Realistic_Stamina_System

by ViVi141

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

3.19.1

**Indoor Staircase Slope - Speed ​​Penalty Correction** - In indoor scenes where slope suppression is determined, both the speed link and the server's authoritative verification link are forced not to apply slope speed penalties, and are handled in accordance with slope smoothing logic.
Game Version
1.6.0.119
Created
Tue, 24 Mar 2026 06:26:13 GMT
Last Modified
Tue, 24 Mar 2026 06:26:36 GMT

3.19.0

Realistic Vitality System (RSS) Comprehensive Update Log - Version 3.19.0

Update Date: 2026-03-24 | Includes core feature integration from 3.17.0 to 3.19.0

🌍 Environmental Survival Threats: Mud Slip and Physical Feedback (Mud Slip System)
Terrain is no longer just background; it directly challenges your stability. Wilderness marches are accompanied by extremely high survival risks:

Physical Slip Mechanism: When moving on muddy, slippery terrain or steep slopes, the system dynamically calculates the probability of slipping based on material density, slope, movement speed, and load.

Slip Risk Warning: New camera feedback warning—when you enter a high-risk area or are on the verge of instability, the camera will begin to shake, and the intensity of the shaking will increase with the risk level. Please pay close attention to the camera movement to determine if you need to slow down.

Fatal Fall Consequences: Upon a slip, the character will immediately trigger a Ragdoll effect. The fall will result in realistic physical impact and fall damage, potentially leading to limb fractures, unconsciousness, or even death.

Movement Logic Optimization: The jump height and horizontal speed estimation for characters on complex terrain have been redrawn to ensure more intuitive physical feedback when crossing obstacles.

🤖 AI Combat Performance: Deeply Integrated with Stamina

The AI's combat logic is now fully aligned with the stamina system, simulating a more realistic human-AI combat experience:

Dynamic Ability Scaling: The AI's combat performance is affected in real-time by its remaining stamina. Fatigued AI will significantly reduce its observational acuity (perception coefficient) and sustained firing frequency (rate of fire coefficient).

Dynamic Skill Mapping: The AI's shooting accuracy and reaction time will smoothly decrease as stamina depletes. At full stamina, it is at its peak; when exhausted, its combat effectiveness will be greatly reduced, providing players with opportunities for flanking maneuvers and tactical counterattacks.

Environmental Consistency: The AI ​​is now also affected by muddy terrain, and its movement and obstacle avoidance in complex environments are completely consistent with the player.

🏃 Motion Model Reconstruction: Rhythm and Balance

We have deeply optimized the underlying movement logic, improving the consistency of tactical advancement:
Absolute Speed ​​Model: The character movement calculation logic has been reconstructed, decoupling the weight penalty from the base speed to ensure smoother running control under different weight conditions.

Recovery Mechanism Upgrade: The "speed-based stamina recovery penalty" has been removed. Now, as long as you are not in a state of vigorous running, you can continuously recover stamina even when walking slowly or advancing tactically. This change significantly improves the rhythm of long-distance loaded marches.

Environmental Factor Calibration: Based on real data modeling, the stamina consumption curves for different weights (such as 30kg tactical load) under different temperature differences, wind speeds, and slopes have been recalibrated.

⚙️ Server Control and System Optimization

Enhanced Network Synchronization: A heartbeat mechanism and real-time reporting of key data have been introduced, resolving the issue of stamina bar values ​​flickering or being out of sync in multiplayer environments.

Server Owner JSON Configuration Guide:

m_bEnableMudSlipMechanism: Controls the mud slip system (disabled by default).

m_bEnableAIStaminaCombatEffects: Controls the impact of AI stamina on combat effectiveness (disabled by default).

Note: In local development/workbench mode, the slip mechanism is enabled by default for scene verification.
Game Version
1.6.0.119
Created
Tue, 24 Mar 2026 05:36:05 GMT
Last Modified
Tue, 24 Mar 2026 05:36:24 GMT

3.16.15

Fix: Optimized client and server configuration synchronization logic

- Modified the server's proactive configuration push method to ensure pushes are only sent to specific players until a client confirmation is received.

- Introduced a new state variable to manage the client's configuration reception status, preventing duplicate pushes.

- Updated the configuration manager to support server data export settings, ensuring the client correctly handles the data export status when receiving configurations.
Game Version
1.6.0.119
Created
Wed, 11 Mar 2026 15:31:21 GMT
Last Modified
Wed, 11 Mar 2026 15:31:38 GMT

3.16.14

Game Version
1.6.0.119
Created
Tue, 10 Mar 2026 18:01:29 GMT
Last Modified
Tue, 10 Mar 2026 18:01:46 GMT

3.16.13

[3.16.13] - 2026-03-10

🚀 Performance Optimization (Resolves Vehicle Lag and Server Frame Drops)

Addressing community feedback regarding server FPS drops and "skips" during vehicle movement, we have implemented a deep refactoring:

Global Frequency Reduction: The core computing frequency has been adjusted from 60Hz to a more stable 20Hz. While maintaining smooth operation, this significantly reduces the computational burden per frame for both the client and server.

Vehicle-Specific Optimizations:

Energy Consumption Halved: When players are inside vehicles, the stamina system's scheduling frequency is reduced to 10Hz, retaining only necessary stamina recovery and interface refresh.

Interface Throttling: The HUD information update frequency within vehicles is limited to 10 times per second, completely eliminating visual stuttering caused by frequent environmental detection during vehicle movement.

Network Bandwidth Reduction: The synchronization frequency (Sync HZ) has been reduced to 20 times/second. Significantly reduced the server's workload in processing network commands (RPCs), resulting in more stable performance under high-user loads.

🐛 Key Fixes

AI Stamina Logic Correction: Fixed an issue where some server AI characters' stamina wasn't updating due to abnormal status assessments.

AI Scheduling Alignment: Ensured all server AIs used a uniform 100ms update interval, further saving service resources while maintaining normal AI behavior.
Game Version
1.6.0.119
Created
Tue, 10 Mar 2026 17:49:34 GMT
Last Modified
Tue, 10 Mar 2026 17:49:48 GMT

3.16.12

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 20:28:40 GMT
Last Modified
Mon, 09 Mar 2026 20:28:54 GMT

3.16.11

[3.16.11] - 2026-03-09

📌 Version Summary

This version is a major refactoring based on the 3.15.12 core codebase. We've thoroughly cleaned up the old network architecture, implemented "computation localization," and provided players with more responsive motion feedback and a clearer visual experience.

🚀 New Features

Modal External API (SCR_RSS_API)

A static class specifically designed for mod creators. Now, other third-party mods (such as custom HUDs or survival systems) can easily read real-time data such as player stamina and environmental bonuses.

Data Export Bridge

When enabled, the server automatically writes player data to a local JSON file in real time. This provides data support for external command consoles or web-based monitoring tools.

AI Debug Data Monitoring

Added AI soldier status tracking in debug mode, allowing simultaneous monitoring of the stamina, movement type, and speed source of up to 15 AIs, facilitating server-side optimization.

🔁 Experience Optimization

Localized Player Calculation (Zero-Latency Control)

Player movement logic is now calculated directly by the local client, eliminating the need for server confirmation. This completely eliminates the "bounce" feeling during movement in high-latency environments, resulting in silky-smooth operation feedback.

60Hz High-Frequency Response

The speed update sampling rate has been increased from low frequency to approximately 60Hz (17ms), making every start and pause more responsive.

Visual and Immersive Adjustments

Removed Graying Effect: The effect of the screen losing saturation when stamina is below 40% has been removed, ensuring accurate color perception even during intense combat.

Removed Camera Shake: Code related to camera inertia and bumps has been removed, while retaining the field of view (FOV) change during sprints.

HUD Numerical Smoothing

The speed values ​​on the UI interface now feature an exponential smoothing algorithm, optimizing numerical changes from "instantaneous jumps" to "smooth gradients," resulting in a more sophisticated visual experience.

Deep Network Architecture Cleanup

A large amount of outdated and unused network code (RPC) has been removed, significantly reducing bandwidth usage between the server and client.

🐛 Key Fixes

Configuration Synchronization Issue Fix:

Fixed an issue where configuration downloads failed due to RplRcver not being ready. Clients will now automatically retrieve the latest server configuration 3 seconds after entering the game.

🔧 Technical Notes

Underlying Baseline: Based on 3.15.12, all unstable experimental code from versions 3.15.13 to 3.16.10 has been completely removed.

Configuration Version: The internal version number of the configuration file is now officially synchronized to 3.16.11.
Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 20:17:32 GMT
Last Modified
Mon, 09 Mar 2026 20:17:43 GMT

3.16.10

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 20:02:46 GMT
Last Modified
Mon, 09 Mar 2026 20:03:01 GMT

3.16.9

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 19:56:00 GMT
Last Modified
Mon, 09 Mar 2026 19:56:14 GMT

3.16.8

[3.16.8] - 2026-03-10 (Official Release)

📌 Version Summary

This update is a complete milestone release in the 3.16 series. We've completely rebuilt the underlying network synchronization and introduced a brand-new dynamic speed transition system, significantly improving the responsiveness of controls while enhancing physical realism.

🚀 New Features

Dynamic Speed ​​Transition System (Final Speed ​​Transition)

No more "sticky" starts, crisp starts: We've added smooth transitions to movement states, but specifically increased the response speed to 2.5 times the normal speed for the initial movement phase from a standstill. This ensures a crisp and clean start while eliminating the abruptness of sudden speed changes.

Weight-Based Inertia Feedback: Introduced weight-based physics. The heavier the equipment a character carries, the longer the buffer time required to accelerate from low-speed to high-speed movement, perfectly recreating a realistic feel.

External API for Mods

A new static class, SCR_RSS_API, has been added, allowing other mods to directly access player stamina, environmental impact, and other data, facilitating secondary development by the community.

External Data Export

The server can now export real-time player stamina data as a JSON file for use by third-party tools such as web maps or external consoles.

🔁 Experience Optimization

Localized Calculation (Zero Latency): Player movement multipliers are now calculated locally on the client side, completely resolving movement "bounce" or animation stuttering caused by network fluctuations.

60Hz High-Frequency Response: The speed update sampling rate has been increased to approximately 60Hz, resulting in more delicate and sensitive feedback for character movements.

Visual Cleanup: The graying effect (desaturation) when stamina is below 40% has been removed, maintaining the intuitive color display of the battlefield.

HUD Numerical Smoothing: Speed ​​values ​​on the interface are now displayed in an exponentially smooth manner, making numerical jumps more natural and less abrupt.

Synchronization Timing Optimization: Improved the configuration download process when joining the server, resolving the issue of system configurations not taking effect immediately upon entering the game.

🐛 Key Fixes

Network Command (RPC) Fault Fix: Fixed multiple underlying network call errors, ensuring server settings are accurately and completely sent to every player.

Configuration Application Failure Fix: Corrected the parameter array length mismatch issue, ensuring all preset parameters take effect correctly.

Log Redundancy Cleanup: Resolved the performance loss issue of background logs displaying errors while the client waits for a server response.

Parameter Quantity Limit Bypass: Resolved the engine's underlying limitation on the number of parameters that can be transmitted over the network, supporting the transmission of more complex custom configurations.

🔧 Technical Notes

Code Baseline: Rebuilt based on 3.15.12, fully integrating all core optimizations from 3.16.5 onwards.

Configuration Version: Configuration file version number has been updated to 3.16.8.
Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 19:35:52 GMT
Last Modified
Mon, 09 Mar 2026 19:36:07 GMT

3.16.7

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 18:28:50 GMT
Last Modified
Mon, 09 Mar 2026 18:29:04 GMT

3.16.6

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 18:08:30 GMT
Last Modified
Mon, 09 Mar 2026 18:08:41 GMT

3.16.5

Game Version
1.6.0.119
Created
Mon, 09 Mar 2026 17:59:01 GMT
Last Modified
Mon, 09 Mar 2026 17:59:15 GMT

3.16.3

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 19:49:58 GMT
Last Modified
Sat, 07 Mar 2026 19:50:08 GMT

3.16.2

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 19:34:45 GMT
Last Modified
Sat, 07 Mar 2026 19:34:55 GMT

3.16.1

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 19:13:34 GMT
Last Modified
Sat, 07 Mar 2026 19:13:46 GMT

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