Getting Started Guide (BMS)

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This guide will teach the basics of installing, setting up, configuring, and playing Falcon 4.0 BMS with the UOAF community. The original guide was written by VKing with help from Deathstrike and posted on the UOAF forums.

Getting started

Installing BMS

To install BMS you’ll need the original Falcon 4.0 install disk (not Allied Force) or iso of same, the BMS 4.32 Full Installer (875MB), and the BMS 4.32.7 patch (25MB).

Do not install Falcon from the disk. You only need it in the drive while BMS is installing.

Once you’ve gathered all the components do the following:

  1. Extract the “Falcon BMS 4.32 Setup” folder from the zip file (from now on referred to as the Setup folder).
  2. Run the Update 7 executable, install it to the setup folder.
  3. In the setup folder, find and run setup.exe.
  4. Follow the instructions in the installer.

After the installation’s finished, don’t delete the setup folder, as you’ll need it to patch the game later. After installing BMS you will not need the Falcon 4.0 disk any more except for reinstalling the game.

Patching BMS

To update to a newer version of BMS, download the update and apply it in the same manner as the Update 7 executable above, then run setup.exe again. The game will automatically detect your install and patch the game to the downloaded version.

Configuring BMS

After installing the game, run the shortcut to the game and click Configuration in the launcher. In this window are options that cannot be changed in game, like advanced graphics options and avionics options. The settings are down to personal preference. VKing recommends Color MFD, EPAF Radar Cues, Gray scale AG Radar, and Smaller HSD/Bullseye Symbols.

In the game, click Logbook at the top of the screen. This will show your player profile. Change both name and callsign to your nickname and pick a pilot picture and/or squadron patch if you like.

Go to the Setup screen and check “Radio calls use bullseye”, then configure the rest the way you like.

Setting up controls

Buttons

Controls you absolutely need to know, and (as far as possible) should bind to your joystick:

Function Default (from BMS.key)
Trigger "/" on english keyboards, "-" on most other european keyboards
Pickle Space
TMS Up Ctrl+Up arrow
TMS Down Ctrl+Down arrow
DMS Down Ctrl+Alt+Down arrow
Cursor slew Arrow keys
Run countermeasure program Z or X
Comm 1 and 2 transmit Alt+1 and Alt+2
Wheel brakes K
Nose wheel steering Shift+/ or Shift+- (same difference as Trigger)
Gear up/down G
Speed brakes out/in B
Dogfight mode enable/cancel D and C
Antenna tilt down/up F5 and F7. F6 centers.

Binding to joystick can be done via profiling software, or via in-game/DirectX assignments. See this thread.

Axes

Beyond the normal pitch, roll, throttle, and rudder axes, if your joystick has extra wheels or sliders, it’s recommended to assign them to the Radar antenna elevation and Range knob under advanced control settings.

TrackIR

BMS supports TrackIR and other head tracking systems natively. Enable TrackIR for 3D cockpit and TrackIR vector in the advanced control settings.

Setting up the Data Transfer Cartridge (DTC)

After setting up your pilot, go to any Tactical Engagement then click on the DTC button on the right side of the map (second from the bottom, above the button with a sun and clouds). Go to the EWS tab and click Reset followed by Save. This will make sure you have a countermeasure program to use in game. Then go to the MFD tab and do the same to. Later you can configure your DTC as you please, but if you don’t follow these steps you might not have any MFD pages or countermeasure programs when you play.


Multiplayer

Connecting to a multiplayer game

Connecting to a host in BMS is done in a older fashion than more modern games, to connect to someone hosting a BMS session you require the following pieces of information:

  • The Host’s external IP address (This can be acquired by the host with a simple, “What’s my I.P?” in Google).
  • The Connection bandwidth. This is your allowed downstream and upstream to the host, normally this is recommended to be kept to 256 (kilobits). Though may change depending on the hosts total bandwidth allocated to the game, however it is important that ALL clients use the same connection bandwidth to avoid synchronisation conflicts. If in doubt, ask the host.
  • IVC IP address. This box can be left empty, or unchecked if not using IVC. An IP address needs only be entered if someone else is hosting the IVC server. (IVC is covered further on in this guide).

After getting this information, you can use the Comms button at the top of the main menu and create a bookmark with the information for the server you wish to connect to. Once completed, you may save the bookmark for future use.

Once connected to the host, you will return to the main screen. However the “Comms” button will now instead display a chat window for the main menu. This can be used for some pre-game chatter if IVC or Teamspeak is occupied. From here, you will now be able to proceed to either the Tactical Engagement or Campaign section and select the Online option. If the Host has a game running, their game will be displayed here and allow you to connect. Please ensure that is is safe to join with the host first before connecting to a server, BMS can sometimes run into issues if someone joins whilst something is being changed.

Communication

IVC

BMS is a communication heavy simulator. To accommodate this and its endeavours for realism, it has its own communication client called IVC (Internal Voice Comms). This system does not rely on any third party application such as Teamspeak, Ventrilo or Mumble as it is integrated into the client and game allowing for simulation of Ultra High Frequency and Very High Frequency Radios. To start IVC, you take the following steps:

  1. Connect to the host as outlined in the “Connecting to multiplayer” section, however. At the “Comms” connection window, ensure the IVC tickbox is checked and the IP address is empty or matches the external server.
  2. Your game will now minimise and the IVC client window will pop up, it should detail your profile name and standard freq. This will gray out once it has successfully connected to the IVC server.
  3. You can now maximise your game window.

Before continuing further into the hosts game, you should ensure that in the setup controls area you are aware of what your Comms 1 (UHF) and Comms 2 (VHF) binds are set as. By default, these are set to Alt + 1 and Alt + 2. Another bind that is handy is F1, this allows you to use IVC at the 2D screen for IVC checks.

Brevity terms

For a complete list, see OPERATIONAL BREVITY WORDS, DEFINITIONS, AND COUNTERAIR (AFTTP 3-1.1).pdf in the /docs/Operational Manuals/ folder of your falcon install.

File:Aircraft aspects.jpg
Terms for relative target and friendly aspects
Brevity term Meaning
ANGELS Thousands of feet. (“Angels 20” means 20000 feet)
ARIZONA Aircraft out of anti-radiation missiles
BANDIT Aircraft confirmed to be hostile
BINGO Only enough fuel left to return to base
BLIND Can’t see a friendly aircraft. Opposite of VISUAL
BOGEY Aircraft of unknown identity (not know if friend/hostile/neutral)
BREAK [direction] Do an immediate high-G turn in the specified direction
BUDDY SPIKE A friendly is locking you up. Say with your bullseye position
BUSTER Go to full throttle without afterburning
CHECK [direction] Turn to the designated direction in formation with your element leader
CHERUBS Hundreds of feet (above ground level). (“Cherubs 3” means 300 feet AGL)
CONTACT Sighting a target using sensors (Radar or TGP etc)
CRANK [left/right] Turn as far as possible left or right while keeping the target on your radar
FENCE IN Directive to prepare your aircraft for battle. See UOAF SOP Section
FLOW [direction] Turn to and fly in the designated heading
FOX [type] A/A weapon launched
GATE (or BURNER) Go to full afterburning throttle
IN (from heading) Starting an attack run against a ground target. Opposite of OFF
JOKER Prebriefed fuel remaining when you should start heading home
MAGNUM With direction and type of target. Anti-radiation weapon launched
MUD RWR indication of SAM or AAA radar
NAILS RWR indication of aircraft radar
NAKED No RWR indications or cannot identify a NAILS/MUD call
NO FACTOR Not a threat
NO JOY Opposite of TALLY. Can’t see the target
NOTCH [left/right] Turn left or right to place the target at your 3 or 9 position.
OUTLAW Aircraft that has taken off from a hostile airfield, but not positively identified
PITBULL Your AIM-120 AMRAAM has activated its own radar
PUSH Switch to the designated radio channel or frequency
RIFLE A/G missile (Maverick) launched
RAYGUN [position] Request for reply from friendly at given bullseye position and heading
SAM [direction] Visual on a SAM in flight
SINGER With type and direction; RWR indication of SAM launch
SPIKE RWR indication of aircraft radar in tracking mode (locking you up)
TALLY Sighting a non-friendly aircraft visually. Opposite of NO JOY
TUMBLEWEED You’ve lost situational awareness
VISUAL Sighting a friendly aircraft visually. Opposite of BLIND
WINCHESTER Out of all ordnance

Radio protocol

ABCs

When communicating, especially in a combat situation, remember the ABCs of radio protocol:

Accuracy
Make sure what you are saying is accurate and think about what you need to say before you broadcast.
Brevity
Be brief and use brevity terms as much as possible. In a hectic situation there’s a lot of information that needs to be transmitted and processed, and only one person can talk on the radio at a time.
Clarity
Speak clearly and slowly enough that other people can understand you. The last part is particularly important if you’re not a native english speaker or speaking to a non-native speaker.

Basic protocol

  • Whenever you start a mesage not directed toward others you start with your callsign. On flight comms (where only 3 other players will hear you) you use your number 1-4, on package comms, where everyone will hear you, you use your full callsign.
  • Whenever you send a message to someone else, start with their callsign, followed by your callsign. "python 21, this is serpent 51, in from the south, engaging triple A at bullseye 040 for 63"
  • Don't use "over" or "out"
  • Don't use "break" to signal a pause. Break is a brevity word to perform a rapid turn.
  • Don't obsess over the brevity terms. If you don't know the terms say it in english, just remember to be clear and concise.
  • Whenever lead gives you an order, respond with your callsign - and respond in order, only skip someone's turn if the guy before you did not check in after 5 seconds or so.
  • When you’re being attacked give an engaged defensive call
  • When you are attacking give an engaging call followed by the BRAA or bullseye of the target.

Types of radio messages

There are two (main) kinds of messages: Advisories and directives.
An advisory is a message where you state what you are doing or intending to do. It is particularly important to remember if you're a flight lead or element lead to let other flights know when you're being engaged, or if you're engaging someone, or if you're running away from something. Advisories do not need to be acknowledged, although they can be.

Examples:

  • The flight lead can call out his altitude and speed when climbing from take-off to let his flight know if they’re going to fast or lagging behind.
  • Giving an IN call when attacking a ground target.
  • Giving an Engaged defensive call to the rest of the package if your flight finds itself engaged by enemy fighters.

A directive is an order to perform some action. They’re usually given by element-, flight-, or package leaders to their subordinates. However others can also give directives depending on the circumstances. Say you are supporting your element leader in a dogfight, and you see a bandit about to draw a bead on him. You would then direct your leader to break in concert with you trying to gain a position on the bandit.

UOAF Standard Operating Procedures

This section discusses the "always do"s and "always don't"s when we're playing BMS.

Note that these are not the same as the UO SOPs or the UOAF SOPs, which are the rules of the community.

You've read the rules, right?

Radio channels

Standard radio channels are U15 for tower, U17 for package comms, and V5+ for flight comms.

Note that channels are subject to the package commander's discretion and are part of the package briefing. Channel 13 UHF is sometimes used for package, but is not always preferred as all AI broadcast on U13.

IVC check

After the briefing for the mission is complete, there's usually an IVC check where all players sound off on IVC to confirm that everyone can transmit and receive without problems.
Sound off by pressing F1 and saying your callsign in sequence.
The sequence is usually the order of take-off if players are in only one squadron. If players are split over two or more squadrons, the IVC check should be done in the order listed on the Briefing page.

Takeoff

We do all takeoffs from the Taxiway position. When “takeoff taxi” is called, click the Takeoff button on the 2D screen and select Taxiway.

Standard takeoff procedure is for each element in the flight to take off at the same time (two ship departure). The element lead will call active left or active right indicating which side of the runway he’s taking. When lined up, turn breaks on, throttle up to 80-ish percent throttle, release the brakes, and then go full afterburner (Gate). The element leader will be calling out and counting down to each action, ensuring a coordinated takeoff.

After taking off initiate a 10 degree climb and check towards steerpoint 2. Turn the afterburner off at 350 knots.

Fence check

The fence check is the final preparation for taking your aircraft into combat.

The flight leader will call “Flight fence in”, at which point you should turn Master Arm switch to ARM, turn your exterior lights off (at night you should leave the anti collision light on), and ensure any weapons that require it are powered on (Mavericks and HARMs, for example).

Confirm the Fence in call by reading off the first three numbers on your fuel gauge.

Comms example:

Lead: "Flight, fence in. Lead's fenced 091"
2: "Two fenced 090"
3: "Three fenced 091"
4: "Four fenced 089"

Gameplay basics

In this part of the guide, we’ll explore some of the very basics of playing BMS. There’s a lot more to learn, though, so make sure to read the BMS Dash 1 and the BMS manual (in the Falcon BMS manuals folder).

Flight

Turning and corner airspeed

The F-16 is a pretty nimble aircraft. When not loaded with bombs or heavy ordnance, it can pull up to nine ‘G’ in a turn. When doing so, however, you bleed speed very rapidly, and you won’t be able to keep turning at that rate for very long.

When you need to turn rapidly for a long time (a sustained turn), especially if you’re in a turn fight with another fighter, you need to be aware of the F-16’s corner airspeed, as it’s at this speed that you can turn the fastest. If you go slower you won’t turn quickly enough, and if you’re faster your turn radius will increase. The corner airspeed of the F-16 is from 330 to 440 knots, or about Mach 0.80 when you’re above 10,000 feet. To perform a sustained turn, go full throttle, then pull hard enough to maintain the corner airspeed. If you start slowing down, ease up on the stick. If you start speeding up, pull a bit harder.

As long as you keep the corner speed in mind, the F-16 can out-turn almost every other aircraft in the game.

Orientation

When flying, it’s important to be able to communicate where you are or where something else is, either in relation to yourself or as an absolute position. There are three common systems of referencing a position. These are BRAA, bullseye position, and clock direction.

Clock direction

The simplest and quickest, but least accurate method. Imagine the plane sitting on a clock face with the nose pointing towards 12 o’clock and the tail towards 6 o’clock. Now you can reference a bearing by giving the approximate clock direction relative to your nose.

For example, 1 o’clock is just to the right of your nose, 9 o’clock is directly to your left, etc. Enemy planes are, famously, on your 6 o'clock.

When calling out a direction, preface the number by saying “left” or “right”. For example “Tally bandit, right three o’clock!. Doing this makes it quicker for listeners to comprehend where the target is, and inserts a measure of error checking. If you say “Right 10 o’clock” by accident, it’s easy for listeners to understand you meant 2 o’clock. Clock directions are most useful for giving directions to things within visual range.

BRAA

BRAA stands for Bearing, Range, Altitude, and Attitude. It is the easiest method to communicate the position of a contact on your radar to your flight members.

To give a BRAA position you’ll simply read off the direction you see the target in, its range and altitude (from the radar), and what direction it’s going.

Example BRAA bandit call: “Bandit, 030, 35 miles, angels 15, hot!”. In this situation there’s a hostile aircraft at bearing 030 degrees 35 nmi away that’s flying at 15000 feet coming towards you.

Bullseye

While BRAA is well and good for telling your flight members where something is, if you need to communicate the position of a bandit to another flight in your package your BRAA call won’t work. The target won’t be at the same bearing and range to the other flight as it is to you.

In order to solve this, we use a system called a bullseye reference. The bullseye is a fixed point on the map that is known to all flights. A position is then referenced like a BRAA, but relative to the bullseye instead of any plane.

For example, a call of “Bandit, BULLSEYE 235, 95 miles, angels 22” means that there’s a bandit 95 miles southwest of the bullseye, flying at 22000 feet. Where this position is relative to your plane depends on where you are relative to the bullseye. When giving a bullseye position you should always use the BULLSEYE proword in your message.