Realistic_Stamina_System

by ViVi141

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

3.10.0

feat: Optimized stamina system core logic and updated configuration parameters (v3.10.0)
- Enhanced the critical condition breathing protection mechanism to prevent deadlocks at 0 stamina.
- Improved weight-based speed penalty calculation, using a power function instead of linear calculation.
- Increased stamina monitoring accuracy to 60Hz, synchronized with the server.
- Added a function to detect heavy objects being held, affecting stamina consumption (interface reserved, not yet implemented).
- Cached frequently used components to improve performance.
- Refactored the stamina metabolism algorithm, using net value calculation.
- Updated the optimized configuration parameter file.
Additional notes: This modification significantly enhances various abilities in a lightweight state, including reduced consumption speed and increased movement speed. I'm not sure if this is good or bad, but it's what some players wanted. V3.9.0 became completely unusable; this version is a direct upgrade from 3.8.0 to 3.10.0.
Server administrators should note that for stability, please delete or back up the old JSON configuration generated by this module, and use the JSON automatically generated by this updated module during runtime. If you need to modify the presets, please generate a new one first before modifying it.

feat: 优化体力系统核心逻辑并更新配置参数(v3.10.0)
- 增强绝境呼吸保护机制,确保0体力时不会死锁
- 改进负重速度惩罚计算,使用幂函数替代线性计算
- 提高体力监控精度至60Hz,与服务器同步
- 增加手持重物检测功能,影响体力消耗(预留接口,暂未实现)
- 缓存常用组件提升性能
- 重构体力代谢算法,采用净值计算方式
- 更新优化后的配置参数文件
另附说明:此修改大大增强了在轻量状态下的各项能力,包括消耗速度降低,移动速度提高,我不明白这是好是坏,但是这是一些玩家所希望的。V3.9.0成完全不可用版本,此版本是从3.8.0直接升级至3.10.0
服务器管理员需注意,为了稳定,请把该模组生成的旧JSON配置删除或备份,使用这次更新后的模组在运行时自动生成的JSON,如果你需要修改预设,也请先生成新的再修改
Game Version
1.6.0.108
Created
Fri, 23 Jan 2026 17:43:19 GMT
Last Modified
Fri, 23 Jan 2026 17:43:36 GMT

3.9.0

[3.9.0] - 2026-01-23
🌟 Core Highlight: Revamped Online Experience
This update focuses on the stability and smoothness of multiplayer gameplay. We have completely rewritten how the mod synchronizes data between the server and players, eliminating the "stuttering health bar" or "desynchronization" issues that previously occurred in multiplayer games.
🛡️ Server Authoritative Architecture
Fairness and Consistency: Health calculation is now entirely server-side! This means that the rules for health consumption are absolutely consistent for all players, eliminating client-side cheating or judgment discrepancies caused by network latency.
No More Rubber-banding: Your client now only handles visual effects and no longer "competes" with the server for control, significantly reducing rubber-banding during movement.
⚡ Network Synchronization Optimization
Smooth Visual Experience: We have introduced a brand-new intelligent smoothing algorithm. Even with fluctuating network conditions, the changes in your health bar and movement speed transitions will be silky smooth, without abrupt jumps.
Reduced Bandwidth Usage: Optimized data transmission frequency (now synchronizing key data once per second), significantly reducing server bandwidth pressure and client performance burden while maintaining accuracy.
🐛 Key Fixes
"Join-in-Progress" Fix: Fixed a long-standing bug that prevented players joining a server mid-game (JIP) from correctly loading health configurations or initializing properly. Now, the system works perfectly regardless of when you join the game.
Multiplayer Independence: Fixed an issue where different players' configurations might interfere with each other in a multiplayer environment. Now, each player's state is completely independent.
🚀 Performance and Underlying Optimizations
Core Code Refactoring: We removed a large amount of outdated monitoring loop code (no longer polling every 50ms), replacing it with a more efficient event-driven model. This significantly improves FPS and reduces script lag.
Comprehensive Component Upgrade: 12 core systems, including swimming, terrain detection, and fatigue accumulation, have undergone underlying maintenance, resulting in more stable and efficient operation.

[3.9.0] - 2026-01-23
🌟 核心亮点:联机体验重铸
本次更新专注于多人游戏的稳定性与流畅度。我们彻底重写了模组在服务器与玩家之间同步数据的方式,消除了以往多人游戏中可能出现的“体力条抖动”或“不同步”现象。
🛡️ 服务器权威架构 (Server Authoritative)
公平与一致性:现在的体力计算完全由服务器说了算!这意味着所有玩家的体力消耗规则绝对统一,消除了客户端作弊或因网络延迟导致的判定差异。
拒绝“回弹”:您的客户端现在只负责显示视觉效果,而不再与服务器“争抢”控制权,这大大减少了移动时的回弹(Rubber-banding)现象。
⚡ 网络同步优化
丝滑的视觉体验:我们引入了全新的智能平滑算法。即使网络环境有波动,您看到的体力条变化和移动速度过渡也会变得像丝绸一样顺滑,不再有突兀的跳变。
带宽占用降低:优化了数据传输频率(现在每秒同步一次关键数据),在保证准确性的同时,显著减轻了服务器带宽压力和客户端的性能负担。
🐛 关键修复
“中途加入”修复:修复了一个长期存在的 Bug,该 Bug 曾导致后加入服务器的玩家(JIP)无法正确加载体力配置或初始化失败。现在,无论您何时加入战局,系统都能完美运行。
多玩家独立性:修复了在多人环境下,不同玩家的配置可能会互相干扰的问题。现在每个人的状态都是完全独立的。
🚀 性能与底层优化
核心代码重构:我们移除了大量陈旧的监控循环代码(不再每 50ms 轮询一次),改为更高效的事件驱动模式。这对提升 FPS 和减少脚本卡顿有显著帮助。
组件全面升级:包括游泳、地形检测、疲劳积累在内的 12 个核心系统都进行了底层维护,运行更加稳定高效。
Game Version
1.6.0.108
Created
Fri, 23 Jan 2026 10:51:49 GMT
Last Modified
Fri, 23 Jan 2026 10:52:08 GMT

3.8.0

This update is a major refactor and fix for the underlying numerical architecture of RSS.
We identified that our previous "Automated Optimization System" had logic issues where parameters were detached from the physics engine. In v3.8.0, we completely refactored the Python Digital Twin simulator to ensure AI-calculated values are correctly applied to the game.
Additionally, we fixed a critical gameplay issue: "Stamina Draining while Standing."
🛠️ Core Fixes & Improvements
Fixed: "Standing Stamina Drain"
Issue: Previously, due to strict physics modeling of load bearing, stamina would slowly tick down even when standing still with a heavy pack.
Fix: Introduced "Static Protection Logic". Unless you are carrying extreme loads (>40kg), standing still is now guaranteed to regenerate stamina slowly.
Automation Toolchain Refactor
Rewrote the RSSDigitalTwin simulator code to fix the "Parameter Detachment" bug where optimizer output wasn't affecting the calculation logic.
Re-calibrated core physics constants (e.g., Energy Coeff) to fix the "Instant Exhaustion vs. Infinite Stamina" imbalance found in previous internal builds.
Preset Re-Calibration
Based on the fixed automation system, we regenerated the three presets. They now offer distinct and logical experiences:
EliteStandard: Higher load penalties, slower recovery. Hardcore.
StandardMilsim & TacticalAction: More linear progression, less frustration.

本次更新是对 RSS 底层数值架构的一次重大重构与修复。
我们之前引入的“自动化优化系统”存在代码逻辑与参数脱节的问题。在 v3.8.0 中,我们彻底重构了 Python 数字孪生(Digital Twin)仿真器,修复了参数“空转”的 Bug,确保 AI 计算出的数值能正确应用到游戏物理引擎中。
同时,我们解决了一个严重影响游戏体验的顽疾——“站立掉体力”。
🛠️ 核心修复与改进
彻底修复“站立掉体力” (Fix: Standing Stamina Drain)
问题:此前由于物理模型对负重的计算过于严苛,导致玩家背负重物站立不动时,体力条仍会缓慢下降。
修复:引入了 "Static Protection Logic"(静止保护逻辑)。现在,除非你背负了极端重量(>40kg),否则站立不动时绝对保证体力会缓慢恢复。
自动化工具链重构 (Automation Refactor)
重写了 RSSDigitalTwin 仿真器代码,修复了优化器参数无法正确传递给物理计算函数的逻辑错误(Parameter Detachment)。
重新校准了物理常数(如 Energy Coeff),解决了之前版本“要么瞬间力竭,要么无限体力”的数值崩坏问题。
预设数值更新 (Preset Calibration)
基于修复后的自动化系统,我们重新生成了三个预设文件。现在的预设差异更加合理:
EliteStandard:负重惩罚更明显,恢复更慢,适合硬核玩家。
StandardMilsim & TacticalAction:手感更加线性,减少了不必要的挫败感。
Game Version
1.6.0.108
Created
Thu, 22 Jan 2026 14:39:48 GMT
Last Modified
Thu, 22 Jan 2026 14:40:13 GMT

3.7.0

## [3.7.0] - 2026-01-22

### Added
- **Enhanced Parameter Sensitivity Analysis Tools (Enhanced Sensitivity Analysis Tools v3.7.0)**
- **Core Functions**:
- One-at-a-time sensitivity analysis
- Global sensitivity analysis (Spearman rank correlation)
- Parameter interaction effect analysis (multi-dimensional)
- Joint sensitivity analysis (simultaneous adjustment of multiple parameters)
- **New Module**:
- `rss_sensitivity_analysis_enhanced.py`: Enhanced sensitivity analysis tool (approximately 800 lines)

### Improvements
- **Parameter Sensitivity Analysis Optimization**
- **Removed Unused Parameters**: Removed unused parameters from the digital twin simulator (energy_to_stamina_coeff, encumbrance_speed_penalty_coeff, load_recovery_penalty_exponent)
- **Expanded Parameter Range**: Expanded from ±20% to ±50% for 10 parameters
- **Optimized Objective Function**: Increased from 2 metrics to 3 metrics (completion time, recovery time, minimum stamina)
- **Increased Parameter Pairs**: Increased from 3 pairs to 9 pairs, covering the recovery system, load system, fatigue system, and cross-system interactions
- **Fixed Parameter Passing**: Created new constant instances for each simulation to ensure parameter changes take effect
- **Used Real Simulator**: Used the actual digital twin simulator instead of returning a fixed value of 50.0

### Fixes
- **Stamina 0 Deadlock Issue**
- **Problem Description**: The stamina system could not recover when stamina dropped to 0, causing the player to get stuck.
- **Solution**:
- Modified the stamina recovery logic to allow stamina to recover from 0.
- Removed the recovery restriction when stamina is 0.
- **Impact**: Players can now recover stamina normally after exhausting their stamina.
- **Desperation Wind Protection Mechanism**
- **Problem Description**: When stamina is extremely low (< 2%), static load consumption may offset recovery, preventing escape from the danger zone.
- **Solution**:
- Introduced the Desperation Wind protection mechanism: When stamina is extremely low... - When below 2% and not underwater, a minimum recovery value of 0.0001 is granted.
- This ignores the static consumption due to backpack weight, ensuring even a slight stamina recovery to break the deadlock.
- This is equivalent to recovering 0.05% per second, allowing the player to escape the danger zone in 20 seconds.
- **Effect**: Players can slowly recover stamina when their stamina is extremely low, preventing them from getting stuck.

## [3.7.0] - 2026-01-22

### 新增
- **增强版参数敏感性分析工具(Enhanced Sensitivity Analysis Tools v3.7.0)**
  - **核心功能**:
    - 局部敏感性分析(One-at-a-time)
    - 全局敏感性分析(Spearman 秩相关)
    - 参数交互效应分析(多维度)
    - 联合敏感性分析(同时调整多个参数)
  - **新增模块**:
    - `rss_sensitivity_analysis_enhanced.py`: 增强版敏感性分析工具(约 800 行)

### 改进
- **参数敏感性分析优化**
  - **移除未使用参数**:移除了数字孪生仿真器中未使用的参数(energy_to_stamina_coeff, encumbrance_speed_penalty_coeff, load_recovery_penalty_exponent)
  - **扩大参数范围**:从 ±20% 扩大到 ±50%,共 10 个参数
  - **优化目标函数**:从 2 个指标增加到 3 个指标(完成时间、恢复时间、最低体力)
  - **增加参数对**:从 3 对增加到 9 对,覆盖恢复系统、负重系统、疲劳系统以及跨系统交互
  - **修复参数传递**:为每次仿真创建新的常量实例,确保参数变化生效
  - **使用真实仿真器**:使用真正的数字孪生仿真器,而不是返回固定值 50.0

### 修复
- **体力为 0 死锁问题**
  - **问题描述**:体力系统在体力降为 0 时无法恢复,导致玩家卡死
  - **修复方案**:
    - 修改体力恢复逻辑,允许体力从 0 开始恢复
    - 移除体力为 0 时的恢复限制
  - **影响**:玩家在体力耗尽后可以正常恢复体力
- **绝境呼吸保护机制(Desperation Wind)**
  - **问题描述**:体力极低时(< 2%),负重静态消耗可能抵消恢复,导致无法脱离危险区
  - **修复方案**:
    - 引入绝境呼吸保护机制:当体力 < 2% 且非水下时,给予保底恢复值 0.0001
    - 忽略背包重量的静态消耗,保证哪怕一丝微弱的体力恢复,打破死锁
    - 相当于每秒恢复 0.05%,20 秒可脱离危险区
  - **影响**:玩家在体力极低时可以缓慢恢复体力,避免卡死
Game Version
1.6.0.108
Created
Wed, 21 Jan 2026 18:49:14 GMT
Last Modified
Wed, 21 Jan 2026 18:49:36 GMT

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