntElevKnobFix 1

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.

OTHER FIXES / ENHANCEMENTS


The AA radar bar scan indication has been swapped. Instead of showing B 4 (vertically) it now says 4 B.

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The AG radar SA cue (a + sign in EXP/DBS1/2) was previously too large. It is now half the size it was.

The New Guy RWR sound (beep beep beep) no longer plays when a new emitter is detected. Instead it now plays a short burst of audio of the target emitter instead of that generic new guy beeping sound. In real life, new guy audio consists of 3 bursts of audio in 1.5 seconds at the PRF (i.e., sound) of the new emitter. This will be adder later on. TWS cursor attach bug fixed. Cursor will no longer stay attached to targets when radar lock or designate is broken, or gimbal limits have been exceeded. DBS2 magnification corrected to reflect the area between the tick marks in DBS1 mode. DBS2 now provides greater magnification (64:1 instead of 8:1).

Added center-point dot to the gun strafe circle.

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F4-BMS 1.03 User Manual

Adjusted STRAF in-range cue line to work when within 8000 feet (instead of 4000 previously) to accurately reflect in-range cue for GU-28 bullet instead of M56. Minor fixes to HSD symbology to reflect proper size (0.05 is DEFAULT/OFF and 0.025 is half-size, i.e., ON). We recommend 0.025 for 1600x1200 resolution and 0.035 for 1024x768. Falconbms.cfg variable: set g_fHSDSymbolSize 0.025 The bullseye circle on the HSD and on the radar was too large. Set the value to 1 if you would like a smaller bulls-eye circle (NOT recommended for resolutions below 1280x1024. Falconbms.cfg variable: set g_bSmallerBullseye 0

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Default size:

New size:

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F4-BMS 1.03 User Manual

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. The center of the ghost horizon line is on the outer edge of an imaginary circle with an 8 radius centered in the HUD FOV. The ghost horizon rotates around the center of the circle to indicate which direction to pull toward the real horizon. When the aircraft is in a dive (FPM below the horizon), the dive attitude bars are bent incrementally. The minimum bend is 8.3 and the maximum bend is 45 (at 90 of dive). Also note the pitch ladder lines are different. When the steer point diamond is out of the HUD FOV, it will be displaced in the HUD side of the shortest turn to get to the STPT and will have an X superimposed over it.

Some minor tweaks to the AIM-9 uncaged symbology have been made. The missile diamond flashes when the target is within maximum range and the missile reticle and missile diamond flash when the target is within the maneuver zone (between RMAX2 and RMIN2).

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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.

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. This tendency has been fixed by adding some damping to the autopilot altitude holding functions. The AP should now meet or exceed the real jets performance of holding altitude +/- 100 feet either side of the selected reference. In doing so, pitch changes when the jet is close to the selected reference altitude are very much smaller so you should end up with a rather more straight and level experience when selecting this mode. Roll mode selections are now independent of the pitch mode selection. What this means is that you can select pitch ATT HLD (attitude hold) and any of the three roll modes. Fixed pitch climbing turn to waypoint heading?? No problem! Previously the SP3 autopilot would only allow pitch ATT HLD if the roll modes switch was in ATT HLD also. Pitch ATT HLD mode completely revised. The new function is able to hold selected pitch much more effectively while also implementing stick steering as described below. The pitch reference is now driven from the same reference value used to place the FPM on the HUD pitch ladder. What this means is that when you engage pitch ATT HLD mode, you should get (near enough) the pitch displayed in the HUD as the reference value for the AP to hold. Stick steering implemented. When you have either pitch ATT HLD or roll ATT HLD selected, you can change the pitch or roll reference angles respectively at any time by merely applying pressure to the control stick (i.e. joystick). When pressure is released again, the AP will attempt to hold the new pitch and roll at the time the pressure was released. Stick steering will work for either axis if it selected, regardless of the selected AP state of the other axis; i.e. if you have pitch ATT HLD and roll in STRG SEL, you will be able to manually change pitch by direct stick inputs but not roll (unless you also depress AP Override of course!). Self-centering pitch mode AP control switch implementation completed. In the real jet, the right-most AP control switch is a spring loaded self-centering switch. It is held in ALT HLD or ATT HLD positions by a magnetic capture mechanism. Capturing the switch in either one of these two positions is what engages the AP. The AP will operate within limits of plus or minus 60 degrees from straight and level in both pitch and roll axes. If you exceed these limits with the AP operating, the AP function is suspended but the AP pitch switch is not released from its current position. In order to re-engage the AP in this case, you must center the pitch mode switch manually and then reselect the required AP pitch mode to turn on the AP. Also, if certain other conditions arise during AP operation, the AP will self-disconnect,

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releasing magnetic hold and 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. Power is removed from the AP system The Trim AP Disconnect switch (MANUAL TRIM panel) is placed in the DISC position. The ALT FLAPS control (FLT CONTROL panel) is placed in the EXTEND position locking the trailing edges flaps in the down position. The manual pitch override control (MANUAL PITCH panel) is placed in the OVRD position. There is now code in the BMS exe series that should fix the infamous pitch up on landing after using autopilot during flight bug. This bug would only happen in SP3 if you got the AP into pitch hold mode, which wasnt easy since youd have to cycle the left AP switch at least once all the way around to ATT HLD before attempting to put the right (pitch) switch into ATT HLD or it wouldnt engage that pitch hold mode. By the way, this bug also affected in-flight operations if after pitch hold mode was entered and left you subsequently allowed speed to decay and commanded higher angles of attack (say when you are in a turning fight and incautiously let your jet fall well, well below corner); in this case you would have seen the jet snap into a deep stall as the bug took effect.

BMS AP OPERATION SUMMARY


The following charts depicts the main functions of the AP in the BMS executable.

Switch Roll mode (left)

Position HDG SEL (up) ATT HLD (center)

Remarks 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). When the autopilot is on, placing the roll mode switch in this position causes the AP to hold the current bank angle at which the aircraft is flying. Stick steering for the roll axis is

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available with this setting.

STRG SEL (down) Pitch mode (right) ALT HLD (up)

When the autopilot is on, placing the roll mode switch in this position causes the AP to turn the jet towards the currently selected in the navigation system (note that this may be a steer point, mark point or equivalent). Placing the switch in this position turns on the AP function. The AP will attempt to hold the altitude at which the jet is currently flying. Roll mode is determined by the roll mode switch. Placing the switch in this position turns off the AP. All AP control is terminated. Placing the switch in this position turns on the autopilot. The AP will attempt to hold the pitch attitude at which the jet is currently flying. Stick steering for the pitch axis is available with this setting. Roll mode is determined by the roll mode switch.

OFF (center) ATT HLD (down)

Note that the roll mode selection is independent of pitch mode selection. The AP is only on and engaged when the pitch switch is in either the ALT HLD or ATT HLD position. When the AP is on the roll mode is determined only by the position of the roll modes control switch. Note that movement of the roll mode switch when the AP is off (pitch mode switch in center position) has no effect on aircraft controls.

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. The VMS system will of course still warn you that this is about to happen. The AP Override control is always available if you want to take temporary control of the jet while the AP is on and engaged and you have something other than pitch and/or roll attitude hold modes selected. I.e. to change altitude when you have the AP in ALT HLD mode,

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depress the AP override, dial in the new required altitude with the stick and then release the AP override. For both pitch and altitude hold modes, the AP will take a little time to settle at the requested altitude or pitch; sometimes this can be a minute or more. This time will likely be on the longer side for higher pitch angles and/or lower power (throttle) settings. If you select a high pitch angle with relatively low power and/or a hefty load out, the AP may not be able to settle at the requested pitch reference angle before exceeding AP operating limits and self-disengaging. This may look like the AP is not working but in practice you just requested it to hold a flight condition that is not within the APs flight envelope. If it looks like the pitch mode AP switch appears not to move from the center position when you try to turn on the AP, take this as a hint that one of the conditions than causes the selfcentering AP switch to self-center applies! With a real switch youd try to move it and it would spring back. The game graphics do move the switch but it springs back in one frame so it may appear not to have moved at all.

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INPUT DEVICES
NATIVE TRACKIR SUPPORT
By enabling the g_bEnableTrackIR variable in the falconbms.cfg file Falcon will be able to communicate with the TrackIR device via the remote interface. All you have to do is start up the Naturalpoint application prior to starting falcon. In the 3d Cockpit, it will work just as with the TIRF4 application. Support for the 2d cockpit was also added, which can be activated by setting the g_bTrackIR2DCockpit variable to 1. The 2d pit support is a bit like a POV hat, which means that if you look up, the program will emulate an 'up' press on the POV hat, if you look left, the program will emulate a 'left' POV hat press etc. The repetition rate of these emulated presses can be configured by the g_nTrackIRSampleFreq variable. The units of this variable is in milliseconds, it defaults to 512 milliseconds (about 2 emulated keypresses per second). The area where the TIR input will be interpreted as 'POV-press' can be configured as follows: 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.

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EXTERNAL THROTTLE / RUDDER


You can now tell Falcon to use 'external' (ie not on the primary input device located) rudder and throttle devices. 2 new lines have been added to the Falconbms.cfg file. set g_nThrottleDeviceID 0 set g_nRudderDeviceID 0

The number after the variable name is the Falcon deviceID (plus an offset). 0 is the default, off, value. You can find the deviceID of your throttle by looking at the falcon controller configuration screen. The first device in the device combobox (after the keyboard) has the ID 0, the next lowest has 1, the next 2 etc. Please remember that you have to add 2 to these values. Please note also that you can only use rudder axis for the (game) rudder axis, and slider(throttle)axis for the (game) throttle axis. Ie you may NOT use a secondary joysticks X and Y axis for the falcon rudder and throttle axis. An example: you own a Logitech FF Joystick and a X36. You had Falcon configured to use the Logitech stick as input device (to use the ForceFeedback effects) but were not able to use the X36s rudder and throttle axis. You note that in the falcon controller drop-down-box, the logitech stick is listed directly after the keyboard, after that the X36 is listed.To use the Logitech stick as the 'primary' flight stick, configure it as normal in the falcon controller screen. Then exit falcon and edit the falconbms.cfg. Change the set g_nThrottleDeviceID 0 and set g_nRudderDeviceID 0 lines both to set g_nThrottleDeviceID 3 set g_nRudderDeviceID 3 (this is the device ID of the x36, 1, with 2 added). Save the file and restart F4, you now should be able to control rudder and throttle with the x36.

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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. Dat files for other aircraft should be placed in the appropriate aircraft's cockpit directory. If you would like to write a dat file for another 3d cockpit and`would like help understanding how to do it, please contact [email protected]. Point of reference: the included dat file took only a couple of hours to make.

COCKPIT AUTO SCALING


With the g_bCockpitAutoScale set to 1, if you select a resolution without a corresponding cockpit, Falcon will attempt to scale the next best cockpit. If using 1600 resolution, if no 1600 cockpit is found, Falcon will look for the existance of a 1280 cockpit, and will scale it up to 1600. If no 1280 cockpit is found, the 1024x768 cockpit will be scaled to 1600. If using 1280 resolution, if no 1280 cockpit is found, Falcon will look for the existence of a 1600 cockpit, and will scale it down to 1280. If no 1600 cockpit is found, the 1024x768 cockpit will be scaled to 1280. When g_bCockpitAutoScale is enabled and 800x600 or 640x480 is selected, the 1024 cockpit will be rescaled to that resolution. Font size may be an issue at these resolutions.When the resolution 1280x1024 is selected, the pit will be scaled to 1280x960 and a black bar will be drawn across the bottom 1/16 of the screen.

MOUSE SCROLL WHEEL AND MIDDLE MOUSE BUTTON


You can now use the scroll wheel and middle mouse button in Falcon. By default, the wheel will control the FOV increase and decrease functions. By default, the middle mouse button (or scroll wheel click) will set the FOV to default. The behavior of the scroll wheel and middle mouse buttons can be modified by adding the following lines to your falconbms.cfg file: set g_sScrollUpFunction "<command>" set g_sScrollDownFunction "<command>" set g_sMiddleButtonFunction "<command>"

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Where <command> is the name of the command you wish to execute as listed in your keystrokes file.Each increment of the scroll wheel will cause the corresponding command to be executed once. Default Values: set g_sScrollUpFunction "FOVDecrease" set g_sScrollDownFunction "FOVIncrease" set g_sMiddleButtonFunction "FOVDefault"

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. The following keystrokes can be added to your keystrokes.key file: FOVIncrease : Increases the field of view by the number of degrees set by FOVIncrement:. FOVDecrease: Decreases the field of view by the number of degrees set by FOVIncrement. FOVDefault: Sets the field of view to the default of 60 degrees

FOV is retained when switching from external to internal views. Stick input will remain constant, regardless of FOV.

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BMS COCKPIT BUILDERS 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. Sadly, when Falcon4 was created support for cockpit builders was not high on the priority list. As a result, the facilities for interfacing physical cockpit hardware to the game are somewhat primitive. Future versions of the Falcon franchise may include more suitable interface design but until then, keyboard for input and shared memory data values for internal aircraft state outputs will have to suffice. However, the advent of renewed work on Falcon4 code development presents an opportunity to improve on facilities that do already exist such as they are. Improvements that will appeal to cockpit builders are intended in several areas of the game: Making the shared memory values exported by the game coherent and updated constantly as the game runs. Additional data values to supplement those already in the shared memory area. New keyboard callback functions that will allow a separate keystroke to be assigned to each separate position of every functional switch and knob in the cockpit. This document will describe such additions made as part of the Benchmark simulations (BMS) project. Also contained in this document will be some description of features in the game that are of interest to general users of the game but that are not completely explained elsewhere. A number of questions have been raised in the forums about how certain features of the game work, questions that are difficult to answer without access to the source code. For example, information on how the data values in the shared memory area should be interpreted will be included here.

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SHARED MEMORY AREA


Changes to Shared Memory Updates In a number of cases, both the databit values and floating point values contained in the shared memory area were only updated when the on screen view in the game was set to display the lamp or gauge associated with the data value. 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. The principal value of this is that lamp, gauge and switch states can be kept in sync with the game while the games view can be directed to the outside world. After all, if you have cockpit hardware to view the state of the aircraft you are virtually flying, why have the cockpit art work shown on the screen at all?? In addition, behavior for two existing values was modified. The data bits referencing the MainGen and StbyGen lights on the ELEC panel have been updated to reflect operation in the real F-16. These lights are on when there is power flowing in the electrical busses and when the respective generators are not running. Previously these bits in the shared memory were inverted relative to what they should have been. An incidental fix was also made in this area: owing to a typo in earlier versions of the code, the two generators were not actually treated as separate devices. Turn one on, and both would turn on and visa versa. This has now been fixed and the generators operate independently as separate devices. New Values in the Shared Memory Area A modest number of new internal state bits have been added to the shared memory area to provide additional functionality to cockpit builders.

Data Bit Name WOW

Enum Mask 0x10

Location lightBits

Functional Description 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).

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AutoPilotOn

0x40000000

lightBits

Autopilot engaged. This value is on if the pitch mode control switch on the MISC panel is in either the ATT HLD or ALT HLD positions. The real jet uses a magnetically captured three place toggle switch for this control in the MISC panel. The switch bat snaps to center (OFF) position if the magnetic coil in the switch is not energized. Use this bit to energize that coil if your switch has that capability. Note: technically, there are certain conditions under which the AP will not be engaged and funcitoning even when the switch is still captured (for example if you exceed roll or pitch limits during AP operation). Thus the bit here only really indicates whether the switch should be held out of the OFF position by the magnetic coil or not. TFR powered but not engaged. The TFR implementation in Falcon4 isnt totally complete. The actual STBY light works a little differently. In Falcon4 this light, the lower half of the split-face indicator pushbutton in the ADV MODE position on the MISC panel is on whenever there is electrical power available and the terrain following autopilot mode is not engaged. No electrical power flowing. This bit is not used to drive any lamp output. Rather it is a pure state flag to indicate whether the avionics and other systems attached to the various electrical buses are receiving power. This bit is only on if no power is available, i.e. the engine is not operating and the generators (main and standby) are not online. This can be useful in some cases to support controller logic that drives lamp bits for cockpit hardware that has no actual state bits in the shared memory area (i.e. supress any lamp from being on if there is no power in the jet).

TFR_STBY

0x80000000

lightBits

Power_Off

0x1000

lightBits3

Interpreting Shared Memory Area Data A number of the data bits and floating point values are not necessarily well documented or easily understood from such documentation as does exist. This section will attempt to provide some insight.

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DED Strings The DED strings are mostly plain old strings, except for two things: In cases where a star-like character is drawn to highlight a selection, one that can be edited for example, the game places a 0x02 (hex two) value to represent that. In Falcon's weird fonts, that appears to be the star-like glyph. Secondly, where you would ordinarily see the up/down arrow thingy that indicates a value that can be changed with the rocker that has the up and down arrows on it, you will see a 0x01 (hex one). Again in Falcon's font that means that particular up/down arrow glyph. These values of 0x01 and 0x02 are obviously not printing characters in the usual sense. Thus the DED lines cannot be treated as straight strings (as you would for printf() arguments or something) without either: a) fixing them up first; or b) rendering them char by char as opposed to via string handling routines. The inverted lines are yet odder. For reasons that arent clear, even after inspecting the code, the only thing you care about is where you see a 0x02 (two) value: this means the corresponding char in the DEDlines array is to be rendered reverse video. Anything else you see in the invert lines (nulls or spaces; don't ask me why spaces..perhaps someone changed their minds halfway through coding this in the original game or something), you can safely ignore. Data Bits 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). The ENGINE legend in this indicator does not have its own bit in the shared memory. As a workaround, it is probably safe to light this lamp when the ENGINE FAULT caution panel bit is set. It does appear that the ENGINE and ENG FIRE lamps can come on separately under the right circumstances. CONFIG -- This represents the stores config caution panel indicator. HYD If there is any problem with the hydraulics this lamp bit will be set. Note that this bit shares a physical lamp with the OIL bit; if either bit is set the whole lamp indicator is lit top and bottom lines (HYD/OIL and PRESS respectively). OIL If the RPM is less than 40% or theres any engine fault, this lamp bit is set. Note that this bit shares a physical lamp with the HYD bit; if either bit is set the whole lamp indicator is lit top and bottom lines (HYD/OIL and PRESS respectively). DUAL The block 50/52 F-16 does not have an indicator lamp labeled with this legend (its a block 25, 30/32 and older block 40/42 thing). Rather the block 50/52 has a split face indicator that carries the legend FLCS on the top line and DBU ON on the lower line in the corresponding

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position. The DUAL bit is set when there is a fire control computer fault. There appears to be no eyebrow lamp in the block 50/52 that corresponds to this condition. CAN Indicates a canopy failure. However, in the current code the condition to set this lamp is for the fire control computer to fail at the same time as the HUD. Strange but true. FltControlSys This lamp corresponds primarily to the FLCS FAULT caution panel lamp. It is set when there is an FLCS fault. The block 50/52 also has an eyebrow indicator lamp space for this fault to be displayed with an FLCS legend. This bit should probably be used to drive both the eyebrow and caution panel lamps. NB: there is no implementation of the digital backup software that when running would cause the other half of this eyebrow split face to light up; theres no corresponding databit therefore either. LEFlaps this bet represents the caution panel LE Flaps indicator. This bit is only ever set when the jet experiences a complete electrical failure as currently implemented. SEC this bit represents the operation of the secondary engine controls which is indicated to the pilot by illuminating the caution panel indicator with this legend. The bit is active when the RPM is below 20% in Falcon4; this is correct for the start sequence but the in flight operation of the SEC is not modeled in the game at present. BUC the logic to support this bit is implemented in the game but the bit is never actually set. This is consistent with the dash one that indicates this bit is not operable in this block of aircraft. 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. Per the dash one, this bit should be used to light the FLCS eyebrow warning light when it is set.

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NEW KEYBOARD CALLBACKS


Overview Callbacks have been added for one of two reasons: Functions that were always accessible via the mouse but which were not provided with a keystroke callback. Functions that support placing a switch or knob to each discrete position that the control can take (e.g. on and off positions for two place toggle switches). Addition of new callbacks for discrete positioning of cockpit controls will not replace existing toggle and increment/decrement functions. Rather, the new functions will be supplemental to callbacks already present to preserve compatibility for existing users and their game controller/joystick programming setups. There are two problems that recommend the advantages of adding callbacks for commands that place a given knob or switch in a specific position. Firstly, for existing commands like the SimHSIModes function (default keymapping is i), the game wraps the knob position at the right end of its travel so that it goes from the right-most position to the left-most in one move. The default command also only goes right one. These two behaviors of the SimHSIModes command make it poorly suited to supporting a real knob, which can turn physically in both directions but that likely has a physical stop at each end, as opposed to wrapping. A controller program for a physical switch can simulate a left one function by programming that to send three pulses of the i key instead of one. Not terribly satisfactory or efficient. 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. The notion of left and right (or up and down or increment and decrement) switch movement is irrelevant when you can place the in game switch to match the motion of the physical switch precisely. Also, any motion of the switch will directly synchronize the game and the physical hardware. Whats more the possibility also then exists to make a controller initialization function that commands the game into the same state as the physical hardware on entry to the game. The following fragment of EPIC controller EPL code demonstrates this for the HSI modes knob:

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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.bNavILS_Throw) { // this switch closed call(hsi_nav_ils); } // and so on for other controls }

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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 games 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. Modifying the Keystroke Mapping File There is an excellent tutorial on adding new keystroke entries to the keystroke.key file in the Falcon4\config directory at Frugals World: http://www.frugalsworld.com/falcon4/keyboard.shtml Please refer to that source for instructions on modifying the .key file to introduce new or different key mappings. The one piece of critical information missing from this tutorial is a list of the hex codes that are used to name the keys in the .key file. The following table describes all the keytop names recognized by the current game engine.

Key Name

Decimal encoding

Hex Encoding

ESCAPE 1 2 3 4 5 6 7 8 9 0 MINUS EQUALS BACK TAB

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F

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Q W E R T Y U I O P LBRACKET RBRACKET RETURN LCONTROL A S D F G H J K L SEMICOLON APOSTROPHE GRAVE LSHIFT

16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42

0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17 0x18 0x19 0x1A 0x1B 0x1C 0x1D 0x1E 0x1F 0x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27 0x28 0x29 0x2A

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BACKSLASH Z X C V B N M COMMA PERIOD SLASH RSHIFT MULTIPLY LMENU SPACE CAPITAL F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 NUMLOCK

43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69

0x2B 0x2C 0x2D 0x2E 0x2F 0x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37 0x38 0x39 0x3A 0x3B 0x3C 0x3D 0x3E 0x3F 0x40 0x41 0x42 0x43 0x44 0x45

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SCROLL NUMPAD7 NUMPAD8 NUMPAD9 SUBTRACT NUMPAD4 NUMPAD5 NUMPAD6 ADD NUMPAD1 NUMPAD2 NUMPAD3 NUMPAD0 DECIMAL F11 F12 F13 F14 F15 KANA CONVERT NOCONVERT YEN NUMPADEQUALS CIRCUMFLEX AT COLON

70 71 72 73 74 75 76 77 78 79 80 81 82 83 87 88 100 101 102 112 121 123 125 141 144 145 146

0x46 0x47 0x48 0x49 0x4A 0x4B 0x4C 0x4D 0x4E 0x4F 0x50 0x51 0x52 0x53 0x57 0x58 0x64 0x65 0x66 0x70 0x79 0x7B 0x7D 0x8D 0x90 0x91 0x92

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UNDERLINE KANJI STOP AX UNLABELED NUMPADENTER RCONTROL NUMPADCOMMA DIVIDE SYSRQ RMENU HOME UP PRIOR LEFT RIGHT END DOWN NEXT INSERT DELETE LWIN RWIN APPS

147 148 149 150 151 156 157 179 181 183 184 199 200 201 203 205 207 208 209 210 211 219 220 221

0x93 0x94 0x95 0x96 0x97 0x9C 0x9D 0xB3 0xB5 0xB7 0xB8 0xC7 0xC8 0xC9 0xCB 0xCD 0xCF 0xD0 0xD1 0xD2 0xD3 0xDB 0xDC 0xDD

You can use these with the instructions contained in the .key file editing recipe at the Frugals World URL to make new entries for the added keystroke callbacks.

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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. This new file can leave out all the legacy toggle and increment/decrement functions as well as many of the key entries that are less useful (such as some of the more esoteric view commands) in order to make space for the discrete switch and knob positioning commands. The plan is to produce such a file to make available with a future release of the BMS executable but this work is not yet complete and tested. Keystroke Callbacks There appears to be no other definitive source of keystroke callback routine names that can be used in the construction of a key mapping file. The complete list is presented here. The table therefore includes all the key callbacks that were present in the Falcon4 SP3 executable as a baseline. Keystroke callbacks added subsequently in the BMS executable are listed with bold text for the callback name.

Callback Function Name OTWTrackExternal OTWTrackTargetToWeapon OTWToggleScoreDisplay OTWToggleSidebar SimRadarAAModeStep SimRadarAGModeStep SimRadarGainUp SimRadarGainDown SimRadarStandby SimRadarRangeStepUp SimRadarRangeStepDown SimRadarNextTarget SimRadarPrevTarget

Remarks

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F4-BMS 1.03 User Manual

SimRadarBarScanChange SimRadarAzimuthScanChange SimRadarFOVStep SimMaverickFOVStep SimSOIFOVStep SimRadarFreeze SimRadarSnowplow SimRadarCursorZero SimACMBoresight SimDesignate SimACMVertical SimDropTrack SimACMSlew SimACM30x20 SimRadarElevationDown SimRadarElevationUp SimRWRSetPriority SimRWRSetTargetSep SimRWRSetUnknowns SimRWRSetNaval SimRWRSetGroundPriority SimRWRSetSearch SimRWRHandoff SimNextWaypoint SimPrevWaypoint SimTogglePaused SimPickle

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SimTrigger SimMissileStep SimCursorUp SimCursorDown SimCursorLeft SimCursorRight SimToggleAutopilot SimStepSMSLeft SimStepSMSRight SimSelectSRMOverride SimSelectMRMOverride SimDeselectOverride SimToggleMissileCage SimToggleMissileSpotScan SimToggleMissileBoreSlave SimToggleMissileTDBPUncage SimDropChaff SimDropFlare SimHSDRangeStepUp SimHSDRangeStepDown SimToggleInvincible SimFCCSubModeStep SimEndFlight SimNextAAWeapon SimNextAGWeapon SimNextNavMode In Realistic Avionics mode, this command runs the selected countermeasures program. In Realistic Avionics mode, this command runs the selected countermeasures program.

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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. Refers to the landing gear control handle This command places the handle in the down position. If the gear is not already down and locked and there are no landing gear faults, the gear is lowered. This command only operates with Realistic Avionics selected in the game.

AFGearDown

AFElevatorUp AFElevatorDown AFAileronLeft AFAileronRight AFThrottleUp AFThrottleDown AFRudderRight AFRudderLeft AFCoarseThrottleUp AFCoarseThrottleDown AFABOn AFIdle OTWTimeOfDayStep OTWStepNextAC OTWStepPrevAC

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OTWStepNextPadlock OTWStepPrevPadlock OTWStepNextPadlockAA OTWStepPrevPadlockAA OTWStepNextPadlockAG OTWStepPrevPadlockAG OTWToggleNames OTWToggleCampNames OTWSelectF3PadlockMode OTWSelectF3PadlockModeAA OTWSelectF3PadlockModeAG OTWSelectEFOVPadlockMode OTWSelectEFOVPadlockModeAA OTWSelectEFOVPadlockModeAG OTWRadioMenuStep OTWRadioMenuStepBack OTWStepMFD1 OTWStepMFD2 OTWStepMFD3 OTWStepMFD4 OTWToggleScales OTWToggleActionCamera OTWTogglePitchLadder SimPitchLadderOff Refers to the FPM switch on the HUD control panel, right side console. This command places the switch in the off position. In this position the HUD is decluttered by removal of the flight path marker and the pitch ladder. This command only operates with Realistic Avionics selected in the game. SP2 command. Synonym for DMS Left. SP2 command. Synonym for DMS Right. SP3 command. SP3 command. SP3 command. SP3 command. SP3 added this command. SP3 added this command. SP3 added this command. SP3 added this command.

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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. Refers to the FPM switch on the HUD control panel, right side console. This command places the switch in the ATT/FPM position. In this position the HUD displays both the flight path marker and the pitch ladder. This command only operates with Realistic Avionics selected in the game.

SimPitchLadderATTFPM

OTWStepHeadingScale OTWSelectHUDMode OTWToggleGLOC OTWSelectChaseMode OTWSelectOrbitMode OTWSelectAirFriendlyMode OTWSelectGroundFriendlyMode OTWSelectAirEnemyMode OTWSelectGroundEnemyMode OTWSelectTargetMode OTWSelectWeaponMode OTWSelectSatelliteMode OTWSelectFlybyMode OTWSelectIncomingMode OTWShowTestVersion OTWShowVersion OTWSelect2DCockpitMode OTWSelect3DCockpitMode OTWToggleBilinearFilter OTWToggleShading

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OTWToggleHaze OTWToggleLocationDisplay OTWToggleAeroDisplay OTWToggleFlapDisplay SP2 command. 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.

OTWToggleRoof OTWScaleDown OTWScaleUp OTWSetObjDetail OTWObjDetailDown OTWObjDetailUp OTWTextureIncrease OTWTextureDecrease OTWToggleClouds OTWStepHudColor OTWToggleEyeFly OTWEnterPosition OTWToggleFrameRate OTWToggleAutoScale OTWSetScale OTWViewLeft OTWViewRight OTWViewUp OTWViewDown OTWViewReset OTWViewUpRight OTWViewUpLeft

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OTWViewDownRight OTWViewDownLeft OTWViewZoomIn OTWViewZoomOut OTWSwapMFDS OTWGlanceForward OTWCheckSix OTWStateStep CommandsSetKeyCombo KevinsFistOfGod SuperCruise This command manually requests the Air Tasking Manager to give the flight a different mission (Request Divert). 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.

OTW1200View OTW1200DView OTW1200HUDView OTW1200LView OTW1000View OTW200View OTW900View OTW300View OTW800View OTW400View OTW1200RView RadioMessageSend SimToggleChatMode SimMotionFreeze SP2 command. Synonym for ghost MFD view.

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ScreenShot FOVToggle This command toggles the out-the-window (OTW) view field toggles between 60 degrees (normal) and 20 degrees (narrow). This command increases the OTW view field by an increment that may be specified in the .cfg file. This command decreases the OTW view field by an increment that may be specified in the .cfg file. This command returns the OTW view field to the default value (60 degrees).

FOVDecrease FOVIncrease FOVDefault OTWToggleAlpha SimAVTRToggle SimSelectiveJettison SimEmergencyJettison SimWheelBrakes SimECMOn SimECMStandby

Refers to the right throw of the HOTAS CMS switch. This command places the ECM transmitter in standby mode so that it makes no emissions. This command only operates if Realistic Avionics are selected. Refers to the down throw of the HOTAS CMS switch (i.e. towards the pilot). This command enables the ECM transmitter to begin transmitting. This command only operates if Realistic Avionics are selected.

SimECMConsent

SimRadarElevationCenter SimHsiCourseInc SimHsiCourseDec SimHsiHeadingInc SimHsiHeadingDec SimAVTRToggle SimMPOToggle Note: in reality, the physical switch for this control is a momentary spring-loaded action. This means it should be held in the OVRD position to be effective. The

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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. Once the key is released, the switch snaps back to the NORM position and normal FLCS limiters once more apply. This command only operates if Realistic Avionics are selected.

SimSilenceHorn SimStepHSIMode SimHSIIlsTcn This command refers to the HSI modes knob on the INSTR panel. It places the knob in the ILS/TCN position directly. This command only operates if Realistic Avionics are selected. This command refers to the HSI modes knob on the INSTR panel. It places the knob in the TCN position directly. This command only operates if Realistic Avionics are selected. This command refers to the HSI modes knob on the INSTR panel. It places the knob in the NAV position directly. This command only operates if Realistic Avionics are selected. This command refers to the HSI modes knob on the INSTR panel. It places the knob in the ILS/NAV position directly. This command only operates if Realistic Avionics are selected.

SimHSITcn

SimHSINav

SimHSIIlsNav

SimCBEOSB_1L SimCBEOSB_2L SimCBEOSB_3L SimCBEOSB_4L SimCBEOSB_5L SimCBEOSB_6L SimCBEOSB_7L

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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

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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). The command only operates with realistic

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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. 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.

SimScalesOff

SimHUDFPM SimHUDDED SimHUDDEDOff Refers to the DED data control on the HUD panel. This command places the switch in the OFF (down) position. The HUD will display no DED or PFL data. The command only operates with realistic avionics selected. Refers to the DED data control on the HUD panel. This command places the switch in the PFL (middle) position. The HUD display will include PFL data. The command only operates with realistic avionics selected. Refers to the DED data control on the HUD panel. This command places the switch in the DED (up) position. The HUD will display DED data. The command only operates with realistic avionics selected.

SimHUDDEDPFL

SimHUDDEDDED

SimHUDVelocity SimHUDVelocityCAS Refers to the velocity display control on the HUD panel. This command places the control in the CAS (up) position. The speed shown in the HUD display will be calibrated airspeed. The command only operates with realistic avionics selected. Refers to the velocity display control on the HUD panel. This command places the control in the TAS (middle) position. The speed shown in the HUD display will be true airspeed. The command only operates with realistic avionics selected. Refers to the velocity display control on the HUD panel. This command places the control in the GND SPD (down) position. The speed shown in the HUD display will be

SimHUDVelocityTAS

SimHUDVelocityGND

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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. Refers to the altimeter display control on the HUD panel. This command places the control in the BARO (middle) position. The altitude shown in the HUD display will be fed from the barometric altimeter. The command only operates with realistic avionics selected. Refers to the altimeter display control on the HUD panel. This command places the control in the AUTO (down) position. The altitude shown in the HUD display will be fed from the radar altimeter or the barometric altimeter. If either jet altitude is at/below 1500 AGL and the jet is ascending or if the altitude is at/below 1200 AGL and the jet is descending, then altitude AGL is displayed, otherwise barometric altitude is used. The command only operates with realistic avionics selected.

SimHUDAltBaro

SimHUDAltAuto

SimHUDBrightness SimHUDBrtDay Refers to the brightness control on the HUD panel. This command places the switch in the DAY (up) position. HUD display is in the brightest configuration. In effect this uses the largest multiplier with the SYM wheel position to calculate the brightness. The command only operates with realistic avionics selected. Refers to the brightness control on the HUD panel. This command places the switch in the AUTO (middle) position. HUD display is in the brightest configuration. In effect this uses a medium multiplier with the SYM wheel position to calculate the brightness. The command only operates with realistic avionics selected. Refers to the brightness control on the HUD panel. This command places the switch in the NIGHT (up) position. HUD display is in the brightest configuration. In effect this uses the smallest multiplier with the SYM wheel position to

SimHUDBrtAuto

SimHUDBrtNight

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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. There is no backup control for changing VHF radio channel so if the ICP is not working you are out of luck on that one. Can be used to map to the radio preset channel selector encoder knob on the UHF. This command does the inverse of the SimCycleRadioChannel command which is to say it changes the channel but cycling through the 8 choices in reverse order. 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. There is no backup control for changing VHF radio channel so if the ICP is not working you are out of luck on that one. This command only operates with realistic avionics selected.

SimDecRadioChannel

SimToggleRadioVolume RadioTankerCommand RadioTowerCommand RadioAWACSCommand RadioWingCommand RadioElementCommand RadioFlightCommand WingmanClearSix ElementClearSix FlightClearSix WingmanCheckSix ElementCheckSix

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FlightCheckSix WingmanBreakLeft ElementBreakLeft FlightBreakLeft WingmanBreakRight ElementBreakRight FlightBreakRight WingmanPince ElementPince FlightPince WingmanPosthole ElementPosthole FlightPosthole WingmanChainsaw ElementChainsaw FlightChainsaw WingmanFlex ElementFlex FlightFlex WingmanGoShooterMode ElementGoShooterMode FlightGoShooterMode WingmanGoCoverMode ElementGoCoverMode FlightGoCoverMode WingmanSearchGround ElementSearchGround

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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

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FlightTrail WingmanResCell ElementResCell FlightResCell WingmanBox ElementBox FlightBox WingmanArrow ElementArrow FlightArrow WingmanKickout ElementKickout FlightKickout WingmanCloseup ElementCloseup FlightCloseup WingmanToggleSide ElementToggleSide FlightToggleSide WingmanIncreaseRelAlt ElementIncreaseRelAlt FlightIncreaseRelAlt WingmanDecreaseRelAlt ElementDecreaseRelAlt FlightDecreaseRelAlt WingmanGiveBra ElementGiveBra

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FlightGiveBra WingmanGiveStatus ElementGiveStatus FlightGiveStatus WingmanGiveDamageReport ElementGiveDamageReport FlightGiveDamageReport WingmanGiveFuelState ElementGiveFuelState FlightGiveFuelState WingmanGiveWeaponsCheck ElementGiveWeaponsCheck FlightGiveWeaponsCheck WingmanRTB ElementRTB FlightRTB SimSpeedyGonzalesUp SimSpeedyGonzalesDown This command artificially multiplies aircraft velocity by per invocation of the command up to a maximum of 32X. This command artificially reduces aircraft velocity that was previously inflated via the SimSpeedyGonzalesUp command. The velocity is divided by a factor of 1.25 for each invocation of the command. Repeated use of this command will reduce a previously inflated speed to the default 1.0X, i.e the original intended velocity.

ATCRequestClearance ATCRequestEmergencyClearance ATCRequestTakeoff ATCRequestTaxi ATCTaxiing ATCReadyToGo

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ATCRotate ATCGearUp ATCGearDown ATCBrake ATCAbortApproach FACCheckIn FACWilco FACUnable FACReady FACIn FACOut FACRequestMark FACRequestTarget FACRequestBDA FACRequestLocation FACRequestTACAN TankerRequestFuel TankerReadyForGas TankerDoneRefueling TankerBreakaway AWACSRequestPicture AWACSRequestTanker AWACSWilco AWACSUnable AWACSRequestHelp AWACSRequestRelief TimeAccelerate

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TimeAccelerateMaxToggle TimeAccelerateInc TimeAccelerateDec SimFuelDump SimCycleDebugLabels AFABFull BombRippleIncrement BombIntervalIncrement BombRippleDecrement BombIntervalDecrement BombPairRelease BombSGLRelease BombBurstIncrement BombBurstDecrement BreakToggle SimICPCom2 SimToggleDropPattern KneeboardTogglePage ToggleNVGMode ToggleSmoke WingmanSpread ElementSpread FlightSpread WingmanStack ElementStack FlightStack WingmanLadder SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. Not implemented. Added in eRazor executables. Added in eRazor executables. SP3 added this command. SP3 command.

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ElementLadder FlightLadder WingmanFluid ElementFluid FlightFluid SimOpenChatBox ExtinguishMasterCaution SoundOff SimToggleExtLights IncreaseAlow DecreaseAlow SaveCockpitDefaults LoadCockpitDefaults SimStepMasterArm SimArmMasterArm SimSafeMasterArm SimSimMasterArm SimSetBubbleSize SimHookToggle SimHookUp SP3 command. SP3 command. This command refers to the HOOK switch on the landing gear panel. This command places the switch in the UP position. The hook on the aircraft is raised to the stowed position. This will also clear the hook caution panel light and master caution light. This command will only operate if realistic avionics are selected. This command refers to the HOOK switch on the landing gear panel. This command places the switch in the DOWN position. The hook on the aircraft is lowered to the deployed position. This will also set the hook caution panel light and master caution light will come on as a result also. This command will only operate if realistic avionics are

SimHookDown

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selected. SimThrottleIdleDetent SimJfsStart SP3 command. 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). This accounts for the fact that the real jet uses a magnetically captured switch that holds the bat in the START2 position until the engine comes alive (55% RPM during normal ground start) at which point the JFS engine is powered down and this switch self-centers to off. SP3 command. Refers to the EPU mode control on the EPU panel. This command places the switch in the OFF (down) position. Prevents the EPU from running or terminates EPU if running. This command will only operate if realistic avionics are selected. Refers to the EPU mode control on the EPU panel. This command places the switch in the AUTO (middle) position. The EPU is normally off but it will run automatically provided there is EPU fuel on hand and if the main and standby generators go offline and the jet is in the air (NB: these are the only conditions checked in the game as implemented today), making normal sources of power unavailable. This command will only operate if realistic avionics are selected. Refers to the EPU mode control on the EPU panel. This command places the switch in the ON (up) position. The EPU will start running if EPU fuel is still available. This command will only operate if realistic avionics are selected. Added in eRazor executables. NB: this command does nothing when the Trim AP Disc switch is in the DISC position. Technically, this control doesnt exist in the jet (see instead the SimTrimYawLeft which should be mapped to the manual trim panel). Added in eRazor executables. NB: this command does nothing when the Trim AP Disc switch is in the DISC

SimEpuToggle SimEpuOff

SimEpuAuto

SimEpuOn

AFRudderTrimLeft

AFRudderTrimRight

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position. Technically, this control doesnt 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. Added in eRazor executables. This command is for mapping to the HOTAS trim hat right throw position. NB: this command does nothing when the Trim AP Disc switch is in the DISC position. Added in eRazor executables. This command is for mapping to the HOTAS trim hat down throw position. NB: this command does nothing when the Trim AP Disc switch is in the DISC position. Added in eRazor executables. This command is for mapping to the HOTAS trim hat up throw position. NB: this command does nothing when the Trim AP Disc switch is in the DISC position. Added in eRazor executables. NB: there appears to be no real control for this in the actual jet; trim AP Disc zeros out any input commanded from the HOTAS trim hat and the FLCS resets trim when jet speed drops below 60 knots but the game doesnt currently implement that. Added in eRazor executables. Added in eRazor executables. Added in eRazor executables. Added in eRazor executables. Added in eRazor executables. Added in eRazor executables. Refers to the electrical power switch in the ELEC panel. This command places the switch in the OFF (down) position. Power is removed from all electrical buses. This command only operates if realistic avionics are selected. Refers to the electrical power switch in the ELEC panel. This command places the switch in the BATT (middle)

AFAileronTrimRight

AFElevatorTrimUp

AFElevatorTrimDown

AFResetTrim

AFAlternateGear AFAlternateGearReset SimFLIRToggle SimToggleTFR SimMainPowerInc SimMainPowerDec SimMainPowerOff

SimMainPowerBatt

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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. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command.

AFFullFlap AFNoFlap AFIncFlap AFDecFlap AFFullLEF AFNoLEF AFIncLEF AFDecLEF AFDragChute AFCanopyToggle SimICPIFF SimICPLIST SimICPTHREE SimICPSIX SimICPEIGHT SimICPNINE SimICPZERO SimICPResetDED SimICPDEDUP SimICPDEDDOWN SimICPDEDSEQ

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SimICPCLEAR SimRALTSTDBY SimRALTON SimRALTOFF SimLandingLightToggle SimLandingLightOn

SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. 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. Refers to the LIGHTS switch on the landing gear panel. This command places the switch in the OFF position which turns off 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. SP3 command. Refers to the PARKING BRAKE switch on the landing gear panel. This command places the switch in the up or on position which engages the parking brake. The command does nothing if the jet is moving. 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. Refers to the PARKING BRAKE switch on the landing gear panel. This command places the switch in the down or OFF position which disengages the parking brake. 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. SP3 command. Refers to the LASER switch on the MISC panel. This command places the switch in the ARM position. Provided that the MASTER ARM switch is in the ARM position, the command makes the laser designator ready to fire on command from the fire control computer. This command only operates if realistic avionics are selected.

SimLandingLightOn

SimParkingBrakeToggle SimParkingBrakeOn

SimParkingBrakeOn

SimLaserArmToggle SimLaserArmOn

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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. SP3 command. 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. suspension of autopilot if engaged, FLCS landing gains engaged). This command only operates if realistic avionics are selected. Refers to the Refers to the air refuel switch on the FUEL panel. The commands places the switch in the CLOSE position and opens the fuel door with the commensurate side effects (e.g. normal FLCS gains restored). This command only operates if realistic avionics are selected. SP3 command. SP3 command. Refers to the leftmost roll mode autopilot control switch on the MISC panel. This command places the switch in the HDG SEL (up) position. If the autopilot is engaged, the jet will turn to match the heading selected in the HSI. This command only operates if realistic avionics are selected. Refers to the leftmost roll mode autopilot control switch on the MISC panel. This command places the switch in the ATT HLD (middle) position. If the autopilot is engaged, the jet will hold the bank angle being commanded by the flight controls at the time when the autopilot was engaged. This command only operates if realistic avionics are selected. Refers to the leftmost roll mode autopilot control switch on the MISC panel. This command places the switch in the STRG SEL (down) position. If the autopilot is engaged, the jet will turn to a heading that leads towards the currently selected waypoint. This command only operates if realistic avionics are selected. Refers to the rightmost pitch mode autopilot control switch on the MISC panel. This command places the switch in the ALT HOLD (up) position. This command engages the

SimFuelDoorToggle SimFuelDoorOpen

SimFuelDoorClose

SimRightAPSwitch SimLeftAPSwitch SimLeftAPUp

SimLeftAPMid

SimLeftAPDown

SimRightAPUp

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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. Refers to the rightmost pitch mode autopilot control switch on the MISC panel. This command places the switch in the ATT HOLD (up) position. This command engages the autopilot and causes the autopilot to maintain the pitch attitude commanded by the flight controls at the time the autopilot was engaged. This command only operates if realistic avionics are selected. NB: in the actual F-16 the physical switch for this control is spring-loaded to center and is magnetically held to the up or down position. When the autopilot encounters conditions that prevent its continued operation (excessive pitch or roll that exceed its limits for example), releasing the magnetic hold on this switch centers it and disengages the autopilot. With the current Falcon4 implementation, it would appear that the pitch ATT HOLD position can only be selected if the roll mode switch is in the center position. With the roll mode switch in any other position the pitch mode switch will appear not to go into the down position but in fact it is merely centering again instantly. This may not be correct relative to how the real jet operates. This is under investigation with authoritative sources ;-) Added in eRazor executables. HOTAS control stick paddle switch. SP3 command. SP3 command. Refers to the depressible reticle control on the HUD panel. This command places the switch in the PRI (middle) position. The primary depressible reticle used for manual bomb delivery is displayed in the HUD. This command is only operable if realistic avionics are selected.

SimRightAPDown

SimAPOverride SimWarnReset SimReticleSwitch SimReticlePri

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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. Refers to the depressible reticle control on the HUD panel. This command places the switch in the OFF (bottom) position. The primary and standby depressible reticles used for manual bomb delivery are not displayed in the HUD. This command is only operable if realistic avionics are selected. SP3 command. SP3 command. SP3 command. SP3 command. SP3 command. Refers to the ACES II seat arming level on the left side of the ejection seat. This command places the lever in the down or ARMED position. The ejection seat is enabled. This command is only operable if realistic avionics are selected. Refers to the ACES II seat arming level on the left side of the ejection seat. This command places the lever in the up or SAFE position. The ejection seat is disabled. This command is only operable if realistic avionics are selected. SP3 command. Refers to the RWR switch on the CMDS panel. This command places the switch in the ON position and enables the RWR system to provide inputs to the CMDS. See also SimEWSModeAuto. This command is only operable if realistic avionics are selected. Refers to the RWR switch on the CMDS panel. This command places the switch in the OFF position and prevents the RWR system from providing inputs to the CMDS. See also SimEWSModeAuto. This command is only operable if realistic avionics are selected.

SimReticleOff

SimTMSUp SimTMSLeft SimTMSDown SimTMSRight SimSeatArm SimSeatOn

SimSeatOff

SimEWSRWRPower SimEWSRWROn

SimEWSRWROff

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SimEWSJammerPower SimEWSJammerOn

SP3 command. 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. This command is only operable if realistic avionics are selected. Refers to the JAMMER switch on the CMDS panel. This command places the switch in the OFF position and prevents the CMDS system from powering 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 off for the ECM transmitter so you can enable ECM manually with the HOTAS controls even if this switch is OFF. This command is only operable if realistic avionics are selected. SP3 command. Refers to the CH switch on the CMDS panel. This command places the switch in the ON position and enables the use of chaff as part of the countermeasures dispense program. This command is only operable if realistic avionics are selected. Refers to the CH switch on the CMDS panel. This command places the switch in the OFF position and disables the use of chaff as part of the countermeasures dispense program. This command is only operable if realistic avionics are selected. SP3 command. Refers to the FL switch on the CMDS panel. This command places the switch in the ON position and enables the use of flares as part of the countermeasures dispense program. This command is only operable if realistic avionics are selected. Refers to the FL switch on the CMDS panel. This command places the switch in the OFF position and disables the use of flares as part of the countermeasures

SimEWSJammerOff

SimEWSChaffPower SimEWSChaffOn

SimEWSChaffOff

SimEWSFlarePower SimEWSFlareOn

SimEWSFlareOff

79

dispense program. This command is only operable if realistic avionics are selected. SimEWSPGMInc SimEWSPGMDec SimEWSModeOff SP3 command. SP3 command. 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. Refers to the countermeasures mode knob on the CMDS panel. This command places the knob in the STBY position. The countermeasures system is set to standby condition but dispense programs will not run. This command only operates if realistic avionics are selected. Refers to the countermeasures mode knob on the CMDS panel. This command places the knob in the MAN position. The countermeasures dispense system is armed but the selected program will only run by pilot command (see SimDropProgrammed). This command only operates if realistic avionics are selected. Refers to the countermeasures mode knob on the CMDS panel. This command places the knob in the SEMI position. The countermeasures system is armed. When the RWR detects a paint, the VMS will prompt the pilot to activate ECM (if fitted) with the Jammer message. If the RWR detects a missile launch event, the selected countermeasures program is run. The RWR switch on this panel must be in the ON position for the CMDS to receive input from the RWR system.This command only operates if realistic avionics are selected. Refers to the countermeasures mode knob on the CMDS panel. This command places the knob in the OFF position. The countermeasures system is enabled. When the RWR detects a paint, system will activate ECM (if fitted) unless the REQJAM option is explicitly set to off via the ICP. If the RWR detects a missile launch event, the selected countermeasures program is run. The RWR switch on this panel must be in the ON position for the CMDS to receive input from the RWR system.This command only operates if realistic avionics are selected.

SimEWSModeStby

SimEWSModeMan

SimEWSModeSemi

SimEWSModeAuto

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SimEWSProgInc SimEWSProgDec SimEWSProgOne

SP3 command. SP3 command. 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. Refers to the countermeasures program selection knob on the CMDS panel. The command places the knob in the 2 position. Program two is active. This command only operates if realistic avionics are selected. Refers to the countermeasures program selection knob on the CMDS panel. The command places the knob in the 3 position. Program three is active. This command only operates if realistic avionics are selected. Refers to the countermeasures program selection knob on the CMDS panel. The command places the knob in the 4 position. Program four is active. This command only operates if realistic avionics are selected. SP3 command. Refers to the VOICE MESSAGE SWITCH on the ZEROISE PANEL (right console). This command places the switch in the up or ON position enabling the VMS to play audio cue messages (aka Bitchin Betty). This command only operates if realistic avionics are selected. Refers to the VOICE MESSAGE SWITCH on the ZEROISE PANEL (right console). This command places the switch in the down or INHIBIT position preventing the VMS from playing audio cue messages (aka Bitchin Betty). This command only operates if realistic avionics are selected. SP3 command. Refers to the RF switch on the MISC panel. This command places the switch in the NORM (up) position. RF transmissions from systems that are emitters and that are active are enabled. This command only operates if realistic avionics are selected. Refers to the RF switch on the MISC panel. This command

SimEWSProgTwo

SimEWSProgThree

SimEWSProgFour

SimInhibitVMS SimVMSOn

SimVMSOFF

SimRFSwitch SimRFNorm

SimRFQuiet

81

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. This command only operates if realistic avionics are selected. SP3 command. Should be used to map to the CMS hat switch on the control switch. Probably matches the up (TM syntax: H4U) position. In Realistic Avionics mode, this command runs the selected countermeasures program. SP2 command. SP2 command. Refers to the GND JETT switch on the landing gear panel. This command places the switch in the ENABLE position which allows stores to be jettisoned while on the ground. This commands also allows the ECM pod to emit (this is normally disabled on the ground). This command only operates if realistic avionics are selected. Refers to the GND JETT switch on the landing gear panel. This command places the switch in theOFF position which prevents stores from being jettisoned while on the ground. This commands also prevents the ECM pod from emitting. This command only operates if realistic avionics are selected. SP2 command. Refers to the MASTER switch on the EXT LIGHTING panel. This command places the switch in the NORM position and enables the operation of the external lights. This command only operates if realistic avionics are selected. Refers to the MASTER switch on the EXT LIGHTING panel. This command places the switch in the OFF position and disables the operation of the external lights. This command only operates if realistic avionics are selected.

SimDropProgrammed

SimPinkySwitch SimGndJettEnable SimGndJettOn

SimGndJettOff

SimExtlPower SimExtlMasterNorm

SimExtlMasterOff

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SimExtlAntiColl SimAntiCollOn

SP2 command. 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. Refers to the ANTI-COLLISION switch on the EXT LIGHTING panel. This command places the switch in the off position and turns off the anti-collision beacon light. This command only operates if realistic avionics are selected. SP2 command. Refers to the position light mode switch on the EXT LIGHTING panel. This command places the switch in the STEADY position and causes the external wing and tail position lights to be on constantly (provided the master is in the NORM position and the Wing/Fuselage switch is in the BRT position see below). This command only operates if realistic avionics are selected. Refers to the position light mode switch on the EXT LIGHTING panel. This command places the switch in the FLASH position and causes the external wing and tail position lights to flash alternating between on and off (provided the master is in the NORM position and the Wing/Fuselage switch is in the BRT position see below). This command only operates if realistic avionics are selected. SP2 command. Refers to the positon light brightness switches on the EXT LIGHTING panel. Note there is only one switch throw implemented in the game for what should be two physical switches (wing and fuselage) This command places the switches in the BRT position which turns on the position lights in bright mode. This command only operates if realistic avionics are selected. Refers to the positon light brightness switches on the EXT LIGHTING panel. Note there is only one switch throw implemented in the game for what should be two physical switches (wing and fuselage) This command places the switches in the OFF position which turns off the position

SimAntiCollOn

SimExtlSteady SimLightsSteady

SimLightsSteady

SimExtlWing SimWingLightsBrt

SimWingLightsOff

83

lights. This command only operates if realistic avionics are selected. SimDMSUp SimDMSLeft SimDMSDown SimDMSRight SimAVTRSwitch SimAVTRSwitchOff SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. 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. Refers to the flight recorder mode switch on the AVTR panel. This command places the switch in the AUTO (middle) position. The AVTR recorder will automatically when the first detent of the HOTAS stick trigger or HOTAS pickle switch are operated. Recording continues for 30 seconds unless manually terminated or the trigger/pickle are operated again (which resets the 30 second countdown). This command only operates if realistic avionics are selected. Refers to the flight recorder mode switch on the AVTR panel. This command places the switch in the ON (down) position. The AVTR recorder is turned on and will run until the switch is turned to OFF or until 30 seconds after the switch is turned to AUTO, providing no trigger or pickle events reset the 30 second countdown. This command only operates if realistic avionics are selected. SP3 command. Not implemented. Not implemented. SP2 Command. SP2 command. Refers to the INS mode knob on the AVIONIC POWER panel. This command places the knob in the OFF position. The INS function is terminated. This command only

SimAVTRSwitchAuto

SimAVTRSwitchOn

SimAutoAVTR SimIFFPower SimIFFIn SimINSInc SimINSDec SimINSOff

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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. Refers to the INS mode knob on the AVIONIC POWER panel. This command places the knob in the NORM position. The INS provides location information to the navigation system. This command only operates if realistic avionics are selected. Refers to the INS mode knob on the AVIONIC POWER panel. This command places the knob in the IN FLT ALIGN position. The INS is realigned based on the GPS sensor as the source of position information. This command only operates if realistic avionics are selected. SP3 command. Locks the leading edge flaps in current position and illuminates the LE FLAPS caution indicator. This command is a toggle so operating it again releases the LEFs to FLCS control and clears the caution panel light. This command only operates with realistic avionics mode selected. Refers to the LE Flaps switch on the FLT CONTROL panel. The command places the switch in the LOCK position. LE Flaps are locked into their current position. This command only operates if realistic avionics are selected. Refers to the LE Flaps switch on the FLT CONTROL panel. The command places the switch in the AUTO position. LE Flaps are unlocked from their current position and control is returned to the FLCS. This command only operates if realistic avionics are selected. Not implemented. SP3 command, although not present in the default keystrokes.key file. Toggle command. Manually extends the trailing edge flaps and sets the flight control gain settings to the landing mode values. A second operation of the command releases the TEFs to FLCS control. NB:

SimINSNav

SimINSInFlt

SimLEFLockSwitch

SimLEFLock

SimLEFAuto

SimDigitalBUP SimAltFlaps

85

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. NB: 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. This command only operates if realistic avionics are selected. Refers to the ALT FLAPS switch in the FLT CONTROL panel. This command places the switch in the NORM position. Operation of the command releases the TEFs to FLCS control. This command only operates if realistic avionics are selected. Not implemented. Not implemented. Not implemented. Not implemented. SP2 command. Update in BMS to ensure all indicator lamp related shared memory bits are turned on and off by this command appropriately. Not implemented. Not implemented. Not implemented. Not implemented. SP2 command. Updated in BMS. Now only affects HOTAS hat trim and AP as per SimTrimAPDISC (see below). Refers to the AP DISC switch in the MANUAL TRIM panel. This command places the switch in the DISC position. Disables manual HOTAS trim hat controls and prevents autopilot engagement. Manual trim controls on this panel are still active however. This command only operates if

SimAltFlapsNorm

SimManualFlyup SimFLCSReset SimFLTBIT SimOBOGSBit SimMalIndLights

SimProbeHeat SimEPUGEN SimTestSwitch SimOverHeat SimTrimAPDisc SimTrimAPDISC

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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. This command only operates if realistic avionics are selected. Not implemented. Not implemented. SP2 command. This commands is intended to map to the manual trim panel control. This command is functional regardless of the position of the Trim AP Disc switch. SP2 command. This commands is intended to map to the manual trim panel control. This command is functional regardless of the position of the Trim AP Disc switch. SP2 command. This commands is intended to map to the manual trim panel control. This command is functional regardless of the position of the Trim AP Disc switch. SP2 command. This commands is intended to map to the manual trim panel control. This command is functional regardless of the position of the Trim AP Disc switch. SP2 command. This commands is intended to map to the manual trim panel control. This command is functional regardless of the position of the Trim AP Disc switch. SP2 command. This commands is intended to map to the manual trim panel control. This command is functional regardless of the position of the Trim AP Disc switch. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command.

SimMaxPower SimABReset SimTrimNoseUp

SimTrimNoseDown

SimTrimYawLeft

SimTrimYawRight

SimTrimRollLeft

SimTrimRollRight

SimStepMissileVolumeUp SimStepMissileVolumeDown SimStepThreatVolumeUp SimStepThreatVolumeDown SimTriggerFirstDetent

87

SimTriggerSecondDetent SimRetUp SimRetDn SimCursorEnable SimStepComm1VolumeUp SimStepComm1VolumeDown SimStepComm2VolumeUp SimStepComm2VolumeDown SimSymWheelUp

SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. SP2 command. 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. This key function is equivalent to a left mouse click on the thumb wheel and it increases the brightness of the color used for the various elements of HUD symbology (see also the SimHUDBrt* commands for multiplier effect). There are 6 levels of brightness. The lowest level is basically going to blank all the symbology. In previous versions of Falcon4, at the lowest level brightness the HUD was powered off for you. This is not true in BMS: the Sym Wheel commands merely set level. Use the SimHUDPower* commands to turn the HUD on an off. This is still consistent with the SP3 supplied checklists since those already recommend this command to power on the HUD. This command only operates if realistic avionics is selected. 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. This key function is equivalent to a right mouse click on the thumb wheel and it decreases the brightness of the color used for the various elements of HUD symbology (see also the SimHUDBrt* commands for multiplier effect). There are 6 levels of brightness. The lowest level is basically going to blank all the symbology. In previous versions of Falcon4, at the lowest level brightness the HUD was powered off for you. This is not true in BMS: the Sym Wheel commands merely set level. Use the SimHUDPower* commands to turn the HUD on an off. This is still consistent with the SP3 supplied checklists since those already recommend this command to power on the HUD. This command only operates if

SimSymWheelDn

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F4-BMS 1.03 User Manual

realistic avionics is selected. SimToggleCockpit SimToggleGhostMFDs SimRangeKnobUp SimRangeKnobDown AWACSRequestCarrier WingmanDropStores ElementDropStores FlightDropStores WingmanVic ElementVic FlightVic WingmanFinger4 ElementFinger4 FlightFinger4 WingmanEchelon ElementEchelon FlightEchelon WingmanForm1 ElementForm1 FlightForm1 WingmanForm2 ElementForm2 FlightForm2 WingmanForm3 ElementForm3 FlightForm3 SP3 command. SP3 command. SP3 command. SP3 command.

89

WingmanForm4 ElementForm4 FlightForm4 SimSMSPower SimSMSOn SP3 command. 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. 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. This command only operates if realistic avionics are selected. SP3 command. Refers to the FCC power switch in the AVIONICS POWER panel. This command places the switch in the up or ON position and enables power to the fire control computer. This command only operates if realistic avionics are selected. Refers to the FCC power switch in the AVIONICS POWER panel. This command places the switch in the down or OFF position and disables power to the fire control computer. This command only operates if realistic avionics are selected. SP3 command. Refers to the MFD power switch in the AVIONICS POWER panel. This command places the switch in the up or ON position and enables power to the mutifunction displays. This command only operates if realistic avionics are selected. Refers to the MFD power switch in the AVIONICS POWER panel. This command places the switch in the down or OFF position and disables power to the mutifunction displays. This command only operates if realistic avionics are selected.

SimSMSOff

SimFCCPower SimFCCOn

SimFCCOff

SimMFDPower SimMFDOn

SimMFDOff

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SimUFCPower SimUFCOn

SP3 command. 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. 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). This command only operates if realistic avionics are selected. SP3 command. Refers to the GPS power switch in the AVIONICS POWER panel. This command places the switch in the up or ON position and enables power to the GPS recevier. This command only operates if realistic avionics are selected. Refers to the GPS power switch in the AVIONICS POWER panel. This command places the switch in the down or OFF position and disables power to the GPS recevier. This command only operates if realistic avionics are selected. SP3 command. Refers to the DL power switch in the AVIONICS POWER panel. This command places the switch in the up or ON position and enables power to the data link recevier. This command only operates if realistic avionics are selected. Refers to the DL power switch in the AVIONICS POWER panel. This command places the switch in the down or OFF position and disables power to the data link recevier. This command only operates if realistic avionics are selected. SP3 command. Refers to the MAP power switch in the AVIONICS POWER panel. This command places the switch in the up or ON position. The MAP function is inoperative in the block 50/52 F-16 jets. This command only operates if realistic avionics are selected. Refers to the MAP power switch in the AVIONICS POWER

SimUFCOff

SimGPSPower SimGPSOn

SimGPSOff

SimDLPower SimDLOn

SimDLOff

SimMAPPower SimMAPOn

SimMAPOff

91

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 SimLeftHptOn SP3 command. 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. Refers to the LEFT HDPT switch on the SNSR PWR panel. This command places the switch in the down or OFF position and disables the power to the left hand fuselage hardpoint. This command only operates if realistic avionics are selected. SP3 command. Refers to the RIGHT 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. In particular, the laser designator will not function if the control is not in the ON position. This command only operates if realistic avionics are selected. Refers to the RIGHT HDPT switch on the SNSR PWR panel. This command places the switch in the down or OFF position and enables the power to the left hand fuselage hardpoint. In particular, the laser designator will not function if the control is not in the ON position. This command only operates if realistic avionics are selected. SP3 command. It is not at all clear what this command is meant to operate. SP3 docs dont say and the game code doesnt appear to use it. SP3 command. Refers to the FCR swtich on the SNSR PWR panel. This command places the switch in the up or ON position and enables power for the fire control radar which is required for it to operate. This command only operates if realistic avionics are selected. Refers to the FCR swtich on the SNSR PWR panel. This

SimLeftHptOff

SimRightHptPower SimRightHptOn

SimRightHptOff

SimTISLPower

SimFCRPower SimFCROn

SimFCROff

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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 SimHUDOn SP3 command. 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. Clicking past this switch in the upwards direction turns on the HUD power enabling the unit to display HUD symbology. Remainder of the thumbwheels travel controls symbology brightness. This command only operates if realistic avionics are selected. 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. Clicking past this switch in the downwards direction turns off the HUD power preventing the unit from displaying HUD symbology. This command only operates if realistic avionics are selected. SP3 command. SP3 command. SP3 command. Refers to the fuel totalizer control knob on the FUEL QTY SEL panel. This command places the knob in the TEST position. In this position the totalizer digits will read 6000 and the two pointers will both read 2000 on the analog card. This command only operates if realistic avionics are selected. Refers to the fuel totalizer control knob on the FUEL QTY SEL panel. This command places the knob in the NORM position. In this position the totalizer digits will display the total internal fuel available. The two pointers will show the values for the F/R and A/L fuel systems on the analog card. This command only operates if realistic avionics are selected. Refers to the fuel totalizer control knob on the FUEL QTY SEL panel. This command places the knob in the RESV position. In this position the totalizer digits will display the 93

SimHUDOff

SimToggleRealisticAvionics SimIncFuelSwitch SimDecFuelSwitch SimFuelSwitchTest

SimFuelSwitchNorm

SimFuelSwitchResv

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. In this position the totalizer digits will show the total fuel in the left and right internal wing tanks and the two pointers will show the quantity of fuel in the left and right tanks separately on the analog card. This command only operates if realistic avionics are selected. Refers to the fuel totalizer control knob on the FUEL QTY SEL panel. This command places the knob in the EXT WING position. In this position the totalizer digits will show the total fuel in the left and right external wing tanks and the two pointers will show the quantity of fuel in the left and right tanks separately on the analog card. This command only operates if realistic avionics are selected. Refers to the fuel totalizer control knob on the FUEL QTY SEL panel. This command places the knob in the TEST position. In this position the totalizer digits will show the quantity of fuel in the centerline external fuel tank. This command only operates if realistic avionics are selected. SP3 command. SP3 command. Refers to the engine feed control knob on the FUEL panel. This command places the knob in the OFF position. The fuel pump operation is terminated. This command only operates if realistic avionics are selected. Refers to the engine feed control knob on the FUEL panel. This command places the knob in the NORM position. The fuel pump operation delivers fuel from the AFT and FWD reservoirs. This command only operates if realistic avionics are selected. Refers to the engine feed control knob on the FUEL panel. This command places the knob in the AFT position. The fuel pump operation delivers fuel only from the AFT reservoir. This command only operates if realistic avionics are selected.

SimFuelSwitchWingExt

SimFuelSwitchCenterExt

SimIncFuelPump SimDecFuelPump SimFuelPumpOff

SimFuelPumpNorm

SimFuelPumpAft

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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. SP3 command. 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. This command only operates if realistic avionics are selected. Refers to the MASTER switch on the FUEL panel. This command places the switch in the OFF position. This prevents fuel from flowing to the engine. This command only operates if realistic avionics are selected. Refers to the fuel transfer mode control switch on the FUEL QTY SEL panel. This command toggles placement of the switch. Refers to the fuel transfer mode control switch on the FUEL QTY SEL panel. This command places the switch in the NORM position. In this position the fuel system will empty a centerline external tank before external wing tanks if both tank types are present and have fuel in them. This command only operates if realistic avionics are selected. Refers to the fuel transfer mode control switch on the FUEL QTY SEL panel. This command places the switch in the NORM position. In this position the fuel system will empty a centerline external tank after external wing tanks if both tank types are present and have fuel in them. This command only operates if realistic avionics are selected. SP3 command. SP3 command. Refers to the air source selection control knob on the AIR COND panel. This command places the knob in the OFF position. Engine bleed air valves close. Cabin pressurization is disabled and the CABIN PRESS caution will illuminate if cockpit pressure altitude exceeds 27,000 feet (NB: in previous versions of Falcon4, the caution was lit at 10,000 feet; changed to 27,000 per the dash one for this version). Also, external fuel tanks are not pressurized 95

SimToggleMasterFuel SimMasterFuelOn

SimMasterFuelOff

SimExtFuelTrans

SimFuelTransNorm

SimFuelTransWing

SimIncAirSource SimDecAirSource SimAirSourceOff

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. Refers to the air source selection control knob on the AIR COND panel. This command places the knob in the DUMP position. Cabin pressurization is terminated and the cabin is vented to outside air pressure. This means cockpit pressure altitude will increase above 8,000 feet MSL. The CABIN PRESS caution will illuminate if cockpit pressure altitude exceeds 27,000 feet (NB: in previous versions of Falcon4, the caution was lit at 10,000 feet; changed to 27,000 per the dash one for this version). All other ECS functions such as external fuel tank pressurization are unaffected. This command only operates if realistic avionics are selected. Refers to the air source selection control knob on the AIR COND panel. This command places the knob in the RAM position. Engine bleed air valves close. Cabin pressurization is terminated and the cabin is vented to outside air pressure. This means cockpit pressure altitude will increase above 8,000 feet MSL. The CABIN PRESS caution will illuminate if cockpit pressure altitude exceeds 27,000 feet (NB: in previous versions of Falcon4, the caution was lit at 10,000 feet; changed to 27,000 per the dash one for this version). RAM air valves are opened to ventilate the cockpit and avionics. All other ECS functions such as external fuel tank pressurization are disabled. This command only operates if realistic avionics are selected. SP3 command, although not present in the default keystrokes.key file. SP3 command, although not present in the default keystrokes.key file. SP3 command, although not present in the default keystrokes.key file.

SimAirSourceDump

SimAirSourceRam

SimDecLeftAuxComDigit SimDecCenterAuxComDigit SimDecRightAuxComDigit

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SimInteriorLight SimInstrumentLight SimSpotLight SimRwrPower SimCycleLeftAuxComDigit SimCycleCenterAuxComDigit SimCycleRightAuxComDigit SimCycleBandAuxComDigit SimToggleAuxComMaster SimToggleAuxComAATR SimTACANTR

SP3 command. Not previously listed in the default .key file however. SP3 command. SP3 command. SP3 command, although not present in the default keystrokes.key file.

Refers to the TACAN domain selection switch on the AUX COMM panel. This command places the switch in the TR position. TACAN channels refer to ground stations only. Note that the game only implements two positions for this switch; there is no separate functionality for the REC (receive only) position. This command only operates if realistic avionics are selected. Refers to the TACAN domain selection switch on the AUX COMM panel. This command places the switch in the TR position. TACAN channels refer to air stations only. Note that the game only implements two positions for this switch; there is no separate functionality for the REC (receive only) position. This command only operates if realistic avionics are selected. In SP3 this command erroneously changed the source of radio channel programming from the UFC to the backup controls on the UHF panel. BMS corrects this problem and now the selection of input controls for UHF channel selection is made via the CNI switch on the AUX COMM panel as per the real system. SP2 command. SP2 command.

SimTACANAATR

SimToggleUHFMaster

SimTransmitCom1 SimTransmitCom2

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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. 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. This command only operates if realistic avionics are selected. 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 NORM position. The pitch ladder and flight path marker are displayed normally in the HUD. This command only operates if realistic avionics are selected.

SimDriftCOOn

SimDriftCOOff

SimCATSwitch SimCATI Refers to the STORES CONFIG switch in the landing gear panel. This command places the switch in the CAT I position. This command only operates if realistic avionics are selected. Refers to the STORES CONFIG switch in the landing gear panel. This command places the switch in the CAT III position. This command only operates if realistic avionics are selected. SP3 command.

SimCATIII

SimRegen OTWTrackExternal

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ADDITIONAL FIXES / FEATURES


Added multiple fields to the player's logbook. Fixed A/G designate bug where the lateral range from the target was incorrectly determined. Now slant and lateral range work correctly together. Campaign waypoint speeds are now a direct conversion from the database. The Unit>movespeed is in Kilometers (PER MPS) and is then converted to NM by the waypoint code. Previously, the code was subject to various percentage calculations that made it difficult to accurately set the desired waypoint speeds. The percentage reductions have been removed and now what is entered in movespeed using F4browse will be what the waypoint speeds are set. Also note that Falcon does a KCAS conversion of the waypoint speed to account for differences in waypoint altitudes. If the DB is set in KM to give 350 knots after conversion, that 350 knots is the Sea Level speed. The KCAS conversion will reduce that speed in the waypoint boxes per altitude. Also the waypoint error checking code is now based on a percentage of movespeed (30% above or below). Sensorfusions Radian errors: There were some significant errors in calculations that are now fixed. Fixed for helo digi sfusion as well. AI gun sound changed to gun loop for normal gun firing sound not "bump bump". The vulcan end .wav file that was being used for the AI has been changed to the normal gun loop. Now the AI gun will actually sound like a gun. AIM-9xs are now available in Fighter Sweep. Plane and Loadout configurable using text file: create m.ia (Mud Moving) and/or f.ia (for Fighter Sweep) files in the campaign/save subfolder. Open with Notepad and edit according to the following example (made for the A-10 in Mud Moving):

# Use F4Browse to find Plane Units (!) and Weapon IDs ##################################################### # Own plane (Unit Information) Example: A-10 1 type 3 subtype 1 specific ##################################################### # Weapon loadout: WeaponID (Weapon No.), WeaponAmount

#Loadout Hardpoint 0 99

62 W0 117 C0 #Loadout Hardpoint 1 12 W1 1 C1 #Loadout Hardpoint 2 (empty on A-10) #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

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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. Eye Fly works again. Landing AI planes wont use afterburner when drag chute is deployed. 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 *.b briefing templates in the campaign/save fodler to add your custom tags).

NEW KEYSTROKES
OTWToggleFlapDisplay Flap position display now defaults on for manual flap aircraft. Prior to this release, the flap position output was accessed through g_bShowFlaps. The code has been changed to default the flap position indicators to ON when flying a manual flap aircraft. This flap indicator is also now controlled by a keystroke to turn it off/on. OTWToggleFlapDisplay -1 0 0XFFFFFFFF 0 0 0 1 "Flap Display Toggle" Set that at the end of your keystrokes.key file then Go into your Setup->Controllers tab and map this keystroke to whatever key you wish in Falcon. This will now allow you to turn off/on the flap display for manual flap aircraft. SimRandomError Immediately generates a random aircraft system failure. Good for emergency procedures training: You know that something will break but you dont know what. Keystroke currently not assigned/mapped. Edit your config/keystrokes.key to add the following line: SimRandomError -1 0 0XFFFFFFFF 0 0 0 1 Sim-Random Error You can then assign any key to the command from the Falcon Setup screen.

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TECHNICAL NOTES
ABOUT DDS TEXTURES AND COMPRESSED TEXTURES
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. The object (KoreaObj) DDS textures can be in one of three formats: DXT1 - for standard, or 1-bit alpha (formerly known as chroma-keyed) textures (DXT1a); DXT3 - for 16-bit textures requiring 4 bits of alpha; DXT5 - for High Quality 32-bit alpha textures with 8 bits of alpha. Maximum supported texture resolution for these is 2048x2048. The terrain (terrain.zip) DDS textures must be in DXT1 compressed format. Maximum resolution is 1024x1024. Falcon will only use the H tiles when rendering the landscape with the DDS Texture Pool enabled, and will multi-texture the new N Tiles at night (night lights.) Terrain developers can now work with the full color palette offered by 16-bit textures to create both custom H and N tiles, without being restricted by a palette. To enable the DDS compressed textures (for BSP objects, terrain, and sun), select "DDS Pool (DXTn Compressed)" in the new "Texture Pool" list box in the Advanced Graphics Setup window. The other two options make use of the normal, paletted textures. The Compress Textures button in the advanced graphics setup is used for re-compressing all paletted textures that have not been previously compressed. I.e., if a dds file is missing, then it'll compress just that one texture. Compressed DXTn texturing has been implemented for both the terrain tiles and far tiles. Whenever your paletted textures change for whatever reason, you will need to recompress textures manually. The fist time you select Compress Textures, all of the paletted textures located in KoreaObj.tex, textures.zip, and fartiles.raw will be unpacked, converted, and compressed. KoreaObj DDS textures will go into [FalconRoot]\terrdata\objects\KoreaObj\, terrain tiles to [FalconRoot]\terrdata\korea\texture\texture\, and the far tiles to [FalconRoot]\terrdata\korea\texture\Fartiles.dds. If you wish to create a new DDS texture for one of the skins or terrain tiles, simply replace any existing DDS file. No information needs to be written to KoreaObj.hdr or textures.bin. To add NEW textures, the legacy method of using LODeditor must be used for now, until the tools are updated.

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REFUELING FIXES AND ENHANCEMENTS


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 <ac>.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 <ac>.dat file to adjust boom and drogue optimum refueling positions. Added variables to aircraft <ac>.dat file for type of refueling required (boom or drogue). Tankers having both boom and drogues use this variable to provide the selected service. Added variable to aircraft <ac>.dat file for proper boom staorage angle. Raised the boom on the KC-135 and KC-10 into the stored position when not in use. The KC-130 is not supported in the refueling code. The aircraft refuelingLocation variable in the <ac>.dat file is now used to position the aircraft for proper hookup to the tanker boom/drogue. Added drogue basket "light" switch. "Turns on" unshaded polys when drogue is deployed.

Techical Information

Tanker, Boom and Drogue Parents Boom-Equipped A/C KC-135 KC-10 BoomTanker #1 BoomTanker #2 BoomTanker #3 BoomTanker #4 BoomTanker #5 A/C Parent# Boom Parent# Drogue Parent# 906 907 2200 2201 2202 2203 2204 1221 1225 2210 2211 2212 2213 2214 N/A N/A 2220 2221 2222 2223 2224

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Drogue-Equipped A/C IL-78 KC-130 DrogueTanker #1 DrogueTanker #2 DrogueTanker #3 DrogueTanker #4 DrogueTanker #5 A/C Parent# Boom Parent# Drogue Parent# 1218 887 2205 2206 2207 2208 2209 N/A N/A N/A N/A N/A N/A N/A 1223 1223 2215 2216 2217 2218 2219

Note: Drogue pod must have pylon (rack) included in the model. Drogue extension animation uses Translation DOF (TDOF).

Simdata.zip <ac>.dat variables: Tanker nBooms BoomStoredAngle BoomRFPos DrogueExt nDrogues activeDrogue DrogueRFPos - Number of booms on tanker (1 or 0) - Angle (degrees) to move boom up when not in use. - Adjustments (x y z) for positioning a/c at end of boom (+ feet) - Drogue extension length (feet) - Number of drogue stations on tanker (max. 4) - Drogue station used for refueling (model Slot number: 0 - 3) - Adjustments (x y z) for positioning a/c at end of drogue (+ feet)

(X = DrogueExt +/- adjustment, Y/Z = adj for phylon displacemnt) Refueling Aircraft nBooms nDrogues - Boom service required (1 = yes, 0 = no) - Drogue service required (1 = yes, 0 = no)

refuelingLocation - Location of the a/c refueling port or probe port (x y z in model coordinates). Note: 0,0,0 uses F-16's port location (0,0,-3). refuelSpeed - A/C-tanker speed during refueling (knots).

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refuelAltitude decelDistance

- Refueling altitude (feet). - Distance (feet) from tanker to start decelerating (for AI)

AIBoomDistance - Distance (feet) from tanker when a/c is pulled into refueling position (AI and Easy refueling).

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BOMBDATA
Bombs now support their own configuration files, just like the missiles do. Bombdata needs to be setup as follows: cbuStrengthModel: Determines which code to use to determine the Strength value. 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.

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NEW DOFS (FOR COMPLEX MODEL)


Tailhook ABDof 37 38 (use this to drive the ScaleNode for the AB)

Exhaust Noz 39 (put each petal on a DOF, instead making nozzle 11 states Nozzle animates fluidly with less nodes) Propeller Refuel Lt Spoiler 1 40 *** 41 *** 42 *** (also can function as spoiler + airbrake)

Rt Spoiler 1 43 *** Lt Spoiler 2 44 ***

Rt Spoiler 2 45 *** Swing Wing 46 Throttle RPM Wheel 1 Wheel 8 Strut 1 Strut 8 65 47 *** 48 *** This one does not spin like a propeller, it moves like a gauge needle 50 57 58

*** means they also work for the Simple Model.

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NEW AIRCRAFT CONFIG ITEMS (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 60.0 animSpoiler2Rate 20.0 animSpoiler2OffAtWingSweep 45.0 animSpoiler2AirBrake 1 animExhNozIdle 0.0 - Drives Exhaust Nozzle DOF based on engine RPM. animExhNozMil 10.0 animExhNozAB 0.0 animExhNozRate 5.0 animStrobeOnTime 0.02 - Drives new strobe light code, light is lit for this amount of time (atleast 1 frame) animStrobeOffTime 1.0 animHookAngle 0.0 - Drives Tailhook DOF animHookRate 0.0 animAileronRate 45.0 - On a/c with Ailerons, this is now used instead of tefRate. The swing wing code uses a table to determine where the wings should be swept to. Each ..MachX line specifies the minimum speed at which the corresponding ..AngleX is applied. For example, the plane has to go at least .6m for the wings to be swept back 25 degrees. Also, don't confuse these angles with real world sweep angles. (ie consider that the LODs have their wings swept to there minimum position, that might be 15degrees in RL, but is 0 inside the code). animSwingWingStages 2 animSwingWingMach1 0.6 animSwingWingMach2 0.8

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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 0.0 animSwingWingAngle9 0.0 animSwingWingAngle10 0.0 animSwingWingRate 5.0 - degrees/sec Wheel radii - if #1 is 0, then the code is skipped. animWheelRadius1 0.0 animWheelRadius2 0.0 animWheelRadius3 0.0 animWheelRadius4 0.0 animWheelRadius5 0.0 animWheelRadius6 0.0 animWheelRadius7 0.0 animWheelRadius8 0.0

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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 1.0 animRefuelRate .5 sndInt 0 - Intenal Engine Sound, overrides the Engine Noise in F4Browse if > 0. sndExternalVol -2000 When in the pit, the external sounds are lowered in volume by this amount. (note -10 = -1db) fuelGuageMultiplier 10

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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 that the a/c is carring 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. FlarePos1 0 0 0 - location of dispenser. FlareVec1 0 0 200 - vector of dispenser - note velocity is built into the vector (ft/sec) FlareCount1 30 - possible number of flares in this dispenser. FlarePos10 0 0 0 - location of dispenser. FlareVec10 0 0 200 - vector of dispenser - note velocity is built into the vector (ft/sec) FlareCount10 30 - possible number of flares in this dispenser. ChaffDispensers 1 - Number of dispensers. ChaffSeq 0 - Firing Sequence 0 : Alternate dispensers 1 : Use up one dispenser then move to the next 2 : Fire a decoy from each dispenser. ChaffPos1 0 0 0 - location of dispenser. ChaffVec1 0 0 200 - vector of dispenser - note velocity is built into the vector (ft/sec) ChaffCount1 30 - possible number of Chaffs in this dispenser. ChaffPos10 0 0 0 - location of dispenser. ChaffVec10 0 0 200 - vector of dispenser - note velocity is built into the vector (ft/sec) ChaffCount10 30 - possible number of Chaffs in this dispenser. PilotEyePos 15 0 -3 - this is where the pilot sees from. This adjust the location of the camera and pit while in either pit view.

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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. Column 2: Unused (exists purely due to historical reasons) Column 3: Unused (exists purely due to historical reasons) Column 4: MaxFeet - The maximum distance, in feet, that a sound can be heard, beyond this distance, the sound will not be played at all. At MaxFeet, the volume of the sound will be attenuated to MinVol*** Column 5: MinFeet - The distance from the listener, in feet, at which the sound BEGINS to attenuate. At and within MinFeet, the sound is attenuated to MaxVol*** Column 6: Vol@MinFeet - This is the maximum volume the sounds will be played. It is handled differently depending on whether or not the sound is an external type. For NON-external sounds - this is the volume the sound will be played. For external sounds - this is the volume the sound will heard at, or within, MinFeet above. Column 7: Vol@MaxFeet - This is volume at MaxFeet, it only effects external sounds. Column 8: Flags - The flags data consists of characters that describe the attributes of the sound. 0 (zero) - Use this if you have no flags set. (only 1 of the following 4 per sound) E - External sound, when heard from in the pit, extra attenuation is applied

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S - External sound, if the player's ac (self) emitted that sound, it is not attenuated when heard from the inside. (useful for things like hits to the fuselage) I - Internal sound, only heard while in pit V - VMS aka Betty - sound is always heard L - Sound is played looping F - Frequency can be adjusted H - High priority R - Reverse Doppler effect, this might be useful for Burner sounds. C - Uses Cone data (not implemented yet) Notes: Only external sounds have 3d affects applied to them. Column 9: Unused Column 10: Sound Volume Group - These coorespond to the sound level sliders in F4's Sound Setup. Column 11: LinkedSoundID - this is the ID number of another sound. This allows F4 to automatically play multiple sounds. This is useful where the code doesn't explicitly call internal & external sounds for the same effect. An example of this is the Vulcan cannon sounds.If you check the sound table, you'll see that the vulcan sound is already setup using this method. (New WAV files are still needed however) Column 12: Unused

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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. Additionally, a Cougar Profile created specifically by Mav for this release (thanks bud!) is located in [FalconRoot]\joystick\Cougar.

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BENCHMARKSIMS CREDITS

Lead Developer Miro 'Jammer' Torrielli Producer Charles 'CobraCab' Bodiker Programmers Cleon Associator Waterberg Craig 'Smeghead' Rae Fred BaldEagle Balding Jon-Paul 'mirv' Griffin Lukas Retro Friembichler Mark 'Boxer' Doran Mikal 'Wombat778' Shaikh Mike 'mrivers' Rivers Thomas tom2 Waelti Tom 'Saint' Launder Will 'wmulvihilldxr' Mulvihil Additional Support Halldor B. 'Jester' Jonsson Martin MAV Vinther Robert Vexx Yurystowski

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