Realistic_Stamina_System
by ViVi141
6.3.1
RSS v6.3.1 Change Notes ======================= Patch on 6.3.0 (config 6.3.1). Keep server & clients on the same mod build. [EN] • Fix: W′ shows 0% in vehicles — HUD omitted anaerobic field; vehicle path feeds real pool + recovers W′ • Fix: aerobic recovery getting stuck slow — ExerciseTracker rest clock resets each idle session • Fix: crouch walk faster than standing walk — crouch/prone get metabolic speed caps (no Walk override on crouch) • Balance: all presets use Skiba W′ refill; tier rate 12 / 13.5 / 15.5; rearm band ≈48% (was ≈60%) • Fix: mass-placed groups stuck walking with full stamina — maxGait no longer mirrors engPh==WALK; clearing pin rewrites Wanted=RUN [中文] • 修复:进载具 W′ 显示为 0 — HUD 未填无氧字段;现写入真实池并在载具内回充 • 修复:有氧恢复越来越慢 — 休息钟每次站稳后重置 • 修复:蹲走快于站走 — 蹲/趴重新吃代谢限速(仍不对蹲/趴套 Walk 覆盖) • 平衡:三档 W′ 全改 Skiba — 档位速率 12 / 13.5 / 15.5;再武装 ≈48% • 修复:批量放置群组慢走 — maxGait 不再镜像 engPh==WALK;解除钉时重写 Wanted=RUN Full log: CHANGELOG.md [6.3.1] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.8.0.13
- Created
- Sun, 06 Sep 2026 11:08:02 GMT
- Last Modified
- Sun, 06 Sep 2026 11:08:24 GMT
6.3.0
RSS 6.3.0 (from 6.2.6) PERF vs 6.2.6 (default): player speed stack ~3.3× cheaper (~69%); AI limit ~2.9× (~65%). AI drain ON: ~2.5× cheaper vs old AI full stack (~60%). AI SETTINGS: Drain OFF (default)=cheap+Tobler+Run cap. Drain ON=AI pipeline+CP; Sprint needs Fatigue Behaviors. Disable All AI RSS=stop loop. Group gait pin when exhausted. HUD: dedicated-server ghost/double bar fixed. Debug/HUD default OFF. CANTEEN: arsenal only as DEV artifact — anim only, NO STA/W′ restore (future food test). --- 性能(默认):玩家限速栈约省69%;AI约省65%。开AI消耗:相对旧AI全栈约省60%。 AI设置:禁用消耗(默认)=廉价限速;关掉=开drain+CP,冲刺需疲劳行为;完全禁用AI RSS=停循环。 HUD:专用服残影/双层已修。水壶:军火库开发产物,暂不回补体力。
- Game Version
- 1.8.0.13
- Created
- Sat, 05 Sep 2026 20:19:03 GMT
- Last Modified
- Sat, 05 Sep 2026 20:19:25 GMT
6.2.6
RSS v6.2.5 Change Notes ======================= From 6.2.4 → 6.2.5 (config 6.2.5). W′ empty: crouch walk slower than stand. Keep server & clients on the same mod build. [EN] • When W′ is empty, crouching no longer matches standing walk speed. • Standing cruise SetSpeedLimit / Walk override / action scale only apply while STAND. • Crouch/prone clear the cruise speed source and use engine stance tops. [中文] • W′ 耗尽时,蹲走不再与站立走路同速。 • 站立巡航限速 / Walk 覆盖 / 缩轴仅在站立姿态生效。 • 蹲/趴清除巡航限速源,交回引擎姿态顶速。 Full log: CHANGELOG.md [6.2.5] / [6.2.4] / [6.2.3] Author: ViVi141 | License: AGPL-3.0 RSS v6.2.6 Change Notes ======================= From 6.2.5 → 6.2.6 (config 6.2.6). Engine stamina + aerobic recovery after W′ refill. Keep server & clients on the same mod build. [EN] • When W′ is mostly recovered (≥85%), stop pressing engine GetStamina() with stale W′ FX. • Snap engine bar to aerobic authority when FX/sprint poke clears (no long smooth lag). • Slow rest-phase recovery (×~0.35 after 10+ min rest) only applies near full STA (~80%+); mid STA (e.g. 38%→100%) keeps medium baseline instead of ~50 min crawl. [中文] • W′ 恢复良好(≥85%)后不再用过时 W′ 映射压低引擎 GetStamina()。 • 解除表现伪装时立即 Snap 到有氧权威,避免平滑拖着旧地板。 • 休息≥10 分钟的慢速期仅在接近满血(约 80%+)生效;中低体力保持中等恢复, 不再出现 W′ 回满后从约 38% 爬到 100% 要约 50 分钟。 Full log: CHANGELOG.md [6.2.6] / [6.2.5] / [6.2.4] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 17:47:46 GMT
- Last Modified
- Mon, 31 Aug 2026 17:48:01 GMT
6.2.4
RSS v6.2.4 Change Notes ======================= From 6.2.3 → 6.2.4 (config 6.2.4). HUD gate: no ghost bar / no double HUD. Keep server & clients on the same mod build. [EN] • Fix broken default HUD (STA 100% / zeros) when server Hint is OFF. • Fix double HUD when server Hint ON and client local HUD ON. • Unified IsHudWanted(): server Hint must be on, then local preference; Destroy when unwanted; reuse a single instance when wanted. [中文] • 修复服务器 Hint 关闭时仍出现残缺默认 HUD(STA 100% / 其余为 0)。 • 修复服务器与客户端 HUD 都开启时双层叠加。 • 统一 IsHudWanted():须服务器 Hint 开,再看本地开关;不显示则 Destroy; 显示则复用单例。 Full log: CHANGELOG.md [6.2.4] / [6.2.3] / [6.2.2] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 17:27:13 GMT
- Last Modified
- Mon, 31 Aug 2026 17:27:30 GMT
6.2.3
RSS v6.2.3 Change Notes ======================= From 6.2.2 → 6.2.3 (config 6.2.3). Multiplayer HUD W′ stuck at 100%. Keep server & clients on the same mod build. [EN] • Fix multiplayer HUD W′ always showing 100% (local SP was fine). • Dedicated players only run the stamina loop on the client, but Phase B W′ tick was gated behind IsServer() — client never drained W′. • Crude server WPrimeServerTick also refilled RplProp to 100% and overwrote the local pool; local controlled characters now ignore that Rpl callback. • Phase B ticks W′ wherever the main loop runs; only the server writes RplProp. [中文] • 修复联机 HUD W′ 恒为 100%(本地单机正常)。 • 专服玩家主循环只在客户端跑,但 Phase B W′ 被 IsServer() 挡住,本机从不消耗。 • 专服粗估补 tick 又把 RplProp 灌回 100% 盖掉本机池;本地控制角色忽略该 Rpl。 • Phase B 在跑主循环的一侧 tick W′;仅服务端写 RplProp。 Full log: CHANGELOG.md [6.2.3] / [6.2.2] / [6.2.1] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 17:10:12 GMT
- Last Modified
- Mon, 31 Aug 2026 17:10:43 GMT
6.2.2
RSS v6.2.2 Change Notes ======================= From 6.2.1 → 6.2.2 (config 6.2.2). Server-load crash: heuristic null checks. Keep server & clients on the same mod build. [EN] • 6.2.1 still crashed in SampleEntityVelocity (Physics.GetVelocity with non-null handle). • Heuristic null checks: Game/World cross-check + double GetPhysics. • Never call CharacterController or Physics GetVelocity/SetVelocity on load. • Land speed = position delta only; SampleEntityVelocity returns the fallback. • Horizontal physics clamp skipped until native velocity is safe (speed limit still applies). [中文] • 6.2.1 仍在 SampleEntityVelocity 崩溃(Physics 句柄非空仍 AV)。 • 启发式空引用:Game/World 交叉 + 二次 GetPhysics。 • 禁止 CharacterController/Physics 的 GetVelocity/SetVelocity。 • 陆地测速仅位置差分;SampleEntityVelocity 只校验并返回 fallback。 • 水平物理钳在 native 测速安全前跳过(限速源仍生效)。 Full log: CHANGELOG.md [6.2.2] / [6.2.1] / [6.2.0] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 16:52:22 GMT
- Last Modified
- Mon, 31 Aug 2026 16:52:37 GMT
6.2.1
RSS v6.2.1 Change Notes ======================= From 6.2.0 → 6.2.1 (config 6.2.1). Dedicated/listen server load crash fix. Keep server & clients on the same mod build. [EN] • Fix crash after loading a server in RSS_StaminaTickPhaseA (GetVelocity). • Skip stamina tick until character World/Physics/Anim are ready; retry via CallLater. • Land speed sampling uses Physics.GetVelocity with position-delta fallback. • Same safe velocity path on RPC / debug / slope helpers. [中文] • 修复加载服务器后 RSS_StaminaTickPhaseA(GetVelocity)崩溃。 • 角色 World/Physics/Anim 未就绪时跳过本 tick,并续约 CallLater。 • 陆地测速改用 Physics.GetVelocity,接近 0 时回退位置差分。 • RPC / Debug / 坡度等热路径同步改为安全测速。 Full log: CHANGELOG.md [6.2.1] / [6.2.0] / [6.1.7] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.8.0.10
- Created
- Mon, 31 Aug 2026 16:41:11 GMT
- Last Modified
- Mon, 31 Aug 2026 16:41:25 GMT
6.2.0
RSS v6.2.0 Change Notes ======================= From 6.1.7 → 6.2.0 (config 6.2.0). Anaerobic pacing feel + Walk glitches + preset endurance. Keep server & clients on the same mod build. [EN] • Sprint / anaerobic: when the anaerobic bar drops low you still cannot sprint, but you can keep a full run while any reserve remains. Only when it is fully empty do you settle into a sustained cruise jog (about half–two-thirds of a full run). Recovering the reserve later unlocks sprint again — no more “bar half-empty then suddenly stuck at a crawl so the bar fills back up while you hold W”. • Exhausted cruise actually sticks: holding W after empty no longer fights you back up to full run speed; movement softens toward the cruise pace. • Walk no longer inexplicably surges toward run speed after a cruise/walk transition. • Zero-load endurance is closer to a real PT 2-mile ~85 score (~15:11). All three presets (Elite / Standard / Tactical) feel a bit stronger / longer on flat runs; loaded jogging is also a touch less punished. • Known limitation (unchanged): mouse wheel gait can still push you above the soft speed cap. Existing RealisticStaminaSystem.json is not overwritten. [中文] • 冲刺 / 无氧:无氧条偏低时仍不能冲刺,但只要还有剩余就能继续满速跑;真正见底后才会 落到可持续的慢跑巡航(大约满跑的一半到六成)。条回充后再能冲刺——不再出现「条还没 空就突然卡成爬行、按住 W 反而把条又养回来」的感觉。 • 见底后的巡航会真正贴住:空条后按住 W 不会再被顶回满跑,速度会软着陆到巡航配速。 • 走路时不会在巡航/切 Walk 后莫名窜向跑步速度。 • 空负重耐力更接近真实 PT 两英里约 85 分(约 15:11)。Elite / Standard / Tactical 三档 平路跑会略更耐、略更快;负重慢跑也稍不那么狠。 • 已知限制(未变):鼠标滚轮切步态仍可能顶过软限速。已有 RealisticStaminaSystem.json 不会被自动改写。 Full log: CHANGELOG.md [6.2.0] / [6.1.7] / [6.1.6] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.8.0.10
- Created
- Sun, 30 Aug 2026 09:39:26 GMT
- Last Modified
- Sun, 30 Aug 2026 09:39:41 GMT
6.1.7
RSS v6.1.7 Change Notes ======================= From 6.1.6 → 6.1.7 (config 6.1.7). Tier presets re-tuned + W' exhaustion speed cap. Keep server & clients on the same mod build. [EN] • Tier presets re-tuned: after fixing the digital twin, optimize-tiers + repair-tiers re-ran, so Elite/Standard/Tactical CP/W'/sprint_cap are recalibrated (e.g. Elite CP 889.7 → 907.8). Feel of all three tiers will shift slightly. • W' exhaustion speed cap now ON: when W' is spent, movement is capped to the CP cruise speed (SetSpeedLimit + SetMovementMaxSpeed). Normal movement is correctly limited. • Known limitation (accepted): the mouse wheel (SetDynamicSpeed) can still push speed above the cap — this is an engine input-layer limit we cannot block without locking the movement phase. Existing RealisticStaminaSystem.json is not overwritten.
- Game Version
- 1.8.0.10
- Created
- Fri, 14 Aug 2026 10:58:55 GMT
- Last Modified
- Fri, 14 Aug 2026 10:59:13 GMT
6.1.5
RSS v6.1.5 Change Notes ======================= From 6.1.4 → 6.1.5 (config 6.1.5). Breath SFX + AI stamina default. Keep server & clients on the same mod build. [EN] • Breath sounds: re-enabled; Settings → RSS “Breath Sounds” is a local client toggle (does not sync). Less false panting on easy Run (higher audible threshold / excess ref; cruise band below 1.12×CP). • AI stamina calc off by default (Disable AI Stamina). Combat effects stay off. Existing RealisticStaminaSystem.json is not overwritten.
- Game Version
- 1.8.0.10
- Created
- Thu, 13 Aug 2026 13:12:36 GMT
- Last Modified
- Thu, 13 Aug 2026 13:13:02 GMT
6.1.4
RSS v6.1.4 Change Notes ======================= From 6.1.3 → 6.1.4 (config 6.1.4). External API W′ fields + docs refresh. Keep server & clients on the same mod build. [EN] • API: RSS_PlayerInfo now exposes wPrimeJoules / wPrimeMaxJoules (plus existing wPrimePool01). staminaPercent remains aerobic authority (not W′ engine FX bar). • Docs: developer guide, bilingual key docs under docs/en/, API STA vs W′ notes; outdated AI/speed docs cleaned up for 6.1.x drain-only defaults. [中文] • API:RSS_PlayerInfo 增加 wPrimeJoules / wPrimeMaxJoules(另有 wPrimePool01); staminaPercent 仍为有氧权威,不受 W′→引擎条表现映射影响。 • 文档:开发者指南、docs/en 关键英文、API 双池说明;过时 AI/限速文档对齐 6.1.x。 Full log: CHANGELOG.md [6.1.4] / [6.1.3] / [6.1.2] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 12:57:30 GMT
- Last Modified
- Sun, 09 Aug 2026 12:57:49 GMT
6.1.3
RSS v6.1.3 Change Notes ======================= From 6.1.2 → 6.1.3 (config 6.1.3). Removes in-mod CPR stamina re-activate compat. Keep server & clients on the same mod build. [EN] • REMOVED: SCR_RSS_StaminaComponentCompat — no longer re-activates character stamina components that third-party prefabs left Enabled 0 (e.g. Conflict PVE Remixed). • PlayerBase resolves stamina via Cast(GetStaminaComponent()) only. • Use a separate compatibility mod (or fix prefabs) if pairing RSS with CPR-style packs. [中文] • 移除:SCR_RSS_StaminaComponentCompat — 不再对第三方 prefab(如 CPR)Enabled 0 的体力组件做运行时 Activate。 • PlayerBase 仅 Cast(GetStaminaComponent())。 • 与 CPR 联用请改用独立兼容模组,或修正角色 prefab。 Full log: CHANGELOG.md [6.1.3] / [6.1.2] / [6.1.1] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.7.0.54
- Created
- Sun, 09 Aug 2026 11:16:54 GMT
- Last Modified
- Sun, 09 Aug 2026 11:17:16 GMT
6.1.2
RSS v6.1.2 Change Notes ======================= From 6.1.1 → 6.1.2 (config 6.1.2). Drain-only feel unchanged; presentation + audio defaults. Keep server & clients on the same mod build. [EN] • W′ → engine STA (full-pool map): draining W′ lowers GetStamina() transient for native weapon sway; aerobic authority stays on m_fTargetStamina. • Exhaustion signal = 1 − presentation (native blur when bar ≲55%); smoother FX follow-up. • Breath SFX off by default (V6_BREATH_SOUND_ENABLED=false); no BreathSoundDriver when off. [中文] • W′→引擎 STA 全池映射:烧 W′ 即压 GetStamina() transient,驱动原生枪口晃动; 有氧权威仍在 m_fTargetStamina。 • Exhaustion = 1−表现条(条≲55% 原生模糊);表现跟随略加快。 • 呼吸音默认关;关闭时不构造 BreathSoundDriver。 Full log: CHANGELOG.md [6.1.2] / [6.1.1] / [6.1.0] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.7.0.54
- Created
- Sat, 08 Aug 2026 16:59:37 GMT
- Last Modified
- Sat, 08 Aug 2026 16:59:58 GMT
6.1.1
RSS v6.1.1 Change Notes ======================= From 6.1.0 → 6.1.1 (config 6.1.1). Same drain-only play feel; maintenance + Walk/scroll fix. Keep server & clients on the same mod build. [EN] • FIX: Walk + mouse-wheel speed — removed leftover per-tick DynamicSpeed clear (old “fake Walk” hack). Wheel / Walk key share native DynamicSpeed again; releasing Walk still restores pre-Walk speed via vanilla OnEndWalk; SetSpeedLimit remains a max cap only. • CLEANUP: Gate unused physics clamp / CP metabolic servo / trial MaxSpeed / W′ hard-cap paths when drain-only defaults are on; remove dead tactical-sprint time-CD chain and unused helpers; heartbeat driver not constructed when disabled; CP time-CD APIs stubbed. [中文] • 修复:Walk + 滚轮调速 — 去掉每 tick 强清 DynamicSpeed 的旧「假 Walk」残留; 滚轮与 Walk 键重新共用原生 DynamicSpeed;松 Walk 仍由原版 OnEndWalk 恢复; SetSpeedLimit 只作上限。 • 清理:drain-only 默认下门控未用物理钳 / CP 代谢伺服 / TrialMaxSpeed / W′ 硬顶; 删除战术冲刺时间 CD 死链与未调用辅助;心跳关时不构造;CP 时间 CD API 恒空。 Full log: CHANGELOG.md [6.1.1] / [6.1.0] / [6.0.0] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.7.0.54
- Created
- Sat, 25 Jul 2026 18:19:30 GMT
- Last Modified
- Sat, 25 Jul 2026 18:19:47 GMT
6.1.0
RSS v6.1.0 Change Notes ======================= From stable 3.23.1 → 6.1.0 (config 6.1.0). No automatic cross-major migration. (6.0.0 was published but not widely adopted — treat this as the first broad v6 jump.) Re-select Elite / Standard / Tactical in Settings, or use tools/optimized_rss_config_*_v6.json. Keep server & clients on the same mod build. Current play feel (6.1.0 defaults) ---------------------------------- • Drain-first: prefer burning W′ / STA over clamping Physics velocity. • SetSpeedLimit still applies phase gears / soft cruise / limp (merged with 1.7+ foliage/wire). • No default Physics hard-clamp; no continuous CP metabolic speed servo. • Metabolic accounting uses measured speed (v_meas), not min(v_meas, v_limit). [EN] • NEW: Critical Power–W′ dual budget (Pandolf + ACSM → dynamic CP → W′ joules) • NEW: Sprint gate = aerobic threshold + W′ Schmitt latch (not short-burst time CD) • NEW: Sprint speed = march Sprint gear first; available-power invert is a soft cap; W′ empty → Run-scale fallback • NEW: Phase march gears (Walk/Run/Sprint m/s); collapse SmoothStep near empty STA (~5%) • NEW: Soft Run band (Walk-top…2.2 m/s) — no cliff demote to ~1.4; Walk start floor 0.35 m/s • NEW: Armed overspeed (P>CP) burns W′ only; after disarm STA tax = (P(v_meas)−CP)×0.75 • NEW: W′ refill — Skiba (typical presets) with under-CP depth modulation (can refill past ~50%); P must be well below CP • NEW: W′-linked presentation — maps W′ into engine stamina so native muzzle sway rises when W′ is low; RSS-CPCR drive + manual breath samples (Exhaustion signal); no custom sway script • NEW: Fatigue integral I(t) + EPOC (oxygen debt ∝ peak intended power) • NEW: v6 optimize pipeline + digital twin; presets baked in • KEEP: 1.7+ foliage/wire SpeedBridge min, environment, swim, mud (toggle), HUD, admin Settings, CSB, API • REMOVED: 25%/35% willpower speed plateau; fake Sprint×fixed drain on main path; legacy Givoni stubs • API: prefer wPrimePool01 (anaerobicPercent deprecated) • AI: speed cap aligned with player v6 phase curve (SCR_RSS_AIManager) • FIX: Third-party prefabs that set SCR_CharacterStaminaComponent Enabled=0 — RSS re-activates / resolves it • FIX: Schmitt band avoids W′+STA double-tax; fake sprint not slower than Run Known limitation (engine) ------------------------- In a strict CP–W′ model, once W′ is empty you cannot sustain the same supra-CP effort — speed should drop. In Reforger, forcing a large speed cut while the animation stays in the same gait (esp. Run) desyncs feet vs displacement (sliding). To avoid that, 6.1.0 keeps the current movement state where possible and bills the excess to STA instead of hard-clamping Physics to a much lower v. [中文] • 新增:Critical Power–W′ 双池预算(Pandolf + ACSM → 动态 CP → W′ 焦耳池) • 新增:冲刺门禁 = 有氧阈值 + W′ 施密特闩锁(非短冲时间 CD) • 新增:冲刺速度以行军 Sprint 档为基准;可用功率反演只作软顶;W′ 空 → 回落 Run 负重尺度 • 新增:相位行军档 Walk/Run/Sprint;极低 STA 约 5% SmoothStep 撞墙阻尼 • 新增:软 Run 带(Walk 顶~2.2 m/s)— 不再悬崖降到 ~1.4;Walk 起步托底 0.35 m/s • 新增:武装期超速(P>CP)只烧 W′;解除武装后 STA 税 =(P(v_meas)−CP)×0.75 • 新增:W′ 回充 — 典型预设走 Skiba + 欠 CP 深度调制(可补过半池);须明显低于 CP 才回 • 新增:W′ 关联表现 — 将 W′ 映射进引擎体力条以借用原生枪口晃动(W′ 低时晃动加重);RSS-CPCR 驱动 + 手动呼吸采样(Exhaustion 信号);无自定义晃动脚本 • 新增:积分疲劳 I(t) + EPOC(氧债 ∝ 峰值意图功率) • 新增:v6 优化管线与数字孪生;预设 Bake 嵌入 • 保留:1.7+ 灌木/铁丝网限速合并、环境/游泳/泥泞(可关)、HUD、管理员 Settings、CSB、外部 API • 移除:意志力平台期;主路径 Sprint×固定倍数假消耗;旧 Givoni 等遗留桩 • API:请用 wPrimePool01(anaerobicPercent 已弃用) • AI:限速与玩家 v6 相位曲线同源(SCR_RSS_AIManager) • 修复:第三方角色预制体将体力组件 Enabled=0 时 RSS 会重新激活/解析 • 修复:施密特滞回不双计;假冲刺不慢于 Run 已知限制(引擎) -------------- 按严格 CP–W′:W′ 耗尽后无法以相同强度持续高于 CP 的运动,现实表现应为降速。 但在 Reforger 中,若强行把速度拉低很多而动画仍停在同一相位(尤其 Run),脚部与位移 会不同步(滑步)。为避免该问题,6.1.0 在可行范围内保持当前运动状态,超额改为消耗 STA,而不是用物理硬钳把 v 压到远低于动画带。 Upgrade tip: Custom JSON from 3.x is not a drop-in for 6.x — start from a baked preset. If you briefly tried 6.0.0: re-select a preset after updating so 6.1.0 defaults apply. Full log: CHANGELOG.md [6.1.0] / [6.0.0] / [5.0.0] / [3.23.1] Author note / 碎碎念 -------------------- [EN] Sorry for the ~2 month gap since the last official Workshop update. I was deep in researching an intelligent-driving / vehicle-AI style mod for games, tried a lot of approaches that did not pan out cleanly, and had some personal factors on top — so this RSS drop took longer than planned. Thanks for waiting. [中文] 距上次正式 Workshop 更新大约两个月,抱歉让大家久等。期间我在研究可用于游戏中的 智能驾驶类模组,试了很多方案,加上一些个人因素,所以这版拖得比较久。感谢耐心。 Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.7.0.54
- Created
- Sat, 25 Jul 2026 17:45:02 GMT
- Last Modified
- Sat, 25 Jul 2026 17:45:17 GMT
6.0.0
RSS v6.0.0 Change Notes ======================= From stable 3.23.1 → 6.0.0 (config 6.0.0). No automatic cross-major migration. Re-select Elite / Standard / Tactical in Settings, or use tools/optimized_rss_config_*_v6.json. Keep server & clients on the same mod build. [EN] • NEW: Critical Power–W′ power budget (Pandolf + ACSM → dynamic CP → W′ joules) • NEW: Sprint = invert(available power); aerobic threshold + W′ Schmitt latch (not short-burst time CD) • NEW: Phase march gears (Walk/Run/Sprint m/s); collapse SmoothStep near empty STA (~5%) • NEW: v_drain closed loop — drain uses min(measured speed, applied speed limit) • NEW: Fatigue integral I(t) + EPOC (oxygen debt ∝ peak intended power) • NEW: Elite Skiba W′ refill; Standard/Tactical linear W′ recovery • NEW: v6 optimize pipeline (NSGA-II/III + TPE tiers) + digital twin; presets baked in • KEEP: 1.7+ foliage/wire speed merge (SpeedBridge min), environment, swim, mud (toggle), HUD, admin Settings, CSB, API • REMOVED: 25%/35% willpower speed plateau; fake Sprint×fixed drain on main path; legacy Givoni stubs • API: prefer wPrimePool01 (anaerobicPercent deprecated) • AI: speed cap aligned with player v6 phase curve (SCR_RSS_AIManager) • FIX: Mod compatibility — some third-party character prefabs disabled SCR_CharacterStaminaComponent (Enabled 0), which made RSS never take effect; now re-activates / resolves the component so stamina works alongside those mods [中文] • 新增:Critical Power–W′ 功率预算(Pandolf + ACSM → 动态 CP → W′ 焦耳池) • 新增:冲刺按可用功率反演限速;有氧阈值 + W′ 施密特闩锁(非短冲时间 CD) • 新增:相位行军档 Walk/Run/Sprint;极低 STA 约 5% SmoothStep 撞墙阻尼 • 新增:v_drain 闭环 — 消耗按 min(实测速度, 已应用限速) • 新增:积分疲劳 I(t) + EPOC(氧债 ∝ 峰值意图功率) • 新增:Elite Skiba 双指数再填充;Standard/Tactical 线性 W′ 恢复 • 新增:v6 优化管线(NSGA-II/III + TPE 分档)与数字孪生;预设 Bake 嵌入 • 保留:1.7+ 灌木/铁丝网限速合并、环境/游泳/泥泞(可关)、HUD、管理员 Settings、CSB、外部 API • 移除:意志力平台期;主路径 Sprint×固定倍数假消耗;旧 Givoni 等遗留桩 • API:请用 wPrimePool01(anaerobicPercent 已弃用) • AI:限速与玩家 v6 相位曲线同源(SCR_RSS_AIManager) • 修复:模组兼容性 — 此前叠加部分第三方角色预制体(将体力组件 Enabled 设为 0)会导致 RSS 体力系统完全不生效;现会重新激活/解析组件,与这类模组共存时体力可正常工作 Upgrade tip: Custom JSON from 3.x is not a drop-in for 6.0 — start from a baked preset. Full log: CHANGELOG.md [6.0.0] / [5.0.0] / [3.23.1] Author: ViVi141 | License: AGPL-3.0
- Game Version
- 1.7.0.54
- Created
- Fri, 24 Jul 2026 09:57:48 GMT
- Last Modified
- Fri, 24 Jul 2026 09:58:09 GMT
3.23.1
Realistic Stamina System (RSS) v3.23.1 — Stable Release Update Notes 🌿 Compatibility: Arma Reforger 1.7 — Bush-based Movement Slowdown 【Added】SCR_RSS_CharacterSpeedBridge: Merges RSS stamina-based speed limits with the native bush/barbed wire slowdown mechanics (applying the slowest of the two); RSS no longer overrides the game's native foliage slowdown effects. 【Fixed】As of version 1.7, movement through bushes should result in a noticeable slowdown; previous versions that directly utilized `OverrideMaxSpeed` would inadvertently disable this native bush slowdown effect. 【Recommendation】Game Version: 1.7 or higher. 📊 Other Improvements 【HUD】The ETA for full stamina recovery while stationary now utilizes a segmented integral estimation method, providing a more accurate display. 【Configuration】Willpower, Sprint Thresholds, and Crouching Recovery rates can now be extended via presets (if no specific preset is configured, the default values from `StaminaConstants` will be used). 【Constants】Updated default fallback values for "Hardcore" style settings (applies to "Custom" mode and instances where specific fields are left undefined). 📦 Stable Release Presets 【Adjustment】The three core presets (Elite / Standard / Tactical) have been locked to the parameter baseline established in the v3.23.0 release; the experimental re-optimization adjustments have been reverted. For full details, please refer to CHANGELOG.md [3.23.1].
- Game Version
- 1.7.0.41
- Created
- Thu, 28 May 2026 14:15:19 GMT
- Last Modified
- Thu, 28 May 2026 14:15:39 GMT
3.23.0
Realistic Stamina System (RSS) v3.23.0 — Update Notes 🤖 AI Stamina System Refactor 【Refactor】Added `SCR_RSS_AIManager` to centralize the management of AI stamina modules; streamlined `PlayerBase`. 【New】Introduced a 6-state individual stamina state machine (FRESH / WINDED / FATIGUED / EXHAUSTED / COLLAPSED / RECOVERING). 【New】AI Movement Speed Limiting (The lower the stamina, the lower the maximum movement speed tier). 【New】AI Combat Degradation (Decreasing stamina leads to reduced perception, rate of fire, and combat proficiency). 【New】AI Intent Filtering (Automatically disables offensive actions when the AI is exhausted). 【New】AI Damage-Stamina Linkage (The more severe the injury, the faster stamina is consumed and the slower it recovers). 【Removed】Squad geometric constraints and the "Rest Waypoint" system (Testing in realistic, standard missions revealed that AI units almost never deplete their stamina). 【Adjustment】Rewrote explanatory text on the settings page to reflect the current state of the system.
- Game Version
- 1.6.0.119
- Created
- Mon, 18 May 2026 13:35:50 GMT
- Last Modified
- Mon, 18 May 2026 13:36:26 GMT
3.22.9
Realistic Stamina System (RSS) v3.22.9 — Update Notes 🐞 Fixed flickering of native screen effects at low stamina levels 【Fix】RSS stamina overlay out of sync with the native `SCR_StaminaBlurEffect` At low stamina levels, the radial blur and the "Exhaustion" signal were repeatedly toggling back and forth—fluctuating between frame-level updates and a cycle of approximately 200ms—resulting in screen flickering. This native effect has now been disabled for characters utilizing the RSS stamina overlay (see CHANGELOG.md [3.22.9] for details).
- Game Version
- 1.6.0.119
- Created
- Sat, 09 May 2026 21:29:15 GMT
- Last Modified
- Sat, 09 May 2026 21:29:39 GMT
3.22.8
Realistic Stamina System (RSS) v3.22.8 — Update Notes 🐞 Fixed: Workbench/Game Client Crash Upon World Reload 【Fix】Fixed a crash occurring when stopping and reloading a world in the Workbench after placing and subsequently deleting a character. Previously, the following sequence in the Workbench—Place Character → Delete Character → Stop Simulation → Reload World—would result in an "Access violation at 0x0" crash during the "destroy game" phase. This issue has now been resolved.
- Game Version
- 1.6.0.119
- Created
- Sat, 09 May 2026 21:00:03 GMT
- Last Modified
- Sat, 09 May 2026 21:00:25 GMT
3.22.7
Realistic Stamina System (RSS) v3.22.7 — Update Notes
🔧 This update addresses several bugs identified during a code review, specifically resolving the following issues reported by players:
【Fix】Game Crash on Exit (Access Violation)
Previously, there was a chance the game would crash upon exiting; this has now been fixed.
【Fix】Unexplained Screen Edge Jitter ("jitter on screen edge")
Some players reported subtle flickering or jittering at the edges of the screen while moving—an issue that would occasionally occur even with the "Muddy Slip" feature disabled. This has now been fixed.
【Fix】Walking Recovery Mechanism Not Triggering When Stamina < 15%
The recovery conditions for the fatigue system have been corrected. Taking a reasonable rest after prolonged physical exertion will now properly restore your maximum stamina capacity.
【Adjustment】Sprint Availability Threshold Raised from 15% to 18%
A buffer zone has been introduced between the sprinting threshold and the walking recovery zone (15%) to prevent logical conflicts caused by overlapping boundaries.
【Adjustment】Fatigue System Recovery Speed Increased
Previously, 60 seconds of continuous immobility were required before fatigue recovery would begin; this requirement has been reduced to 15 seconds. The time required to recover from maximum fatigue has been shortened from 10 minutes to approximately 80 seconds, better aligning with the actual pace of gameplay.
【Adjustment】"Muddy Slip" Toggle Temporarily Hidden in Settings Panel
The camera shake parameters for the "Muddy Slip" system require further fine-tuning; the feature has been temporarily disabled to prevent unintended triggers.
【Optimization】Stamina Monitoring Performance
The frequency of background polling has been reduced, resulting in a positive impact on both server and client performance.
【Optimization】JSON Configuration Saving Now Uses Atomic Writes
This change reduces the risk of configuration file corruption.- Game Version
- 1.6.0.119
- Created
- Sat, 09 May 2026 19:25:39 GMT
- Last Modified
- Sat, 09 May 2026 19:26:09 GMT
3.22.6
v3.22.6 (2026-05-10) Presentation: RSS_PRESENTATION_NATIVE_ONLY (default true) keeps vanilla camera/screen/audio effects only; set false in SCR_StaminaConstants to re-enable RSS sprint FOV, mud-slip camera, CombatStim regen/OD visuals, and optional sprint audio muffle. Sprint FOV: limp hysteresis, smoothed target, lower max rate; mud-slip camera path clears when mud mechanism is off.
- Game Version
- 1.6.0.119
- Created
- Sat, 09 May 2026 13:46:46 GMT
- Last Modified
- Sat, 09 May 2026 13:47:13 GMT
3.22.5
v3.22.5 (2026-05-09) Hotfix: client crash on exit / disconnect (Access violation, null read). Hardens RSS_WaitForGameModeConfig (GetGame/GetWorld checks, stop repeating CallLater after config sync), GameMode bootstrap CallLater cleanup in destructor, and Stamina HUD teardown when Workspace is already gone. Workbench: on world / script reload, reset EnvironmentFactor global signal cache, clear AI rest-recovery registry, destroy HUD singleton, and retry config load counter — avoids stale native pointers from the previous session.
- Game Version
- 1.6.0.119
- Created
- Sat, 09 May 2026 13:14:12 GMT
- Last Modified
- Sat, 09 May 2026 13:14:51 GMT
3.22.4
- Game Version
- 1.6.0.119
- Created
- Fri, 08 May 2026 09:40:22 GMT
- Last Modified
- Fri, 08 May 2026 09:40:56 GMT
3.22.3
- Game Version
- 1.6.0.119
- Created
- Fri, 08 May 2026 09:33:26 GMT
- Last Modified
- Fri, 08 May 2026 09:33:54 GMT
3.22.2
fix
- Game Version
- 1.6.0.119
- Created
- Fri, 08 May 2026 09:28:17 GMT
- Last Modified
- Fri, 08 May 2026 09:28:42 GMT
3.22.1
v3.22.1 --- - Fixed `.et` resource GUID mismatch issues: Created `CombatStimInjection_01.et.meta` and `CombatStimInjection_01_base.et.meta`, and removed the `*.et.meta` exclusion rule from `.gitignore` to ensure GUID consistency across different machines. - Fixed issues preventing Admin Menu settings from being saved and synchronized on dedicated servers: Added a new `RPC_AdminUpdateConfig` RPC channel; Admin clients now push configuration changes to the server via RPC, after which the server writes the data to JSON and replicates it to all clients. - Added `Replication.IsServer()` conditional branches to `SCR_RSSSettingsSubMenu` and `SCR_RSSAdminMenuUI`: When running as a client, settings are pushed via `SendConfigToServer()`; on listen servers, the direct-write method is retained. - Added `AdminApplyAndSave()`, a server-side data persistence method, to `SCR_RSS_ConfigManager`.
- Game Version
- 1.6.0.119
- Created
- Fri, 08 May 2026 09:08:04 GMT
- Last Modified
- Fri, 08 May 2026 09:08:33 GMT
3.22.0
v3.22.0 --- WHAT'S NEW In-Game Settings Panel Server admins can now configure RSS directly from the game's Settings menu — no more digging through JSON files. Switch between Elite / Standard / Tactical presets, toggle features on the fly, and changes apply instantly for everyone on the server. CSB 20% Auto-Injector (New Item) A brand new medical item: caffeine sodium benzoate injector. Uses a recoloured morphine injector model but works completely differently. One shot gives about 15 minutes of reduced stamina drain. There's a delay before it kicks in, and injecting again while already active can trigger an overdose — which hits your bleeding rate hard. Inject too many times in a row and the OD will kill you directly. AI Improvements Server owners now have new options to control how RSS affects AI. You can disable it completely (let the engine handle AI stamina) or keep only the speed limiter without the stamina drain/recovery system. AI combat effects (stamina affecting perception/fire rate) can also be toggled independently. WHAT GOT BETTER Performance on busy servers has been significantly improved, especially with lots of AI. You shouldn't notice anything different as a player — things just run smoother. WHAT GOT FIXED The game no longer crashes when a player dies or an AI is killed. This was a nasty bug introduced in the last update and it's fully resolved. AND ALSO - You can toggle your own HUD on/off in Settings, regardless of what the server default is - New optimiser parameters loaded into all presets for better balance
- Game Version
- 1.6.0.119
- Created
- Fri, 08 May 2026 08:00:25 GMT
- Last Modified
- Fri, 08 May 2026 08:00:53 GMT
3.20.6
Greetings, players! We have just released update version 3.20.6. This release serves as a major consolidation and optimization update, incorporating all iterative improvements made between versions 3.19.3 and 3.20.5. Its primary objective is to enhance the simulation accuracy of the stamina system, improve AI performance, and bolster server stability. 🌟 Core Update Highlights Evolved AI Stamina Behavior: AI agents now exhibit more realistic stamina feedback. Their stamina consumption during combat engagements, group-wide energy management, and combat effectiveness while fatigued have been significantly optimized; AI behavior will no longer appear "tireless." Enhanced Environmental & Terrain Awareness: We have further refined how the environment impacts movement. Now, whether crawling across wet surfaces, traversing slopes, or sprinting across varied terrain, stamina consumption and speed adjustments will feel smoother and more intuitive. Improved Configuration Stability: We have resolved an issue present in previous versions where missing entries in configuration files could inadvertently cause physiological constants to reset. Even if you have customized specific parameters, the core stamina logic will now remain stable and consistent. Deep Performance Optimization: Specifically targeting dedicated servers and high-concurrency scenarios, we have refactored the Stamina Synchronization Coordinator. This reduces the server load caused by network synchronization traffic, thereby delivering a smoother and more fluid online multiplayer experience.
- Game Version
- 1.6.0.119
- Created
- Thu, 09 Apr 2026 06:32:47 GMT
- Last Modified
- Thu, 09 Apr 2026 06:33:21 GMT
3.19.2
fix network
- Game Version
- 1.6.0.119
- Created
- Tue, 24 Mar 2026 07:22:22 GMT
- Last Modified
- Tue, 24 Mar 2026 07:22:42 GMT