Skarris weight-movement-tweaks

by FenrisulfrSkarr

Contributors

FenrisulfrSkarr

Skarris weight-movement-tweaks

Summary

Changes character movement, and penalties to account for real life performance and physical fitness for RHS/modern combat mods, Designed to help machinegunners and other heavy loadouts perform.

Description

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TO ENSURE IT WORKS, ALWAYS LOAD LAST IN THE ORDER TO REPLACE OTHER CHANGES FROM MODS;
INVERSELY, FOR COMPATIBILITY ALWAYS PUT HIGHER IN THE ORDER 
^(This may make the mod not take effect however).

Note: If you wish to replace stamina changes, just place any stamina mod after this one. Just be aware this balance was carefully chosen for heavier combat roles, so any changes to stamina limits could effect such.

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This mod tweaks values around for the weight limit, weight penalties, and movement speeds to simulate movement underload with modern equipment from mods like RHS than the default reforger cold war era equipment.

Most modern equipment is very load bearing efficient and allows soldiers to move and perform with the heavier modern loadouts of their older contemporaries. This mod is designed to help simulate that effect. Using video footage of real life combat, knowledge of typical equipment loadouts, personal experience with this equipment, and first person testimony of those in the field, this mod seeks to replicate movement speeds expected with the heavier equipment loads while under fire and combat conditions.

Included are changes to movement speed for all the slower methods of movement (walking, crouching, prone, ADS) to better equip roles like Machinegunners, grenadier, AT, demo, or breachers with the speed required to become effective where previously it was infeasible with their expected kit.

In vanilla ever since the 1.3 update introduced stricter weight penalties, 55+kg is where your speed drops off a cliff before reaching a 60kg cut off, where your speed is cut in half to a slow walk point and slow jog by hitting sprint respectively. This is extremely punishing on machinegunners with RHS or any mod that adds weight due to the presence of body armor, and is also not based in reality where adrenaline, better load bearing solutions, and better physical standards mostly negate this sort of outcome....for a short time anyway.
The optimal design of this mod by contrast to vanilla is to allow a medium machinegunner to carry a standard 400-600rnd loadout while being capable of fast jogging with a short burst of stamina enough to run to cover if fired upon. Just as seen in many irl footage.

Or to allow a lighter rifleman kit in body armor and with a frontline combat load to rapidly move and shoot as required without being forced to rapid jog to a position with their weapon lowered. Helping CQB effectiveness dramatically as it relies on speed, surprise, and violence of action.

Overall sprint speed and jog speed were decreased though to better play with kit expectations, and slow down general movement to still disencentivize run and gun.

Detailed changes below:

----------------Stamina------------
(unladen) Jog stamina drain: 0.08 --> 0.0022
(unladen) Sprint stamina drain: 0.018 --> 0.0125
Stamina regen rate: 0.0700 ----> 0.0570

Stamina encumberance floor: 0kg --> 25kg (weight amount required to start stamina debuffs)
Stamina encumberance ceiling: 50kg --> 65kg (weight amount required to maximize stamina debuffs)

Max Stamina Drain due to weight: -0.1000 --> -0.0275
Max stamina drain while sprinting and underweight: -0.400

----------------Movement---------
Weight penalty max: (0.5 * movement speed) ---> (0.79 * movement speed)
^ The maximum speed loss you will suffer using a multiplier to movement speed at any weight.

(forward / side to side / backwards movement respectively, in meters a second)
(these cant be lowered/raised too much without adverse animation desync)
Standing slow/walk: 1.5/1.5/1.5 ---> 1.8/1.8/1.8
Standing moderate/jog: 3.8/3.8 ---> 3.65/3.65
Standing fast/sprint: 5.5/5.5 ---> 5.0/5.0

Damage to movement speed from leg damage: -3.0x ---> -1.75x
(This effects how much damage is translatedi nto your move speed from your leg damage thresholds. Minor injuries should have less of an impact.)
Maximum speed loss from damage to legs: -0.8x ----> -0.5x
(at max damage to legs, your speed will be cut in half instead of 80% this would make you unable to move with this mods new values so it has been adjusted.)

ADS movement multiplier to walk modes:
0.9 --> 1.35
This means you'll get a speed boost when ADS versus normal movement speed, this is to act as an stand in for the "oh sh##" effect
I also went with this change because the game lets you increment your own movement speed, so I felt giving you a boost made more realistic sense than a decrease.

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This mod is APL-SA authorized, you may make changes to your hearts content, all it does is modify base game presence values and has no new coding.

License

Arma Public License Share Alike (APL-SA)

Rating
95%
Version
1.2.11
Game Version
1.4.0.48
Version size
2.27 KB
Downloads
72,585
Created
14.04.2025
Last Modified
25.08.2025
ID
651D504DDDF27D9D