Ravenfield

Ravenfield

Haven Mod (Ravenfield's first DLC)
988 条留言
Stand_Up  [作者] 35 分钟以前 
@cjprince, it's done
Stand_Up  [作者] 39 分钟以前 
Update 10/03/2025

-Fixed that one tracked vehicle from SOFA
-Improved Airplane/Helicopter attack run accuracy now taken into account the aircraft's velocity, improving their attack run accuracy
-Also added a 8 seconds cooldown to airplane target sharing so the aircraft can stabilize their flight height before commit to another target, also to avoid crashes and being target for ground units.
Stand_Up  [作者] 12 小时以前 
@cjprince, I'm sorry for not getting to you sooner, I will have a look into the problem .
cjprince 16 小时以前 
Fourth time saying recent updates to this mod caused AI transport trucks from Sofa's Altirus 2LW mod to not move
Egon Cholakian 16 小时以前 
bots often get stuck in a climbing animation at the tops / bottoms of ladders, i've played with no mutators and the issue still occurs. otherwise great mod :steamthumbsup:
Razor-1 17 小时以前 
I thing you should increase the range that bots will go to repair vehicles, or maybe something is wrong with it. It's because although I know that bots do have repair tools in their inventory bc they get kills from them all the time, I have never seen them repair any vehicles. Only one exception where I was in a helicopter and a bot in the passenger seat repaired it.
creole09 18 小时以前 
sweet good stuff
PhantomBravo 19 小时以前 
The target seeking missiles are much more effective and consistent now, so good work getting a fix out. Missiles now track targets very accurately and are also usable against helicopters now.
Only a few minor issues.
- The missiles are so effective that they have a fairly good chance to hit their target despite flares. This has occurred even over pretty large distances. It seems that the only way to reliably evade a missile is to flare, then turn towards the missile and continuously barrel roll until it overshoots. At least this cuts both ways for the player and the bots, so it's consistent.
- Large and slow moving aircraft (like V+ Strategic Bombers) have a hard time dodging missiles, as their large hitbox means they often get struck by missiles regardless of countermeasure deployment.

Despite these problems, this is probably the best that HavenM homing missiles have ever been. Just a few small tweaks and it'll be perfect.
OoglyBoogly 19 小时以前 
@Stand_Up is stable the only branch that supports this mod? even after updating it its still crashing. How do I make it work for regular branch?
creole09 22 小时以前 
lol
Stand_Up  [作者] 10 月 2 日 上午 2:46 
sorry for the radio silent, I was pulling out my hair looking at my own mess
Stand_Up  [作者] 10 月 2 日 上午 2:46 
@OoglyBoogly, try playing the game using the stable branch of the game.
@PhantomBravo. I just Tweaked the Target seeking missile so the inaccuracy only kick in within 100m of the target after it flared.
Stand_Up  [作者] 10 月 2 日 上午 2:41 
Update 10/2/2025

Fixed Helicopter not hoovering properly.
Improved Helicopter and any other weapon Laser Guided accuracy .
OoglyBoogly 10 月 1 日 下午 7:38 
Its just crashing for me when I open the game
OoglyBoogly 10 月 1 日 上午 9:52 
Does this make AI seek out cover or just go prone when under fire? I don’t see anything about seeking cover in the provided images.
PhantomBravo 9 月 30 日 下午 10:16 
One thing I want to point out. In the video, the missiles were moving as if they had been disrupted by countermeasures, even when this was not the case. Prior to this update, I observed similar behavior. There would be frequent misses against targets that had not launched flares, and in many cases that sort of missile trajectory would only make sense if the target had just used countermeasures to interfere with the missile path.
I don't know how exactly you went about implementing the predictive missile behavior, but I think it is a possibility that when some missiles are launched, they are being erroneously told by the script that the target they are locked onto has recently used countermeasures, and so they behave accordingly. In reality, the target may have last deployed flares several seconds ago, and they should no longer be protected by those countermeasures.
PhantomBravo 9 月 30 日 下午 8:31 
The missiles do seem to track well initially at the start of a battle, working completely as intended, but they very quickly deteriorate into uselessness as time goes on. Also observable in the video is that AI launched missiles seem to work just fine. At around 1:54 you can see one of the AI controlled aircraft launch a missile which seamlessly tracks at its target and scores a hit.
I'm not sure if the lagginess of the gameplay is causing the missiles to malfunction like this, but if so, then this mod would need some optimization for lower end devices.
PhantomBravo 9 月 30 日 下午 8:27 
The missile tracking is just straight up broken now (even more so than before). Missiles absolutely fail to track their target at all, becoming useless. I recorded a (very laggy) video to show my point.
https://www.youtube.com/watch?v=8VbCvrEcUuw .
In the first part of the video, I am using missiles against an enemy aircraft, the missiles are just flying straight, despite the absence of countermeasures.
At the 0:52 mark, my aircraft gets locked on, and it seems that the missile that was launched overshoots me but stays locked on to my aircraft, resulting in an incessant missile warning sound despite it having already missed. This is shown by the missile indicator, which becomes colored green as the distance to the missile increases to the thousands of meters.
Stand_Up  [作者] 9 月 30 日 下午 6:32 
Lmao what ????
creole09 9 月 30 日 下午 6:15 
😭😭😭😭
Flameducky 9 月 30 日 下午 6:14 
occasionally this mod will cause random bots to become invincible, has anyone else had this issuse?
cjprince 9 月 30 日 上午 11:17 
Third time saying recent updates to this mod broke transport trucks from Sofa's Altirus / Second Leersog War mod, they refuse to move
Stand_Up  [作者] 9 月 30 日 上午 12:24 
Update 9/30/2025

Changed target-seeking missile: when the target uses countermeasures, the missile will just move forward to its last tracking position, only pulled down slightly by gravity.
Added Laser Guided Missile to the list of weapons that make AI actors stop and fire (this one uses a point-target system, not a normal lock-on — I missed it before because I thought it was wire-guided).
Reworked helicopter hovering: if a heli is hovering above 80 m, it will now lower its height automatically.
Removed rocket-lobbing for helicopters (artillery already covers that role, and the heli wasn’t moving forward enough anyway).
Took helicopters out of the target-sharing system — now only mortars and airplanes can receive shared targets.
PhantomBravo 9 月 28 日 下午 6:39 
I would suggest taking another look at vehicle spawning in Spec Ops, specifically the spawning for helicopters and other aircraft. On particularly mountainous maps with dramatic differences in terrain altitude, the helicopter has a chance to spawn inside the terrain and get stuck. This applies to the extraction helicopter in certain cases. I would strongly suggest checking the highest point in terrain on the map and spawning all aircraft above it by a certain amount.
PhantomBravo 9 月 28 日 上午 8:48 
The main issue I’m facing is that air to air missiles are very inaccurate against helicopters, often just barely missing them, despite the fact that helicopter should be among the easiest targets to hit. Missiles don’t have to be perfectly accurate, but it just isn’t fun to watch them miss the easiest of shots.
Stand_Up  [作者] 9 月 27 日 下午 6:48 
@phantomBravo AI and player missiles behave the same. When a target uses flares, both get a bit of side-to-side wobble to simulate inaccuracy, then continue flying straight in the direction they were pointing when the flare went off.

In the next update, I plan to remove that wobble. Once a target flares, the missile will fly straight immediately. This prevents stationary targets from dodging with flares alone—misses will only happen if they actually move.

The new system only predicts target movement if velocity is above 20 units. In vanilla Ravenfield, missiles always fly straight, and modder configs like spin, drift, or rolling don’t affect accuracy. HavenM’s system is different: by layering prediction on top of missile movement, those same effects now alter the path and can cause misses. This is intentional, similar to how lock-on weapons respect their configured range.
PhantomBravo 9 月 27 日 下午 1:25 
Against the player, the missiles launched by the AI are much more effective, to the point where the player can dump flares and be turning their aircraft and still get hit several seconds later by the missile. It seems the most effective way to consistently dodge missiles is to flare and then turn the nose of the aircraft straight towards the missile to force an overshoot.
Overall, missiles don't feel consistent, nor do they even feel realistic. The slightest maneuvers from the enemy can wildly throw off the missile's targeting, and flares also feel pointless at times, not to mention their overall uselessness against helicopters, which greatly reduces their utility.
At least this is the case for air to air missiles. Air to ground and surface to air missiles are a bit better, but still have moments where they completely miss easy shots against predictable/slow moving targets.
PhantomBravo 9 月 27 日 下午 1:25 
Against fixed wing aircraft it is a bit better, but still lacking. The missile has a tendency to once again veer off to the side in most cases when tracking an aircraft from directly behind. Missiles are very unreliable at close range except for when they occasionally track a target perfectly within the first few seconds of launching. This wouldn't be a big issue (since the vanilla missile behavior is also like this) if they were more consistent at medium and longer distances, which they are not.
A lot of the times, it seems like the missile will try to track the target but just barely miss at the last second and overshoot, even without the interference of flares. They are most reliable when the target is traveling roughly perpendicular to the missile's path with minimum deviation in velocity, and occasionally flares will not be effective.
PhantomBravo 9 月 27 日 下午 1:21 
The mod works now.
I don't think the missile behavior works very well to be honest. The tweaks that were made in the last update do not seem to be very effective, as the missile still isn't very consistent.
For starters, missiles have a hard time hitting slow moving targets, such as helicopters. Often they will just veer off to the side. It's as if the missile is vastly overcompensating for just the slightest change in trajectory and then overshooting once the target is approached. It may be worth having the missile use the vanilla behavior when tracking helicopters.
Stand_Up  [作者] 9 月 26 日 下午 9:30 
@PhantomBravo, try install the latest update
Stand_Up  [作者] 9 月 26 日 下午 8:54 
Sure I will post another update
PhantomBravo 9 月 26 日 下午 5:34 
I think so, it crashes on startup with HavenM installed.
Stand_Up  [作者] 9 月 26 日 下午 4:41 
What ???, another update ????
PhantomBravo 9 月 26 日 下午 12:54 
Date_Up when.
creole09 9 月 25 日 下午 7:28 
🤦‍♂️
Razor-1 9 月 25 日 下午 5:24 
hmmmmm probably because it hasn't been updated to the latest update
PhantomBravo 9 月 25 日 下午 4:48 
You know it's possible to put more than one sentence in a single comment, right? Like this.
zwitzerland 9 月 25 日 下午 3:49 
oh
zwitzerland 9 月 25 日 下午 3:46 
@PBF Guy
I don't think it's going to help when my problem is not mentioned once in the description
zwitzerland 9 月 25 日 下午 3:44 
and no the machine gun is not being used
zwitzerland 9 月 25 日 下午 3:43 
the Jeep stops completely before even getting to a point and they have all their passengers
PBF Guy 9 月 25 日 下午 3:39 
Hope you read the desc.
zwitzerland 9 月 25 日 下午 3:38 
on the island map the eagles would not capture a point
zwitzerland 9 月 25 日 下午 3:37 
it seems to make the bots stupider
PhantomBravo 9 月 25 日 下午 3:24 
What is the actual process behind updating HavenM to the latest version? Is it a full rewrite of the script? Or just a few small changes?
Stand_Up  [作者] 9 月 25 日 上午 10:01 
hey..... he got 8 more pair of hands working now, :)
creole09 9 月 25 日 上午 9:59 
why do they keep updating the game what are they changing there is no patch notes
Stand_Up  [作者] 9 月 25 日 上午 9:58 
again...
Stand_Up  [作者] 9 月 25 日 上午 9:58 
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH UPDATED to latest version.
Demolition_Expertist 9 月 25 日 上午 7:24 
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH