Realistic_Stamina_System

by ViVi141

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

3.16.0

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 18:59:38 GMT
Last Modified
Sat, 07 Mar 2026 18:59:50 GMT

3.15.18

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 16:14:19 GMT
Last Modified
Sat, 07 Mar 2026 16:14:43 GMT

3.15.17

Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 15:59:35 GMT
Last Modified
Sat, 07 Mar 2026 15:59:57 GMT

3.15.16

ffffffffffffffffix
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 15:50:40 GMT
Last Modified
Sat, 07 Mar 2026 15:50:55 GMT

3.15.15

fix....
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 15:25:19 GMT
Last Modified
Sat, 07 Mar 2026 15:25:35 GMT

3.15.14

fix
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 15:10:05 GMT
Last Modified
Sat, 07 Mar 2026 15:10:21 GMT

3.15.13

fix hud no display
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 14:52:13 GMT
Last Modified
Sat, 07 Mar 2026 14:52:29 GMT

3.15.12

Dear Arma players, the Realistic Stamina System (RSS) module has received consecutive updates from v3.15.11 to v3.15.12. This update focuses on refactoring the slope stamina consumption logic, fixing several HUD display and vehicle experience issues, and optimizing the stance switching settlement mechanism.

Here is a summary of the key update highlights:

🏔️ Slope and Terrain System Refactoring (Core Changes)
More Realistic Slope Calculation: Slope determination is now based on "terrain normal + movement speed vector". Regardless of the direction of movement (including lateral movement), the slope effect is accurately calculated.

Directional Slope Effect:
Moving along contour lines: Effective slope is considered 0 (no longer misjudged as downhill or forced uphill penalties), consistent with physical intuition.

Gentle downhill (0~-12%): Triggers the "energy-saving" effect, reducing stamina consumption.

Steep Downhill (<-15%): Adds a positive penalty to prevent mindless downhill rushing, replacing the old Santee correction.

Diagonal Movement: Consumption is scaled geometrically to match the path gradient.

🖥️ HUD and Display Optimizations
Stamina Bar Smoothing: Fixed the "jerk/jump" stamina bar issue caused by server synchronization frequency; now uses exponential smoothing for a smoother visual experience.

Added ETA Display: The HUD now displays the estimated time for stamina to fully recover or deplete.

Vehicle HUD Fix: Fixed the issue where the HUD stopped updating after entering a vehicle; stamina information can now be viewed correctly inside a vehicle.

Swimming Status Display: During swimming, the original slope bar is now displayed as a velocity vector pitch angle (positive = ascending, negative = descending); terrain slope is restored on land.

Configuration Synchronization: Fixed the issue where the Hint HUD might not display after server configuration is distributed.

⚙️ Stamina Mechanism and Logic Changes
Attitude Switching Settlement: Introduced the concept of an "Attitude Window". Continuous switching within 1 second is considered a single operation, and the cost is deducted uniformly when the window ends; if there is no switching within 1 second, the calculation is completed immediately to avoid calculation errors caused by frequent switching.

Vehicle Stamina Inheritance and Recovery: Upon entering a vehicle, the fatigue state before disembarking is inherited.

Being inside a vehicle is considered "optimal rest" (ignoring environmental stress, considered a prone posture, and no weight), and the recovery speed is consistent with and more stable than pedestrian logic.

Fixed the issue where the HUD did not refresh after stamina recovery inside a vehicle.

🐛 Other Fixes
Swimming Speed ​​Measurement: Fixed the issue where the HUD speed display was 0 due to displacement commands during swimming; now, positional difference speed measurement is used instead.
Game Version
1.6.0.119
Created
Sat, 07 Mar 2026 10:53:07 GMT
Last Modified
Sat, 07 Mar 2026 10:53:20 GMT

3.15.0

[3.15.0] - 2026-03-06

🔥 Key Highlights

🌐 Revolutionary Universal Temperature Model

Say Goodbye to Unpredictable Temperature Bugs: We've completely rewritten the temperature calculation logic, adopting a "sine wave superposition model" based on geographical science. Whether you're on an equatorial island or in the polar tundra, you'll experience temperature changes that are consistent with common sense.

Realistic Day-Night Temperature Difference: Even on the same map, the chill of 4:00 AM will be drastically different from the heat of 3:00 PM.

Dynamic Weather Influence: Cloudy and foggy days will reduce temperature differences (insulating effect), while rainfall (>10°C) will bring a realistic "one autumn rain, one chill" experience.

Real-Time Altitude Response: Now, every time you climb 1000 meters, the temperature will automatically drop by approximately 6.5°C. The cold winds at the mountaintop are no longer just for show!

⚖️ A More Realistic Encumbrance Experience

"Can Carry, Can't Run": Introduces a brand-new segmented, non-linear encumbrance penalty.

Lightly Armed (0-30% Body Weight): Almost no resistance felt, maintaining high mobility.

Combat Encumbrance (30-60% Body Weight): As weight increases, sprint speed gradually decreases, forcing you to manage your stamina.

Heavily Armed (>60% Body Weight): Moving is as heavy as a tank; sprinting becomes extremely difficult.

Sprint Penalty Mechanism: To simulate inertia, the sprint penalty under heavy load is 1.5 times that of jogging. Heavy machine gunners can still keep up with the marching column, but don't expect to sprint between cover like assault troops.

Energy Compensation: Fixed the logic flaw of "running slower saves energy." Now, even if the load makes you run slower, the energy consumed trying to move your heavy body is no less! 🏃‍♂️ 30kg Combat Load Optimization

Addressing player feedback regarding the "30kg is too tiring" issue, we conducted tens of thousands of simulations using digital twin technology and recalibrated the EliteStandard, StandardMilsim, and TacticalAction presets.

New Standard: Under standard combat load (approximately 30kg), soldiers can now confidently complete long-distance tactical maneuvers of 600 meters to 1 kilometer without collapsing from exhaustion.

Hardcore Constraints: Nevertheless, under the Realism preset, extreme environments (such as 32°C temperatures) combined with heavy loads will still drain your last bit of stamina—please proceed with caution!

🛠️ Gameplay Improvements

Stamina Minimum Adjustment: The sprint activation threshold has been lowered from 20% to 15%. In critical moments, you now have more opportunities to use your last bit of strength for tactical evasion.

EPOC (Excess Post-Exercise Oxygen Consumption) Optimization: Adjusted the recovery delay after exercise (uniformly 2.0 seconds), simulating the real heart rate recovery process and eliminating the "magical" effect of "instant heart rate recovery after a short break."

Camera Feel Fine-tuning: Optimized the camera overshoot effect during sudden stops and reduced the jarring feel when switching between light and heavy loads, resulting in a smoother experience.

🔧 Technical Fixes and Underlying Optimizations

🐛 Fixed Long-Wave Radiation Thermal Runaway: Fixed a serious bug in the old physics model that caused abnormally high temperatures (e.g., "midnight 27 degrees") under certain conditions (e.g., nighttime).

⚡ Performance Optimization: The new general temperature model is extremely lightweight, consuming almost no CPU resources and eliminating the need for cumbersome physics equation solving.

🏊 Simplified Swimming and Slope Logic: Removed redundant slope calculation code, which is now uniformly handled by the Pandolf model; optimized the energy consumption and recovery logic during swimming.

📊 Data Verification Tools: New tools such as `verify_realism_json.py` have been added to ensure that every parameter adjustment undergoes rigorous mathematical verification, rejecting "filling in values ​​based on intuition."

📝 Documentation Updates: A detailed stamina consumption reference document has been added, providing comprehensive data support for hardcore players and mod creators.

⚠️ Important Notes

Old Save File Compatibility: This update modifies the configuration structure (adding float/bool fields). It is recommended to reset the server configuration or regenerate the configuration file to ensure the new features take effect.

Realism Preset Players: Please note that the new version still imposes severe penalties under high temperatures, high altitudes, or heavy loads. If playing on summer maps, please pay close attention to the impact of temperature on stamina!
Game Version
1.6.0.119
Created
Thu, 05 Mar 2026 16:28:41 GMT
Last Modified
Thu, 05 Mar 2026 16:28:56 GMT

3.14.1

[3.14.1] - 2026-03-05

✅ New Addition

Tactical Sprint Burst and Cooldown – The first 8 seconds of the sprint are the burst phase, during which the penalty for speed due to weight is significantly reduced (penalty coefficient drops to 0.2); the 8th to 13th seconds are the buffer phase, during which the weight penalty linearly returns from 0.2 to the normal value (1.0). After the burst and buffer phases, or after releasing the sprint button, a 15-second cooldown begins. Sprinting again during the cooldown will not trigger the burst effect, and the penalty will be calculated normally throughout.

Indoor Staircase Weight Speed ​​Reduction – When indoors and the standing position has an original slope (>0°), it is considered an indoor staircase. In this case, the penalty for speed due to weight is further reduced, with the penalty coefficient multiplied by 0.4, making the deceleration when going up stairs more realistic.


Instant Acceleration During Slope Speed ​​Transition – Optimized the smoothing logic of slope's impact on speed: When the target speed is at least 0.08 times higher than the current smoothing value, the smooth transition is canceled, and acceleration is immediate, avoiding frequent acceleration due to minor slope changes during uphill climbs; the deceleration process maintains the original 5-second smoothness.

Camera Inertia and Head Physics (First-Person Perspective) – Added dynamic physics effects to the first-person view, enhancing immersion:

Slight camera lag/forward tilt at start-up, creating a forward lurch during sudden stops, with the amplitude changing non-linearly with load;

Vertical swaying with strides, the amplitude linked to current load and stamina;

Camera sways left and right when uphill (slope ≥ 8°);

Field of View (FOV) during sprints is linked to tactical burst status: +5° during bursts, +3° during cruising, -2° when staggering with low stamina, with smooth changes and speed limits;

When stamina is too low, stepping will trigger a breathing sound (interface reserved).

🔁 Changes

Impact of Gradient on Energy Consumption and Speed ​​Adjustments

Downhill Energy Consumption: On gentle downhill slopes (0% to -15%), energy consumption can be reduced by up to 60% (previously 50%), with the lower limit increased to 40%, making downhill descents less strenuous.

Uphill/Downhill Speed: Based on the existing gradient speed model (Tobler formula), uphill speeds now receive an additional 1.15x gain, and downhill speeds also receive an additional 1.15x gain. The maximum downhill speed is now capped at 1.25x.

Gradient Limit Relaxed: The overall effect of gradient on speed is reduced by 30%, meaning the deceleration/acceleration effect caused by gradient is closer to a 1.0x ratio, making the terrain's impact on speed more gradual.
Game Version
1.6.0.119
Created
Wed, 04 Mar 2026 21:39:09 GMT
Last Modified
Wed, 04 Mar 2026 21:39:25 GMT

3.14.0

## [3.14.0] - 2026-02-28

### ✅ New

- **Fully Integrated AI and Player Stamina System** - Server-side AI and players share the same stamina logic: stamina consumption (Pandolf model, weight, slope, terrain), recovery, speed limit (OverrideMaxSpeed), exhaustion limping, etc.; AI update interval is 100ms (player 50ms) to balance performance.

### ⚡ Performance Optimization

Too many items, omitted.

### 🔁 Changes

- **Stamina System and Environmental Factor Management Optimization** - Optimized the collaboration logic between the stamina system and environmental factors to improve overall operational efficiency.

- **Time Calculation Logic Optimization** - Improved the time management and cooldown logic of the stamina system, corrected time stepping and cumulative calculation.

- **Enhanced Debugging Functions and Log Output** - Enhanced debugging functions and stamina system log output, unified debugging information prefix and output format.

- **Rainfall Intensity Threshold** - Update rainfall intensity thresholds and related annotations.
Game Version
1.6.0.119
Created
Sat, 28 Feb 2026 15:02:50 GMT
Last Modified
Sat, 28 Feb 2026 15:03:12 GMT

3.13.1

## [3.13.1] - 2026-02-27

### 🔁 Changes

- **Slope-speed model changed to Tobler's Hiking Function** - Uses Tobler's Hiking Function (1993): W = 6·e^(-3.5·|S+0.05|); Formula shape preserved (deceleration on uphill/steep downhill), normalized baseline to flat ground (S=0), enabling maximum engine speed of 5.2 m/s on flat ground with 0 kg.

- **Smooth 5-second transition of slope speed** - Added SlopeSpeedTransition module, smoothly transitioning speed within 5 seconds when changing slope, avoiding the "stuck" feeling of suddenly dropping from 3 m/s to 1 m/s when going uphill from flat ground.

### 🐞 Fixes

- **Repeated scaling of slope speed** - Fixed `CalculateFinalSpeedMultiplier` Fixed a bug where `runBaseSpeedMultiplier`, which had already undergone slope scaling by `UpdateSpeed`, would reapply Tobler scaling, resulting in double speed reduction on flat ground. `runBaseSpeedMultiplier` can now be used directly without repeated scaling.

- **Incorrect Application of Slope Affecting Speed ​​Indoors** - Fixed an issue where slope still incorrectly affected speed indoors; added the `IsIndoorForEntity(owner)` method, which uses the passed-in entity for indoor detection, avoiding misjudgments of indoor conditions caused by `m_pCachedOwner` not being updated when the server processes remote player RPCs.
Game Version
1.6.0.119
Created
Fri, 27 Feb 2026 19:04:19 GMT
Last Modified
Fri, 27 Feb 2026 19:04:34 GMT

3.13.0

## [3.13.0] - 2026-02-26

### ✅ New Features

- **Optimized Physics Model for Jumping and Vaulting** - Calculates stamina consumption for jumping and vaulting using a physics model, removing the old baseline cost to make the consumption more realistic.

- **Environmental Factor Temperature Simulation and Wind Speed ​​Compensation** - Added temperature simulation and wind speed compensation logic to the environmental factors module, optimizing stamina consumption calculation.

- **Enhanced Debugging Capabilities** - Added debugging information to the weather manager, optimized latitude and longitude estimation logic; enhanced debugging logs for the environmental factors module, and optimized location estimation log output.

- **Quick Optimization Test Script** - Added a quick optimization test script and a basic physical fitness check test for easier debugging and parameter calibration.

- **35kg Walking Tracking Script** - Added `trace_35kg_walk.py` to track stamina consumption and recovery in a 35kg weighted walking scenario.

### 🔁 Changes

- **Deprecated Givoni-Goldman Model** - Reconstructed the stamina consumption model; the Pandolf model is now the only energy consumption model. The Pandolf model is used for both running and sprinting phases.

- **Endurance Constants and Calculation Reconstruction** - Reconstructed endurance-related constants and calculations, using a fixed stamina efficiency factor (0.70) to avoid game imbalance.

- **Code Structure Adjustment** - Reconstructed the code structure to improve readability and maintainability.

- **Dynamic Configuration and Recovery Mechanism** - Reconstructed the stamina system to support dynamic configuration. The recovery logic now uses a dynamic getter to obtain the minimum recovery threshold and rest time, ensuring JSON configuration takes effect.

- **Slope Calculation Optimization** - Slope angle calculation now directly returns the angle value and clamps it to avoid engine errors.

- **Energy to Stamina Coefficient** - Adjusted the energy to stamina conversion coefficient and clamped it to a reasonable range to prevent configuration errors.

- **Removal of Obsolete Constants** - Removed obsolete static posture consumption constants and replaced them with dynamically configured ones.

### 🐞 Fixes

- **Rainfall Wet Weight Upper Limit Adjustment** - Adjusted the maximum wet weight limit for rainfall to improve game balance and playability

- **Optimized Stamina Consumption Calculation** - Prevents excessive consumption rate and ensures consistent behavior across different states

- **C and Python Constant Synchronization** - Updated `rss_digital_twin_fix.py` and `stamina_constants.py` to maintain consistency with C-side constants; `rss_super_pipeline.py` now locks the aerobic/anaerobic efficiency factor to a consensus value.

## [3.13.0] - 2026-02-26

### ✅ 新增

- **物理模型优化跳跃与翻越消耗** - 使用物理模型计算跳跃和翻越的体力消耗,移除旧的基准费用,使消耗更贴近真实动作
- **环境因子温度模拟与风速补偿** - 增加环境因子模块的温度模拟与风速补偿逻辑,优化体力消耗计算
- **调试能力增强** - 增加天气管理器调试信息,优化经纬度估算逻辑;增强环境因子模块的调试日志,优化位置估算日志输出
- **快速优化测试脚本** - 添加快速优化测试脚本和基础体能检查测试,便于调试与参数校准
- **35kg 行走追踪脚本** - 新增 `trace_35kg_walk.py`,用于追踪 35kg 负重行走场景下的体力消耗与恢复

### 🔁 变更

- **弃用 Givoni-Goldman 模型** - 重构体力消耗模型,Pandolf 模型现为唯一能量消耗模型;跑步与冲刺阶段均使用 Pandolf 模型
- **耐力常量与计算重构** - 重构与耐力相关的常量和计算,使用固定体能效率因子 (0.70),避免游戏体验不平衡
- **代码结构调整** - 重构代码结构,提升可读性与可维护性
- **动态配置与恢复机制** - 重构体力系统以支持动态配置,恢复逻辑改用动态 getter 获取最低恢复阈值与休息时间,确保 JSON 配置生效
- **坡度计算优化** - 坡度角度计算直接返回角度值并做 clamp,避免引擎异常
- **能量转体力系数** - 调整能量到体力转换系数并 clamp 至合理范围,防止配置错误
- **移除废弃常量** - 移除废弃的姿态消耗静态常量,改为动态配置获取

### 🐞 修复

- **降雨湿重上限调整** - 调整降雨湿重上限以提高游戏平衡性和可玩性
- **体力消耗计算优化** - 防止过度消耗率,确保不同状态下行为一致
- **C 与 Python 常量同步** - 更新 `rss_digital_twin_fix.py` 和 `stamina_constants.py`,与 C 端常量保持一致;`rss_super_pipeline.py` 将有氧/无氧效率因子锁定为共识值
Game Version
1.6.0.119
Created
Wed, 25 Feb 2026 16:20:51 GMT
Last Modified
Wed, 25 Feb 2026 16:21:50 GMT

3.12.0

## Release draft — RSS v3.12.0 (2026-02-09) ✅

### Short headline

**Realistic Stamina System (RSS) v3.12.0** — Adds environment temperature model, improves indoor detection, introduces config sync & server‑authoritative config, and smooths networked speed updates. 🔧

---

## English

**v3.12.0 — 2026-02-09**

What’s new

* ✅ Environment temperature physics model (step model, short/longwave + cloud corrections, sun/moon inference)
* ✅ Improved indoor detection (upward raycast + horizontal enclosure checks). 
* ✅ Config change sync pipeline & server-authoritative config (listeners, detection, sync, backup/repair).
* ✅ Network validation & smoothing — client reports stamina/encumbrance; server validates and issues speed multiplier (handles reconnect).
* ✅ Log throttling utility (unified Debug/Verbose throttling). `
* 🔁 Changes: Sprint drain default → **3.5** (configurable); encumbrance constraints and preset refresh; body weight included in drain input.

Important notes

* ⚠️ **Server‑authoritative config:** clients no longer write local JSON; server writes disk and performs backups/repairs. Server admins should ensure the config manager runs and that backups are accessible.
* The sprint drain default changed to 3.5 — check your server preset if you depend on sprint tuning.
---
## 中文
---

**v3.12.0 — 2026-02-09**

主要更新

* ✅ 新增​**环境温度物理模型**​(温度步进、短波/长波+云量修正、日出/日落与月相推断)。
* ✅ ​**室内检测增强**​:增加向上射线与水平封闭检测,减少开放屋顶/天窗误判。`
* ✅ ​**配置变更同步链路 & 服务器权威配置**​:监听/变更检测、全量同步、服务器写盘并增加备份与修复流程
* ✅ ​**网络校验与平滑**​:客户端上报体力/负重,服务器权威校验并下发速度倍率(含重连延迟同步)。
* ✅ ​**日志节流工具**​(统一 Debug/Verbose 节流)。
* 🔁 变更:冲刺消耗默认改为 ​**3.5**​(可配置);负重约束/预设刷新;体重参与消耗输入等。

重要提示

* ⚠️ ​**客户端不再写入本地 JSON**​,避免覆盖服务器配置;请注意服务器端配置管理与备份流程。
* 若依赖冲刺消耗相关设置,请核查或同步配置。
Game Version
1.6.0.119
Created
Mon, 09 Feb 2026 10:03:31 GMT
Last Modified
Mon, 09 Feb 2026 10:03:48 GMT

3.11.1

## [3.11.1] - 2026-02-02

This version is an enhanced and corrected version of the configuration system from 3.11.0.

### 🔧 Configuration Fixes

- **Fixed JSON configuration being forcibly overwritten** - UI settings such as `m_bHintDisplayEnabled` and `m_bDebugLogEnabled` modified by users via JSON are no longer overwritten by `EnsureDefaultValues()`.

- **Fixed ValidateSettings being too aggressive** - When a single parameter goes out of bounds, `FixInvalidSettings()` is now used to clamp only the out-of-bounds field, instead of clearing the entire configuration.

- **Fixed Custom preset case sensitivity** - Variants such as "custom" / "CUSTOM" are now correctly recognized as Custom mode.

### ⚙️ Configuration and Default Values

- **HUD switch is off by default** - The default value of `m_bHintDisplayEnabled` is now false. To avoid disrupting existing settings: If you have previously used this module and generated a JSON configuration file, the HUD will function normally according to the previous settings; users downloading this module for the first time will have the HUD disabled by default. Workbench mode is still forcibly enabled for debugging.

- **Configuration Field Readability Optimization** - Extracted magic numbers as constants, simplified attribute descriptions, and standardized grouping and formatting.

## [3.11.1] - 2026-02-02

本版本为 3.11.0 的配置系统增强与修正版本。

### 🔧 配置修复

- **修复 JSON 配置被强制覆盖** - 用户通过 JSON 修改的 `m_bHintDisplayEnabled`、`m_bDebugLogEnabled` 等 UI 设置不再被 `EnsureDefaultValues()` 覆盖
- **修复 ValidateSettings 过于激进** - 单个参数越界时改为 `FixInvalidSettings()` 仅 clamp 越界字段,不再清空全部配置
- **修复 Custom 预设大小写敏感** - "custom" / "CUSTOM" 等变体能正确识别为 Custom 模式

### ⚙️ 配置与默认值

- **HUD 开关默认关闭** - `m_bHintDisplayEnabled` 默认值改为 false。为不破坏已有设置:若你曾使用过该模组并已生成 JSON 配置文件,HUD 会按之前的设置正常工作;首次下载该模组的用户则默认关闭 HUD。工作台模式仍强制开启以便调试。
- **配置字段可读性优化** - 提取 magic number 为常量,精简 Attribute 描述,统一分组与格式
Game Version
1.6.0.119
Created
Mon, 02 Feb 2026 03:41:20 GMT
Last Modified
Mon, 02 Feb 2026 03:41:38 GMT

3.11.0

[3.11.0] - 2026-01-30
Core Improvements
Stamina System: Faster response and smoother start-up; fixed high-frequency monitoring and slope calculation; indoor scenes now ignore slope; refined metabolic and breath recovery logic; switched to native velocity calculation.
Load System: Real-time weight cache update on inventory change; fixed missing weapon weight inclusion for accurate total load.
Configuration: Replaced hardcoded constants with dynamic config management; resolved C/Python constant mismatch; updated GIVONI_CONSTANT to 0.6; tuned parameters for diverse motion models.
Toolchain Enhancements
Unified optimization pipeline rss_super_pipeline.py with multi-objective optimization (realism/playability/stability), default 500 trials.
Digital twin simulator rss_digital_twin_fix.py aligned with game logic, supporting calibration and optimization workflows.
Added calibration scripts (3.5km run, recovery time), JSON embedding/validation tools; deprecated legacy scripts, merged optimizer logic into main pipeline.
Project Maintenance
Removed generated images, obsolete configs, and redundant files to reduce repo size.
Restructured Tools directory for clarity: core pipeline, simulation, and calibration tools now well-separated.
Updated documentation covering tool usage, stamina/digital twin computation logic, and troubleshooting.
Recommended Presets
TacticalAction ⭐: Best balance (playability burden 422.8), recommended for general use.
EliteStandard: High realism (realism loss 0.1815).
StandardMilsim: Conservative and stable, easy to adjust.

[3.11.0] - 2026-01-30
核心优化
体力系统:提升响应速度与起步体验;修复高频监听与坡度计算问题;室内场景自动忽略坡度;优化代谢与呼吸机制;统一采用原生速度计算。
负重系统:库存变更实时更新负重;修复武器重量未计入问题,提升计算准确性。
配置管理:移除硬编码常量,全面迁移至动态配置;修复 C/Python 常量不一致问题;调整 GIVONI_CONSTANT 为 0.6;优化参数适配多运动模型。
工具链升级
主管道 rss_super_pipeline.py 集成多目标优化(拟真度/可玩性/稳定性),默认 500 次试验。
数字孪生仿真器 rss_digital_twin_fix.py 与游戏逻辑对齐,支撑校准与优化。
新增校准脚本(3.5km 跑步、恢复时间)、JSON 嵌入与校验工具;移除过时脚本,优化器逻辑统一归入主流程。
项目维护
清理生成图表、旧配置及冗余文件,显著减小仓库体积。
重构 Tools 目录结构,职责清晰:核心管道、仿真、校准工具分层明确。
更新中文文档,涵盖工具使用、体力/数字孪生计算逻辑及故障排查。
推荐预设
TacticalAction ⭐:平衡性最佳(可玩性负担 422.8),推荐日常使用。
EliteStandard:高拟真度(拟真损失 0.1815)。
StandardMilsim:保守稳定,易于调整。
Game Version
1.6.0.119
Created
Fri, 30 Jan 2026 14:58:42 GMT
Last Modified
Fri, 30 Jan 2026 14:59:03 GMT

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