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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
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
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.
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!
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
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.
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
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.
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.