Arma 3
[MP] Ragdoll Physics Plus+
venomDeejays  [developer] 5 Mar, 2023 @ 1:30pm
Dedicated Server Issues
Sorry for addressing this so late, I never bothered trying to use a DS until recently. Turns out that this mod doesn't function very well when run on a dedicated server.

...Well, actually, it kind of works, but only in certain circumstances.

What does work: spawning units from Zeus. These client-created units will fall and die as they should.

What doesn't work: Any scripted units created from the server, for example a garrison/reinforcement wave of soldiers in Antistasi. Their limbs turn into spaghetti.

I've tried running this mod from client, from server, and from both, but the spaghettification of these server-created units still happens. I'm not even sure code-wise if there is anything I can do about this from my end, as this mod is only a simple config tweak.

Looking back at some comments, it seems like other people have encountered this issue as well. I just wanted to start this discussion to see if I can get the ball rolling on a potential fix.

...Or maybe I'm just a noob who set my server up wrong. Either way, if you've gotten this mod to work on your DS, I'd love to hear how.
Last edited by venomDeejays; 5 Mar, 2023 @ 9:10pm
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Showing 1-15 of 32 comments
R. Gonzalez 24 Apr, 2023 @ 7:01am 
Hey Venom!

Posting here to say the problem IS A THING on dedicated servers! Yes!

I've been trying for a few days now some Ragdoll mods for mine, and had no sucess yet

ALL ragdoll mods cause the effects you said:
- scripted AI break ragdoll
- user-zeus created are a bit better (still having broken physics in a minor scale)

So I hope this info helps you in the matter, as I'm not a programmer or someome who could help with them codes...

All I can do, is to make some tests on my dedicated as well, anytime you need, as my server is not open yet, I'm on test phase

Call me anytime
venomDeejays  [developer] 24 Apr, 2023 @ 6:37pm 
Thanks for the report Ric! Interesting to hear how other ragdoll mods suffer from the same issue.


Hmm. What ragdoll mods did you happen to test? Real Hero's is actually a fork of an older build of my mod, maybe they both share some setting that is causing the game to desync.... I kinda doubt that that's the case, but hey, you never know.
R. Gonzalez 24 Apr, 2023 @ 10:19pm 
Originally posted by venomDeejays:

Hmm. What ragdoll mods did you happen to test? Real Hero's is actually a fork of an older build of my mod, maybe they both share some setting that is causing the game to desync.... I kinda doubt that that's the case, but hey, you never know.

... Just EVERY ragdoll mod outhere... every single one of them LOL
venomDeejays  [developer] 25 Apr, 2023 @ 6:41pm 
Good to know! I'm really starting to think that this is not a problem with any of our mods, rather an issue with the netcode of the game itself. Have a look at this, seems like this has been an issue, even in vanilla, since 2015:

https://feedback.bistudio.com/T83414

I think this explains why the physics in the vanilla game are so simplistic, and why BI never really tried to improve them. They literally couldn't make them better because of limitations in the multiplayer netcode, and they must have figured that it wasn't worth the dev time to fix these netcode issues if everything else worked well enough.

I hope I'm wrong about this, but my conclusion is that any mod that makes ragdolls more complex (all of them) simply cannot be used on anything other than LAN or singleplayer, due to unfixable desync issues between the client and server. I wish I knew why this is a thing, but considering how janky the RV engine is, I can't say I'm surprised.

Anyways, thanks for the help Ric. Maybe there's a way to simplify my mod enough to work on a DS, but still have better physics than vanilla... I guess I'll look into it at some point.
R. Gonzalez 27 Apr, 2023 @ 1:10pm 
Hey Venom!

I was gonna brig that up also!

I've tried to change my "basic.cfg" file of the dedicated, as it concerns network traffic of the server, since I also was thinking this was a desync of server-user problem...
I actually had a little "placebo feeling" it improved the sync a bit, but definitely NOT solved the problem

> In my specific case, I haven't made changes to the file yet, so NO settings at all were activated in it - See recomendations in https://forums.bohemia.net/forums/topic/147591-tutorial-server-bandwidth-optimisation/

Some additional thoughts on the matter:

- I already knew all other big Units and Servers around DON'T use any ragdoll mods, but I thought this was a simple "lesser is better" thing (in dedicated that HAS to be the creed =D)

- In that same feeling, I never understood why Ragdoll mods were never the TOP 5 most wanted in the workshop, even if it could cost a lil bit performance (or not) in dedicated servers


So I guess we have the correct answer now... It's a really a shame =(


BUT, two more extra opinions on this:

[1] I could really notice (and all the Arma Community too), that the main ragdoll problem occurs in arms and legs bouncing the hell up, and the torso seems to get the correct physics...

[2] Given that, as you also mentioned it, "Hero's Ragdoll" mod - IF insisting in the decision of still using a ragdoll on dedicated - seems to work best, as it's stronger force physics, kinda "hide" the desync made to arms and legs, as the whole body of the AI will be pushed further and harder.... That's just a very very personal opinion

Anyways...

Glad I could help somehow

Thank you VERY VERY much for all your effort in the mod itself and on this matter!
Last edited by R. Gonzalez; 27 Apr, 2023 @ 1:12pm
I've been using this mod for over a year now and have not experienced the noodle arm on my dedicated server. I however also use no hit animation mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1767626451. These combined haven't gave me any issues so far.
R. Gonzalez 24 May, 2023 @ 5:36am 
Originally posted by CPT-RC-9669 "Grixis":
I've been using this mod for over a year now and have not experienced the noodle arm on my dedicated server. I however also use no hit animation mod. These combined haven't gave me any issues so far.

Actually, my friend, this "flintching" when hit isn't the problem we are talking about. The issue happens after the Unit is killed, in it's ragdoll movement.

That mod there has a feature that's already covered by ACE, for example
venomDeejays  [developer] 26 May, 2023 @ 5:20pm 
Grixis, thanks for the input, that is interesting to hear. I will note that the No Hit animation mod is redundant, as RPP already has a very similar feature that removes the hit anims as well.


It is interesting to hear how you use RPP on a dedi without issue, can I ask what game modes you play? Do you use Zeus or do you do actual missions (DRO, Liberation, Antistasi, etc). As Ric mentioned, the main problem with this mod is that all limbs on a ragdoll glitch out horribly when killed, but this only happens on dedicated servers.
J-Money 14 Jan, 2024 @ 6:38am 
I've restarted ArmA and my Dedicated server about 200+ times trying to get the damn ragdoll to look right like it did on my Client host with RHRM, Iskys, MP Ragdoll..... and now i finally found this.. Has anyone found a workaround? I am thankful to find a detailed discussion on the topic. SMH!
Last edited by J-Money; 14 Jan, 2024 @ 6:39am
R. Gonzalez 14 Jan, 2024 @ 6:47am 
Originally posted by J-Money:
I've restarted ArmA and my Dedicated server about 200+ times trying to get the damn ragdoll to look right like it did on my Client host with RHRM, Iskys, MP Ragdoll..... and now i finally found this.. Has anyone found a workaround? I am thankful to find a detailed discussion on the topic. SMH!

Don't say... been there, done that =(

But hey, there is no solution to this, unfortunely... That's why you'll see Top Famous servers running vanilla ragdoll only

A thing I am doing on mine is using Webknight's Death and Hit Reactions...
— Yes, the "broken" arms problem persists, but is diminushed
— Yes, weapons will sometimes twirl around in the air

But, in my taste, that's better than having vanilla messed ragdoll, since the mod "forces" animations and then mitigates the problem a bit
Last edited by R. Gonzalez; 14 Jan, 2024 @ 7:04am
J-Money 15 Jan, 2024 @ 12:08pm 
:/

Well that's great info I appreciate the response. Total bummer.
I am running Project Injury Reaction, and Ace for PIR. I was also using Death & Hit reaction alongside it. Unsure if this combo is contributing to the jankiness of ragdoll.

I'll do some tests and possibly resort to using Death & Hit Reactions at a 100% rate on AI death if all else fails.. lol.

or just PIR and accepting its broken.

thanks for the response.
Ace 4 Mar @ 2:13pm 
Webknight's Death and Hit Reactions does significantly cut down on the stupid physics and is a suitable substitute for this mod if you don't mind a little extra flare on some unit kills.

I've been using Webknight's ever since he released it and it's been pretty good.

However, this mod is still nice for non-dedicated servers playing with friends.
Last edited by Ace; 4 Mar @ 2:15pm
J-Money 4 Mar @ 5:18pm 
I really miss seeing Real Heros Ragdoll mod, having units flop to the ground with gravity when they got hit..
J-Money 25 Mar @ 2:38pm 
There HAS to be a way to make Server-side units Mimick a client-created spawn, right?!
venomDeejays  [developer] 3 Jun @ 10:36pm 
What's up guys! Just an quick update, I've un-retired from development of this mod (for now) and have been putting in a ton of work on a new update over this past week. Along with a major update to the SP component, I've been working on a DS-friendly version of the mod as well so if any of you guys want to help me beta test this please let me know!
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