RaveM install guide for Ravenfield

Every feature in detail

The screenshots show RaveM's menus. This page covers what works behind them: how killcams are recorded and replayed, how a match stays in sync over Steam, how every hit is checked, what bullets and bots do differently, what the anti-cheat watches, how voice chat sounds, and all 157 settings you can tune.

Everything here comes from RaveM 1.7.1's own README and from RaveM.dll itself. Names like HostUploadMbps are settings in BepInEx\config\com.stixsworldhd.ravem.cfg; the numbers given are their defaults.

At a glance

FeatureWhat you getBuilt on
ONLINE tileA third tile in PLAY with its own art, cloned from the game's own menu tile while the game runs.Ravenfield's menu
Browser, hosting, lobbySearch, filters and auto-refresh, host setup, teams, READY, kick and Steam invites, all inside the game.Multiplayer Engine Pro, Steam matchmaking
Online matchesPeer-to-peer over Steam's relay. The host runs the match; your own soldier is driven by your PC.FishNet Pro 4.7.3, RaveM's Steam transport
LAN playHost and join over your own network (UDP), with no Steam lobby, relay or internet connection.LiteNetLib (inside FishNet), RaveM
Bots onlineRavenfield's own AI on the host, mirrored to every player.Ravenfield AI, RaveM
Join in progressLate joiners get every soldier, vehicle, flag, score and the match clock.RaveM
KillcamsWatch your death from the killer's side: three cameras, a slow-motion finale, tracers and a final killcam for everyone.Ultimate Replay 3.0, RaveM
Per-mode options25 RaveM options for every game mode: killcam, spawning, match and ballistics.RaveM, Ravenfield's DEPLOY
Hit validationThe host re-checks every hit with line-of-sight rays and rewinds time to where the target was.SensorToolkit 2
BallisticsAir drag and a gusting crosswind, set by the host per game mode; bots solve bullet drop and lead their targets.Projectile Factory
Anti-cheatSpeed-hack and memory-edit detectors, protected health, movement checks, kick or ban.Anti-Cheat Toolkit
Up to 250 playersA per-player bandwidth budget, nearest-first updates and a 6-column player list.RaveM, Steam's connection status
Map and mode votingLobby, end-of-match and rock-the-vote votes with nominations, runoffs and missing-map checks.RaveM
Voice chat3D voices, wall muffling, team radio, vehicle intercom, lobby voice and mutes.Steam voice, RaveM
Workshop windowDirect links and one-click GET for the host's map and mods you're missing.Steam Workshop, Ravenfield's mod manager
Text chatEveryone and team chat with anti-spam, and a fallback chat if the chat library can't start.Ultimate Chat Box
Every loopSnapshots, vehicles, game state, pings, anti-cheat and the UI run as coroutines.MEC Pro

Killcams

When someone kills you, you watch the last seconds before your death from your killer's side, then your fall. Killcams arrived in 1.6.0, built on Ultimate Replay 3.0 (UltimateReplay.dll).

Recording

Playback

Per-mode options and auto spawn

Since 1.6.0, MODE OPTIONS is never blank: after each game mode's own options, every mode gets options of RaveM's own, 25 in four groups as of 1.7.1. They're stored per game mode, saved as that mode's options and sent to every player with the match. Each option and its default is in Step 4.

Spec Ops and Haunted online

In single player, Spec Ops and Haunted end when you die. Online, that let one player's death end the mission for everyone, and in Haunted the match even got stuck until the host returned to the lobby. Since 1.6.1, in online matches:

RaveM's own README calls Haunted by the name RaveM's code uses for it, Spook Ops.

Steam P2P netcode

RaveM carries a whole Ravenfield match between PCs over Steam's peer-to-peer network, using FishNet (version string 4.7.3 in FishNet.Runtime.dll) and RaveM's own Steam transport. Traffic goes through Steam's relay, so home routers and NAT don't get in the way. Since 1.7.0 a match can also run directly over your network instead: see LAN play.

What stays in sync

Soldiers' movement, aim, stance, firing, reloads, weapon switches and health; spawns and loadouts; deaths and who gets the kill; vehicles, from spawning and driving to seats, damage and destruction; capture points; the game mode's scores and tickets; and the victory.

Who decides what

Smooth movement

Joining, loading and versions

LAN play

Since 1.7.0, RaveM games can run directly over your network (UDP), with no Steam lobby, no Steam relay and no internet connection. Only the transport underneath changes: lobbies, voting, READY, voice chat, killcams, auto spawn, join in progress, passwords, bans, kicks and every game mode work the same.

Hosting and joining

What LAN play still needs

Under the hood

Bots in online matches

Online matches have bots, just like Instant Action. The host's PC runs them with Ravenfield's own AI, and RaveM mirrors each one to every player.

Up to 250 players

A lobby holds up to 250 players, the most Steam allows in one lobby. Raising the number wasn't enough on its own: without a budget, 250 players and 40 bots would need about 40 MB/s of host upload. So RaveM shares out the host's upload.

The bandwidth budget

PlayersPer player, host upload 25 Mbit/s (default)Per player, host upload 100 Mbit/s
16128.0 KB/s, 4,369 soldier updates/s128.0 KB/s, 4,369 soldier updates/s
3298.4 KB/s, 3,360 soldier updates/s128.0 KB/s, 4,369 soldier updates/s
6448.4 KB/s, 1,653 soldier updates/s128.0 KB/s, 4,369 soldier updates/s
12824.0 KB/s, 820 soldier updates/s96.1 KB/s, 3,280 soldier updates/s
25012.3 KB/s, 418 soldier updates/s49.0 KB/s, 1,673 soldier updates/s

Figures from RaveM's own budget formula. Each soldier update costs 30 bytes. In RaveM's scheduler test with 250 players and 40 bots on the default 25 Mbit/s, nearby soldiers updated 3.7 times a second, mid-range 1.8 and far 0.89, never over budget. Four times the upload gives about four times the rate.

Small messages, screens that scale

Fair hits: lag-compensated checks

Players report their own hits, so RaveM doesn't simply trust them: the host re-checks every hit before it counts (EnableHitValidation, on).

Weapon mods with huge damage multipliers, miniguns or very long range? Raise the matching limit rather than switching validation off.

Ballistics: drag, wind, smarter bots

Projectile Factory adds air drag and wind to fast projectiles and gives bots a ballistic solver. Since 1.7.1 the host sets all of it per game mode in HOST GAME > MODE OPTIONS > BALLISTICS, and every PC in the match applies the host's rules. Every default equals the settings file's old default, so a game mode the host never touches plays exactly as before.

Anti-cheat

Anti-Cheat Toolkit detectors run on every player's PC, and the host checks everything it receives (EnableAntiCheat, on).

Other limits work the same way. A player's READY can change at most 6 times per 10 seconds, each player may send at most 6 chat messages per 10 seconds (AntiSpamMessagesPer10s), and the host decides who hears whom in voice chat, so a modified game can't listen in on voices the rules don't give it. ACTk's injection detector is deliberately left out: BepInEx itself injects assemblies, so it would always trigger.

READY checks and starting together

Map and mode voting

Proximity voice chat

How it sounds

Who hears whom

Talking

Workshop window

Your controls stay yours

Text chat

Under the hood

Design limits

All settings

All 157 settings in BepInEx\config\com.stixsworldhd.ravem.cfg, read from RaveM.dll 1.7.1 itself. The menus change many of them; the rest are here for hosts and tinkerers. Edit the file with the game closed: RaveM rewrites it whenever a setting changes in game.

Defaults and ranges are as RaveM states them in each setting's description. In the file, true and false are written in lowercase, as below.

1. General (4 settings)
SettingDefaultValuesWhat it does
EnableRaveM true true or false Master switch. When false the ONLINE tile is hidden and no RaveM code runs in matches.
Tip: Turn off to play vanilla Ravenfield without uninstalling.
PlayerNameOverride (empty) Free text Name shown to other players. Leave empty to use your Steam name.
Tip: Pick a clan tag or nickname; empty = Steam name.
PreferredTeam Auto Auto, Eagle or Raven The team you ask for when you join a lobby or a running match. When the host has AUTO BALANCE on, balance wins.
Tip: Pick your favourite side.
VerboseLogging false true or false Writes detailed network/sync diagnostics to BepInEx/LogOutput.log.
Tip: Only turn on when reporting a bug - it makes the log big.
2. Network (15 settings)
SettingDefaultValuesWhat it does
TickRate 60 10 to 120 FishNet simulation tick rate (ticks per second).
Tip: Higher = tighter timing and slightly more CPU; lower = lighter but less precise.
ClientSendRate 30 5 to 60 How many times per second your own soldier's movement is sent to the host.
Tip: Higher = others see you move smoother and hits line up better, costs upload bandwidth.
HostSnapshotRate 20 5 to 60 How many world snapshots per second the host sends to each player.
Tip: Higher = smoother enemies/bots for everyone, but the host needs more upload.
InterpolationDelayMs 100 0 to 500 How far in the past remote soldiers are rendered so movement can be smoothed between snapshots.
Tip: Lower = more up-to-date but jittery on bad connections; higher = buttery smooth but slightly delayed.
ExtrapolationLimitMs 250 0 to 1000 How long a remote soldier keeps moving on its last known velocity when packets stop arriving.
Tip: Higher hides short lag spikes; too high makes laggy players 'run through walls' briefly.
SnapDistance 6.0 1.0 to 50.0 If a remote soldier is further than this (metres) from where the network says, it is teleported instead of smoothed.
Tip: Lower = fewer rubber-band slides but more visible pops; higher = smoother but can lag behind.
PositionCorrectionGain 8.0 1.0 to 30.0 How aggressively remote soldiers are pulled toward their networked position each second.
Tip: Higher = snappier and more accurate; lower = softer, floatier motion.
NearDistance 150.0 25.0 to 1000.0 Soldiers closer than this (metres) to you are updated at the full snapshot rate.
Tip: Raise for big open maps with snipers; lower to save bandwidth.
MidDistance 400.0 50.0 to 3000.0 Soldiers between Near and Mid distance update at half rate; beyond Mid they use the far rate.
Tip: Raise if distant enemies look choppy through scopes.
FarSnapshotDivisor 4 1 to 10 Far soldiers are only sent every Nth snapshot.
Tip: 1 = everyone full rate (heavy); higher = far soldiers choppier but much less bandwidth.
HostUploadMbps 25.0 1.0 to 1000.0 Upload speed (megabits per second) the host lets RaveM use for position updates. It is shared by all players: each player's share is this divided by the number of players, capped by PlayerSnapshotKBps and by Steam's own measurement of that player's connection. Nearby soldiers and vehicles are always updated first.
Tip: Set it to about 70 % of your real upload speed. Big lobbies need a fast upload.
PlayerSnapshotKBps 128 8 to 1024 Most position-update data (kilobytes per second) one player receives from the host. Lowered automatically when Steam measures a slower connection or reports a backlog.
Tip: 128 KB/s = 1 Mbit/s per player: smooth movement for everyone nearby.
VehicleSendRate 20 5 to 60 How often per second a vehicle's driver sends its position.
Tip: Higher = smoother jets/helicopters for others, more bandwidth.
GameStateRate 4.0 1.0 to 20.0 How often per second the host sends flags, scores and match timers.
Tip: Higher = capture bars and tickets update faster on clients.
LoadTimeoutSeconds 120 15 to 600 How long the host waits for everyone to finish loading before starting anyway.
Tip: Raise if friends have slow PCs/HDDs and big modded maps.
3. Lobby (23 settings)
SettingDefaultValuesWhat it does
DefaultLobbyName {name}'s RaveM match Free text Default lobby title on the HOST page. {name} is replaced with your player name.
Tip: Just a label for the server browser.
DefaultMaxPlayers 8 2 to 250 Default player slots when hosting (Steam allows at most 250 members per lobby).
Tip: More players need more host upload: see 2. Network / HostUploadMbps.
DefaultBotsPerTeam 20 0 to 100 Default bots per team when hosting.
Tip: Bots are simulated by the host: more bots = heavier host CPU and bandwidth.
DefaultRespawnTime 5 1 to 120 Default respawn wave time in seconds.
Tip: Short = non-stop action; long = every life counts.
BrowserAutoRefreshSeconds 15 0 to 120 Server browser refreshes itself every N seconds while open. 0 disables auto refresh.
Tip: Lower = fresher list, higher = fewer Steam queries.
MaxBrowserResults 100 10 to 500 Maximum lobbies requested from Steam per refresh.
Tip: Raise if you want to see every lobby worldwide.
RequireAllReady false true or false Default for HOST GAME > RULES > REQUIRE READY: the host can only start once every player pressed READY.
Tip: Turn on for organised matches so nobody gets dropped in while AFK.
DefaultAutoStartWhenReady false true or false Default for RULES > AUTO START WHEN READY: the match starts by itself 5 seconds after every player pressed READY (at least one other player needed; anyone un-readying or joining stops the countdown).
Tip: Hands-free hosting.
AutoBalanceTeams true true or false Default for HOST GAME > RULES > AUTO BALANCE: new players go to the team with fewer players.
Tip: Keeps matches fair automatically.
AllowTeamSwitchInLobby true true or false Default for HOST GAME > RULES > TEAM SWITCH: players may switch team in the lobby.
Tip: Turn off to force the auto-balanced teams.
AllowJoinInProgress true true or false Default for HOST GAME > RULES > JOIN IN PROGRESS: players can join a match that is already running.
Tip: Friends can hop in at any time; turn off for fixed-roster matches.
DefaultBotSkill Vanilla Vanilla, Beginner, Normal or Veteran Default for RULES > BOT SKILL. Vanilla keeps Ravenfield's own beginner/normal/veteran mix.
Tip: Veteran bots are far deadlier; Beginner is relaxed.
DefaultAllWeapons false true or false Default for RULES > ALL WEAPONS: every weapon can be picked in loadouts (the game's playerHasAllWeapons flag).
Tip: Sandbox fun vs. the game's normal loadout rules.
DefaultMaxPing 0 0 to 1000 Default for RULES > MAX PING in ms. Players above it for 15 seconds are kicked. 0 = off.
Tip: Keeps very laggy players from rubber-banding everyone's fights.
DefaultVoiceChat true true or false Default for RULES > VOICE CHAT: proximity voice chat in your lobbies.
Tip: Let the battlefield talk.
DefaultVoiceRange 60 10 to 300 Default for RULES > VOICE RANGE: how far (metres) a proximity voice carries; it fades smoothly to silence at this distance.
Tip: 60 m = shouting distance.
DefaultTeamRadio true true or false Default for RULES > TEAM RADIO: the team radio key reaches the whole team anywhere on the map.
Tip: Coordinate across the map.
DefaultDeadPlayers DeadOnly Nearby, DeadOnly or Silent Default for RULES > DEAD PLAYERS: Nearby = heard where they fell; DeadOnly = only other dead players hear them; Silent = dead players cannot talk.
Tip: DeadOnly stops ghost call-outs.
DefaultEnemiesHearVoice true true or false Default for RULES > ENEMIES HEAR YOU: when off, proximity voice reaches only your own team.
Tip: ON = sneaky whispers get you caught.
DefaultLobbyVoice true true or false Default for RULES > LOBBY VOICE: everyone in the pre-match lobby hears everyone.
Tip: Chat before the fight.
DefaultUseMapCycle false true or false Default for RULES > MAP CYCLE: matches follow your custom map cycle instead of the single MAP/GAME MODE.
Tip: Rotate through your favourite maps, Workshop maps included.
DefaultAutoNextMapSeconds 15 0 to 120 Default for RULES > AUTO NEXT MAP: seconds after a victory before the host loads the next map for everyone. 0 = wait for the host.
Tip: Non-stop matches with a short breather.
LastMapCycle (empty) Free text Name of the map cycle loaded automatically on HOST GAME > MAP CYCLE (files live in BepInEx/config/RaveM_MapCycles).
Tip: Set automatically when you save or load a cycle.
4. Hitscan (7 settings)
SettingDefaultValuesWhat it does
EnableHitValidation true true or false Host verifies every hit reported by a client with SensorToolkit 2 ray sensors and lag compensation.
Tip: Stops wall-hacks/magic bullets. Turn off only if legit hits get rejected on a very laggy connection.
LagCompensationWindowMs 400 50 to 1000 How far back in time (ms) the host rewinds soldiers when checking a hit.
Tip: Higher = fairer for high-ping players; lower = harder to abuse lag.
HitTolerance 3.5 0.5 to 15.0 Allowed distance (metres) between a reported hit and where the target was.
Tip: Higher = fewer false rejections; lower = stricter anti-cheat.
LineOfSightMask 8388609 0 to 2147483647 Physics layers that block a bullet during validation (default = the game's own sight mask, layers 0 and 23).
Tip: Leave default unless a map mod uses custom layers.
MaxHitsPerSecond 40 5 to 200 Maximum hits one player may land per second before extra hits are discarded.
Tip: Protects against rapid-fire hacks; raise for heavily modded miniguns.
MaxDamagePerHitMultiplier 3.0 1.0 to 20.0 A single hit may deal at most weapon damage x this.
Tip: Raise if a weapon mod uses huge headshot multipliers.
MaxWeaponRange 2500.0 100.0 to 10000.0 Hits from further than this (metres) are rejected.
Tip: Raise for artillery/railgun mods on huge maps.
5. Ballistics (10 settings)
SettingDefaultValuesWhat it does
EnableBallistics true true or false Offline (with ApplyInSinglePlayer): enables the Projectile Factory ballistics layer: air drag, wind drift and ballistic bot aim. Online games always use the host's HOST GAME > MODE OPTIONS > BALLISTICS, the same for every player.
Tip: Makes long-range shooting more realistic and bots smarter with arcing weapons.
ApplyInSinglePlayer false true or false Offline: Also apply the ballistics layer in normal offline Instant Action/Campaign.
Tip: Turn on to get the same bullet physics offline.
AirDragCoefficient 0.00012 0.0 to 0.01 Offline: Quadratic air drag applied to fast projectiles (per metre).
Tip: Higher = bullets slow down and drop more at range; 0 = vanilla.
DragMinSpeed 120.0 0.0 to 2000.0 Offline: Only projectiles faster than this (m/s) receive drag and wind (bullets, not thrown objects).
Tip: Lower it to affect slower rockets too.
WindStrength 0.8 0.0 to 10.0 Offline: Crosswind in m/s pushing fast projectiles.
Tip: Higher = you must aim into the wind at long range; 0 = no wind.
WindDirectionDegrees 45.0 0.0 to 360.0 Offline: Compass direction the wind blows toward (0 = world +Z).
Tip: Changes which way long shots drift.
WindGustiness 0.35 0.0 to 1.0 Offline: How much the wind strength varies over time.
Tip: Higher = less predictable long-range drift.
BotBallisticAim true true or false Offline: Host bots solve the ballistic arc (Projectile Factory solver) for weapons with bullet drop.
Tip: Bots lob grenades/rockets and snipe with correct elevation.
BotBallisticSkill 0.85 0.0 to 1.0 Offline: How closely bots follow the perfect ballistic solution.
Tip: 1 = scary accurate, 0 = vanilla bot aim.
BotTargetLeading true true or false Offline: Bots lead moving targets by projectile travel time.
Tip: Running in a straight line becomes dangerous.
6. AntiCheat (10 settings)
SettingDefaultValuesWhat it does
EnableAntiCheat true true or false Master switch for Anti-Cheat Toolkit detectors and host-side validation.
Tip: Keep on in public lobbies.
SpeedHackDetection true true or false ACTk SpeedHackDetector watches for game-clock manipulation on clients.
Tip: Catches speed hacks; reported to the host.
SpeedHackInterval 1.0 0.1 to 10.0 Seconds between speed-hack checks.
Tip: Lower = faster detection, tiny CPU cost.
SpeedHackMaxFalsePositives 3 1 to 50 How many suspicious readings in a row are tolerated before reporting.
Tip: Raise if a weak PC with huge hitches gets false reports.
ObscuredValueDetection true true or false ACTk ObscuredCheatingDetector flags memory editors poking protected values.
Tip: Catches Cheat Engine style value edits.
HealthTamperProtection true true or false Your health is mirrored in an ACTk ObscuredFloat; edits outside real game events are reverted and reported.
Tip: Stops god-mode memory edits.
ServerMovementValidation true true or false Host checks every client's movement speed and teleports.
Tip: Stops speed/teleport hacks.
MaxOnFootSpeed 18.0 5.0 to 100.0 Maximum believable on-foot speed (m/s) before a movement violation is counted.
Tip: Raise for mods with jetpacks or super-sprint.
MaxViolationsBeforeAction 12 1 to 200 Violations (bad hits, speed, reports) before the Action is taken.
Tip: Lower = stricter, higher = more forgiving to lag.
Action Kick LogOnly, Kick or Ban What the host does when a player reaches the violation limit.
Tip: Ban also stores the SteamID in BepInEx/config/RaveM_bans.txt.
7. Chat (14 settings)
SettingDefaultValuesWhat it does
EnableChat true true or false Enables the Ultimate Chat Box chat in lobbies and matches.
Tip: Turn off if you only use voice chat.
ChatKey U Any Unity KeyCode name Opens chat to everyone (Enter sends, Esc cancels). The chat is hidden until you press a chat key. RaveM never uses a key Ravenfield uses: a collision with your game controls moves this key to a free one automatically (logged + shown).
Tip: Any free Unity KeyCode name, e.g. U, H, K, O.
TeamChatKey J Any Unity KeyCode name Opens chat to your team only. RaveM never uses a key Ravenfield uses: a collision with your game controls moves this key to a free one automatically (logged + shown).
Tip: Any free Unity KeyCode name.
ChatSendKey Tab Any Unity KeyCode name Sends the message you are typing. Must be a key that types no text (Tab, Return, KeypadEnter, Insert, PageUp, PageDown, Pause, F1-F15). Ravenfield ignores the keyboard while you type, so the game's own use of this key (Tab = scoreboard) does not trigger. You can also click the arrow button in the chat bar.
Tip: Tab is one finger from WASD; Enter is optional (see ChatEnterSends).
ChatEnterSends false true or false Also send with Enter. Off by default: Enter is Ravenfield's Open Loadout key, so RaveM sends with the send key or the arrow button instead.
Tip: Turn on if you prefer Enter.
ChatShowCursor true true or false Shows the mouse cursor while you type (mouse look pauses anyway) so the arrow send button can be clicked; the game locks it again when the chat closes.
Tip: Turn off to keep the cursor hidden while typing.
ChatPositionX 2 0 to 100 Horizontal chat position as a percentage of the free screen space: 0 = left edge, 50 = centred, 100 = right edge (PREFERENCES has one-click presets).
Tip: Move the chat away from parts of the HUD you care about.
ChatPositionY 18 0 to 100 Vertical chat position as a percentage of the free screen space: 0 = bottom edge, 100 = top edge.
Tip: Raise it if it covers your weapon or health HUD.
ChatSize 5.0 2.0 to 10.0 Chat box size on Ultimate Chat Box's own scale: 10 = the full length of the screen's short side (the box is half as tall as it is wide).
Tip: Bigger = more message history visible while you type.
ChatMessagePopupSeconds 10 0 to 60 When anyone sends a chat message, the chat window pops up for everyone who receives it (the sender included) for this many seconds. 0 = the chat only appears when you open it with a chat key. (New key in 1.1.5 so existing configs get the 10 s default.)
Tip: 5-15 s is enough to read a line; 0 for a clean screen.
MaxMessageLength 160 16 to 500 Maximum characters per message.
Tip: Shorter = less spam.
ChatVisibleLines 8 2 to 20 How many chat lines are visible at once.
Tip: More lines = more history on screen, more screen space used.
ChatFontSize 18 10 to 40 Chat text size in pixels at 1080p; it scales with your resolution together with the chat box, and applies immediately.
Tip: Raise it if you want bigger text on any screen.
AntiSpamMessagesPer10s 6 1 to 50 Messages a player may send per 10 seconds; extras are dropped by the host.
Tip: Lower to silence spammers.
8. Coroutines (2 settings)
SettingDefaultValuesWhat it does
SlowUpdateHz 7.0 1.0 to 30.0 MEC Pro SlowUpdate segment frequency used for lobby pings, anti-cheat sweeps and UI refresh.
Tip: Higher = UI and pings update faster, tiny CPU cost.
UiRefreshHz 5.0 1.0 to 30.0 How often per second the lobby/player list UI refreshes.
Tip: Higher = snappier lists.
9. Interface (7 settings)
SettingDefaultValuesWhat it does
NetStatsKey Insert Any Unity KeyCode name Toggles the network statistics overlay. RaveM never uses a key Ravenfield uses: a collision with your game controls moves this key to a free one automatically (logged + shown).
Tip: Any free Unity KeyCode name.
PlayerListKey P Any Unity KeyCode name Hold to show the online player list with pings. RaveM never uses a key Ravenfield uses: a collision with your game controls moves this key to a free one automatically (logged + shown).
Tip: Any free Unity KeyCode name.
ShowNetStatsOnStart false true or false Show the network statistics overlay automatically in matches.
Tip: Handy for hosts watching bandwidth.
WorkshopWindow true true or false Show the Steam Workshop window when a lobby you pick in the server browser, or join, uses a map or mods you don't have: each item with a direct Workshop link, one-click GET (subscribe + download right away) and live download progress.
Tip: Leave it on: one click gets everything you're missing.
OverlayScale 1.0 0.5 to 2.0 Scale of RaveM's in-game overlays.
Tip: Raise on 4K, lower on small screens.
ShowNameTags true true or false Floating name tags above other human players (team-coloured).
Tip: Easier to tell friends from bots.
NameTagMaxDistance 250.0 10.0 to 2000.0 Name tags are hidden beyond this distance (metres).
Tip: Lower = less clutter.
10. Voting (host defaults) (24 settings)
SettingDefaultValuesWhat it does
DefaultVoteWhat MapAndMode Off, Map, Mode, MapAndMode or Combined What players vote on: Map, Mode (game mode), MapAndMode (two ballots, chosen independently) or Combined (map + mode pairs on one ballot). Off disables voting.
Tip: MapAndMode gives players the most say.
DefaultVoteInLobby true true or false Allow the host to start a vote from the lobby (VOTE tab > START VOTE).
Tip: Let the lobby pick the first map.
DefaultVoteAtMatchEnd true true or false Start a vote automatically when a match ends - either team wins, so after a victory or a defeat, in every game mode; the winner loads for everyone (replaces AUTO NEXT MAP while on). If nobody votes, the next map in your MAP CYCLE loads.
Tip: The classic end-of-round map vote.
DefaultVoteAutoStart false true or false Start the match automatically 5 s after a lobby vote ends.
Tip: Hands-free lobbies.
DefaultVoteSeconds 30 10 to 180 How long a vote stays open (a runoff lasts at most 15 s).
Tip: 20-40 s works well.
DefaultVoteMapChoices 5 2 to 9 Maps offered per vote (plus the RANDOM MAP / PLAY AGAIN / KEEP PLAYING options).
Tip: 5 keeps the list readable.
DefaultVoteModeChoices 3 2 to 8 Game modes offered on the mode ballot.
Tip: Official modes: Battle, Domination, Haunted, Point Match, Skirmish, Spec Ops.
DefaultVotePool AllMaps AllMaps, BuiltIn, Custom or MapCycle Which maps votes draw from: every Instant Action map, only built-in, only installed custom maps, or only your MAP CYCLE. Maps hidden from Instant Action are never offered (same rule as the game's map picker).
Tip: MapCycle = curated votes.
DefaultVotePick LeastPlayed LeastPlayed, Random or CycleOrder How the offered maps are chosen after nominations: least played first (random among equals), fully random, or the next maps in your cycle.
Tip: LeastPlayed spreads play across every map.
DefaultVoteSkipRecent 2 0 to 5 Recently played maps left out of votes (the current map is always left out; it can come back only as PLAY AGAIN).
Tip: Stops the same maps repeating.
DefaultVoteRandomOption true true or false Add a RANDOM MAP option (a pool map that was not listed).
Tip: Fun for mixed lobbies.
DefaultVotePlayAgain true true or false Add PLAY AGAIN (the map just played) to end-of-match votes.
Tip: Good maps deserve a rematch.
DefaultVoteTieBreak Runoff Runoff, Random, HostDecides or FirstListed Tie-break: a quick runoff between the tied options (once; then random), random, the host picks (20 s, then random) or the first listed option. No votes at all is not a tie: the next MAP CYCLE map loads (without a cycle list: the first listed real map with FirstListed, otherwise a random real map).
Tip: Runoff is the fairest.
DefaultVoteEndEarly true true or false Close the vote as soon as everyone has voted (or, when votes cannot be changed, as soon as the result can no longer change).
Tip: Saves waiting.
DefaultVoteChangeVote true true or false Players may change their vote until it closes.
Tip: Turn off for one-shot votes.
DefaultVoteLiveResults true true or false Show the vote counts while voting (off = revealed when the vote closes).
Tip: Hidden results avoid bandwagons.
DefaultVoteNominations 1 0 to 3 Maps each player may nominate for the next vote (VOTE tab > NOMINATE or !nominate <map> [mode]). Nominated maps are offered first. 0 = off.
Tip: 1 per player keeps it fair.
DefaultVoteRtv true true or false Rock the vote: during a match players can ask for a map change (VOTE window or !rtv); enough requests start a vote with a KEEP PLAYING option.
Tip: Lets players skip a map nobody enjoys.
DefaultVoteRtvPercent 60 10 to 100 Share of players needed to start a rock-the-vote (rounded up, at least 1).
Tip: 50-66 % is typical.
DefaultVoteRtvDelay 60 0 to 900 Seconds after a match starts before rock the vote opens.
Tip: Give every map a fair chance.
DefaultVoteRtvChangeNow true true or false A rock-the-vote result loads right away (off = when the current match ends).
Tip: Off is gentler for long matches.
DefaultVoteOnlyShared true true or false Options some players do not have installed are marked and cannot win (every player's game checks the offered maps).
Tip: Keeps everyone in the next match.
DefaultVoteScriptedMaps false true or false Include scripted maps (maps that bring their own game mode, metaData.hasBuiltInGameMode) in votes.
Tip: Scripted maps may ignore the voted mode.
DefaultVoteModes (empty) Free text Game modes allowed in votes, comma separated (empty = all). Edited on HOST GAME > VOTING.
Tip: e.g. Battle,Domination,Point Match
11. Voice (24 settings)
SettingDefaultValuesWhat it does
VoiceChat true true or false Voice chat for you. When off you neither send nor hear voice.
Tip: Talk to your squad!
VoiceMode PushToTalk PushToTalk, ToggleToTalk or OpenMic PushToTalk: hold the push-to-talk key (or the team radio key) to talk. ToggleToTalk: press a talk key once to start talking and again to stop. OpenMic: you are sent whenever your voice is louder than VoiceOpenMicDb.
Tip: Toggle saves your finger on long call-outs.
VoicePushToTalkKey H Any Unity KeyCode name Hold to talk to players near you (and on your vehicle's intercom). If Ravenfield uses the key, RaveM moves it to a free key at startup.
Tip: H is free in Ravenfield's default controls.
VoiceRadioKey BackQuote Any Unity KeyCode name Hold to talk on the team radio: your whole team hears you anywhere on the map (when the host allows it).
Tip: BackQuote is the key above Tab.
VoiceOpenMicDb -40.0 -70.0 to -10.0 Open mic only: how loud (dBFS) your voice must be to be sent. Lower = more sensitive.
Tip: Watch YOUR MIC in PREFERENCES > VOICE CHAT SETTINGS.
VoiceVolume 1.0 0.0 to 3.0 Volume of other players' voices (1.0 = 100 %).
Tip: Crank it for loud battles.
VoiceRadioEffects true true or false Team radio sounds like a radio (band-limited, crackle, squelch); the vehicle intercom slightly.
Tip: Pure immersion.
VoiceOcclusion true true or false Voices behind walls and terrain sound muffled and quieter.
Tip: Hear where people really are.
VoiceMaxHeard 8 1 to 32 Most voices you hear at once: radio, vehicle and lobby voices first, then the nearest.
Tip: Fewer = clearer in big fights.
VoiceJitterMs 80 20 to 400 Voice buffer: higher smooths bad connections, lower reduces delay.
Tip: 80 ms suits most connections.
VoiceSpeakingHud true true or false Show who is talking on the right of the screen and your own microphone state.
Tip: Know who is calling the shots.
VoiceReleaseDelayMs 0 0 to 1000 Keep talking this long after you release (or switch off) a talk key. Steam itself also records a short moment after release.
Tip: 150-300 ms stops clipped last words.
VoiceTalkSounds Off Off, Click or Beep A sound only you hear when your microphone opens and closes with a talk key: Click = a short tick, Beep = a radio-style tone.
Tip: Beep feels like a real radio.
VoiceNearbyVolume 1.0 0.0 to 2.0 Your volume for nearby (proximity) voices and dead players' voices, on top of VoiceVolume (1.0 = 100 %).
Tip: Turn nearby chatter down, keep the radio loud.
VoiceRadioVolume 1.0 0.0 to 2.0 Your volume for team radio voices, on top of VoiceVolume.
Tip: Orders over the radio, loud and clear.
VoiceIntercomVolume 1.0 0.0 to 2.0 Your volume for your vehicle's intercom, on top of VoiceVolume.
Tip: Hear your gunner over the engine.
VoiceLobbyVolume 1.0 0.0 to 2.0 Your volume for voices in the pre-match lobby, on top of VoiceVolume.
Tip: Quiet the lobby, loud in battle.
VoiceDirection3D true true or false Nearby voices come from the talker's direction (left / right, quieter and darker behind you). Off = centred; distance and walls still apply.
Tip: Off helps with one-ear headphones.
VoiceHearEnemies true true or false Hear the other team's nearby voices when the host lets enemies hear each other. Off = only your own team's voices (on your PC).
Tip: Off = no trash talk from the enemy.
VoiceHearDead true true or false Hear dead players' voices when the host's rules send them to you.
Tip: Off = only the living.
VoiceFriendsOnly false true or false Hear only players who are your Steam friends (your own sounds still play).
Tip: Private squad with strangers around.
VoiceMuteSteamBlocked true true or false Never hear players you blocked on Steam (Steam's relationship 'Ignored': you blocked them from comments and chat).
Tip: Blocked stays blocked.
VoiceMicHud true true or false Show your microphone state (talking / radio / mic on / open mic, level meter) above the ammo panel in a match.
Tip: Always know when you are live.
VoiceNameTagMarks true true or false Show ((.)) on name tags while that player talks.
Tip: Spot the talker at a glance.
12. Killcam & spawning (10 settings)
SettingDefaultValuesWhat it does
KillcamShow true true or false Show killcams (and the final killcam) on your screen when the host's MODE OPTIONS allow them.
Tip: Learn where that sniper was.
KillcamView KillersEyes KillersEyes, Shoulder or Cinematic Your killcam camera when the host leaves the choice to players: through the killer's eyes, over the killer's shoulder, or a cinematic side view of killer and victim.
Tip: Killer's eyes shows exactly what they saw.
KillcamSkipKey Backspace Any Unity KeyCode name Skip the killcam (when the host allows skipping). Ravenfield respawns you with Fire while you are dead, so Fire never skips.
Tip: Backspace is free in Ravenfield's controls.
KillcamHud true true or false Show the killcam panel on the right (KILLCAM, the killer, weapon, distance, health, camera) and the progress bar.
Tip: Off for clean cinematic replays.
KillcamRecordFps 20 10 to 30 How many times per second soldiers and vehicles are recorded for killcams (smoother replays cost a little more CPU and memory).
Tip: 20 is smooth; 10 saves CPU in huge battles.
KillcamRecordRange 800 100 to 5000 Soldiers farther than this from you are not posed in the recording (in killcams they keep their last recorded pose).
Tip: Raise it if long-range snipers kill you.
KillcamAnimateRange 250 0 to 2000 Ravenfield stops animating AI soldiers nobody can see; within this distance RaveM keeps them animating while recording, so killcams never show frozen killers (0 = the game's default, no extra CPU).
Tip: Lower it if big bot battles stutter.
AutoSpawnUse true true or false Follow the host's AUTO SPAWN (MODE OPTIONS > SPAWNING): RaveM presses DEPLOY for you after the host's delay. Off = you always deploy yourself.
Tip: Off to pick your loadout every time.
KillcamGhostRange 150 25 to 2000 Soldiers and vehicles this close to the killer or the victim appear in the killcam (farther ones are left out; each one shown costs a little when the killcam starts).
Tip: Raise it for long-range fights; lower it if killcams hitch on start.
KillcamMuteWorld true true or false Silence the live battle (gunfire, explosions) while a killcam plays; voice chat keeps playing.
Tip: Off to keep hearing the fight around your body.
13. LAN (4 settings)
SettingDefaultValuesWhat it does
LanPort 48780 1024 to 65535 UDP port LAN games use (hosting, joining and discovery). Every player on the LAN game needs the same port; allow Ravenfield through your firewall on private networks.
Tip: Change only if another program uses 48780.
LanIPv6 false true or false Also use IPv6 for LAN games (dual stack). Off = IPv4 only, which every network supports.
Tip: Turn on for IPv6-only networks.
LanTimeoutSeconds 10 3 to 60 Seconds without any packet before a LAN connection counts as lost.
Tip: Raise it on unreliable Wi-Fi.
LanRecent (empty) Free text Addresses you joined with DIRECT CONNECT (most recent first, up to 8). The server browser also probes these directly, so games on other subnets or VPNs still show up.
Tip: Filled in automatically.
11. Voting (personal) (3 settings)
SettingDefaultValuesWhat it does
VoteKey K Any Unity KeyCode name Opens the vote window during a match (click an option to vote; Esc or this key closes it). RaveM never uses a key Ravenfield uses: a collision moves it automatically.
Tip: Any free Unity KeyCode name.
VoteAutoOpen true true or false Open the VOTE tab (lobby) or the vote window (match end) automatically when a vote starts. In the middle of a match only the banner appears.
Tip: Turn off to open votes yourself.
VoteBanner true true or false Show a small banner with the vote timer (and rock-the-vote progress) during a match.
Tip: Turn off for a clean screen.

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