Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
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Version 0.7.4.1
- adishee
- 12 Downloads
- Attempted fix to problems with my reload system not engaging sometimes. In my limited testing it's fixed. I was not intending to update again for the 3.9.x branch but ... well my personal playthrough is on 3.9 :p
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Version 0.7.4
- adishee
- 48 Downloads
Small polish pass, the final update of 3.9.x. Some things I wanted to solidify before moving to 3.10 development. As I have repeatedly said, the mod has reached a very evolved state and I am unlikely to add (m)any more new features. From now on I will concentrate on updates, polish, documentation and cleaning up the config; working toward 1.0.
- Added Realism's balance stat to my Emulated Gravity mechanic: Front-heavy weapons will drop faster and take longer to raise, essentially they are harder to handle in the vertical plane.
- Some more polish on quickdraw speeds/effects, looks smoother.
- Camera tracking speed for Deadzone increased 50% when in high ready; high ready feels more 'ready' this way, ready to break out into the ADS (especially since you go into the ADS with an efficiency buff).
- Lowered default mis-alignment value (after adding Realism's balance state to that calculation, it is generally higher now).
- Lowered default directional sway value.
Don't forget to delete your old config!
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Version 0.7.3
- adishee
- 58 Downloads
This is another hotfix essentially, there were some bugs associated with the new transition system and I've fixed them.
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Version 0.7.2.1
- adishee
- 18 Downloads
Just a small hotfix.
- Forgot to plug in a variable for to the weapon transitions.
- Added slider for global speed of weapon transitions.
- Forgot to mention before that I increased the minimum breathing visual effect, so it's not zero when you're at full stam.
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Version 0.7.2
- adishee
- 14 Downloads
Important polish pass on previous features. At this point I estimate the WHM's feature set is complete, and my goal now is refining and maintenance.
- Slower reloads: Reload speeds in Tarkov conspicuously lack the gap in time wherein your character replaces an old magazine and retrieves a new one from his vest. Even if you watch the most juiced guntubers, they spend much more time replacing a mag in the vest than operating the weapon. I have fixed this: there is now a noticeable time gap after your character removes the mag, making standard reloads significantly slower. Notably, this feature does not apply to emergency reloads, which is another great reason to use them when it's really necessary. Obviously, the slower reloads feature dovetails with the augmented reloads feature, which allows you to reload faster at a cost of reduced situational awareness.
- Rewrote and improved the weapon transition feature; it was janky before and didn't work well. I've improve the feature's visual cohesion, made it more reliable so that it actually works, and added more transition cases;
- In particular, the pistol transitions have specific dynamics: your quickdraw transition from sling to pistol is very fast, and the re-transition back to sling is faster than vanilla; however, your shoulder weapon to pistol transitions -- even the quickdraw -- is quite slow. This is again in line with T-REX Arms' evaluation of weapon transitions in Tarkov, all my inspiration is from their feedback.
- Added Realism's weapon balance stat as a function of my weapon handling: more front-heavy weapons will have more aiming mis-alignment.
- Reworked pistol mis-alignment: pistols have increased mis-alignment sensitivity, but an overall lower max mis-alignment; this is to a) reflect reality, b) reflect pistols' function as emergency and limited-case weapons. Put more simply, they are harder to aim very accurately but easier to aim generally with respect to the previous patch.
- Removed pistol directional sway. This should help if you're very injured and going to the sidearm as a last resort.
- Small edits to sway effect, I think it's better.
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Version 0.7.1
- adishee
- 226 Downloads
-- Version 0.7.1 --
This version is mostly a polish pass on the new Deadzone from 0.7.
Updates and Fixes:
- Fixed bug where Efficiency was not being calculated correctly vis-a-vis injuries, reworked some values.
- Increased effect of weight on Efficiency .
- Increased effect of overall health (not specific injuries) on Efficiency .
- Added debug option to show Efficiency stat in console.
- Added more sliders for Deadzone values: separate values for ADS, Active Aim, Shortstock, and the vanilla BSG pose (which in my playstyle takes stam).
- Added Efficiency weight to camera rotation speed (optional).
- Added multiplier slider for camera rotation speed.
- Added option to factor in player Efficiency to Deadzone camera rotation recenter speed.
- Removed some accidental debug console spam.
- Increased default reload speed penalty while sprinting.
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Version 0.7
- adishee
- 140 Downloads
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-- Version 0.7 --
New Features:
- Complete rewrite of the Deadzone. The new deadzone is in the style of Bodycam, its intensity depends on your weapon's size and ergo. Smaller weapons with better ergo get a smaller deadzone.
- When ADSed with a stocked weapon, the deadzone is reduced by 80%.
- When in Active Aim mode (Realism), the deadzone is reduced by half.
- Added new Augmented Hold Breath mechanism. Now when holding your breath, the exhaling portion of my custom breathing animation will slow down to 25% speed; in addition, the arm shake effect intensity is reduce by 50% while within the exhaling window. To balance these buffs, you will lose stamina regen entirely during that window.
- Added significant amount of complexity to weapon transition system:
- Each half of weapon transition animation independently affected by weapon weight characteristics, lighter + better ergo weapons go faster.
- Weapon transition time affected by player efficiency.
- Weapon transition while prone takes a 66% speed debuff.
- Added a smoothing layer to weapon transition animations.
- Reworked the transition animations, they are better (??).
- Added Realism's adrenaline to player efficiency calculation; efficiency gets 50% buff if adrenaline is pumping. This is a big change and will add a lot of complexity to how you behave when getting shot / shot at; it will definitely help with noodle arms.
Updates and Fixes:
- Fixed bug where you can get some 'orphaned' transitions, especially when trying to select a slot that is empty!
- Generally added more cases to transition controller so that you get fewer 'vanilla' transitions. Ideally it would be zero but ain't nobody got time for that.
- Added hard clamp to how much parallax is possible. These will stop the effect from increasing in intensity regardless of your situation, for those frustrated with the noodle arms.
- Fixed bug (feature?) where weapon would drop a lot during a sidestep-peek; weapon now drops a very tiny bit, but you take a 20% efficiency debuff during the sidestep.
- Changed logic of weapon pulling in while rotating (because angular momentum), it's now smooth per rotation instead of binary.
- Increased time to reduce parallax during ADS, depending on efficiency and weapon. When you ADS you get extra head rotation, and when the rotation is complete you know you are fully ADSed and have reduced parallax.
* Regarding 3.10 -- This mod needs Realism as a dependency and I think Realism won't be updated to 3.10 any time soon. I also don't think 3.10 looks too appealing, not the fault of the SPT team but because the current Live patch seems meh and buggy. So I'm sticking with 3.9 for a good long while, I need a break anyway. Basically I see my mod as done, in terms of the feature set. From here on I will refine and eventually support new versions.
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Version 0.6.8.1
- adishee
- 401 Downloads
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- Version 0.6.8.1 -
I wouldn't even call this a hotfix, really just a small pass on the config. I had a little time today to play with the config values. Nothing you couldn't have done yourself, so if you're happy with things then I would say don't upgrade.
The only code changes are that I put a couple of the more important config values into the Main Feature Values config tab, at the top, where they are easier to get to.
Updates:
- Slightly changed the shoulder-to-sling animation timing to be a bit longer.
- Slightly reduced the default efficiency penalty of negative effects (like damage).
- Slightly reduced parallax intensity, so that it doesn't step on the sway effect too much.
- Slightly reduced the default Directional Sway value.
Honestly I would suggest just deleting your old config values, it's tedious to reset all the defaults as you might miss an important one.
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Version 0.6.8
- adishee
- 177 Downloads
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-- Version 0.6.8 --
New Features:
- Reworked weapon transitions, based on T-REX Arms criticism:
- Sling to shoulder weapon transition time significantly increased, and has enhanced custom animations.
- Quickdraw to pistol time significantly reduced if drawing from slinged weapon, includes enhanced animaton.
- Pistol to shoulder transitions also take longer than usual.
- Further integration with Realism: I've added some more buffs and debuffs based on Realism stances, which I now have access to. They now play a part in my own Efficiency calculation:
- Being in High Ready stance gives 15% efficiency buff, so when you come out of it to aim you'll be more efficient for a moment while the calculation adjusts.
- Low Ready takes a 10% debuff.
- Shortstock stance gives 30% buff, and you can fire(!) from that position in Realism. Game changer.
- Being mounted gives a 50% efficiency buff.
- Using left shoulder swap takes a 10% debuff.
- Being in Active Aim takes a tiny 5% debuff.
- Added slight head rotation when ADSing with a stocked weapon; this rotation also reverses polarity when ADSing on the left shoulder.
Updates and Fixes:
- Reworked the parallax feature again, it's more responsive and agile now. When you move your mouse less, you actually get a bit more parallax; this was to emulate fine aiming through sights. The effect is now both more active/interesting and yet much more forgiving, I'm very happy with where it is now. Of course, you can turn it off.
- Slight reduction in footstep visual effect intensity.
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Version 0.6.7
- adishee
- 333 Downloads
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- Version 0.6.7 -
Updates and Fixes:
- This is basically a hotfix of a hotfix. I rewrote the augmented reload code to be much more reliable leveraging Realism's API. Everything is working well now -- I swear ...
- Slightly reduced intensity of 'Hyper-Vertical' feature. I should rename that to just ... Emulated Gravity Effect. Yes.
New Features:
- Added reload speed debuff while sprinting, which is also in turn buffed by Augmented Reload. There is a slider for this if you don't want it.
oakentech
Do bots / AI also suffer from the same limitations of this?
adishee Author
No they do not. I would suggest that whatever level of bot difficulty you like without WHM, go one less with the mod.
RainingMeta
Just wanted to I I love your mod and keep up the great work! Tarkovirl is def my favorite mod of 3.9 and I shall be patiently waiting for realism and this to update to 3.10.
adishee Author
Thank you so much for the kind words. We will return!
Iceblox1
Reworked pistols lets goo!! Hopefully I wont get decimated by scavs.. ifykyk
New changes seem awesome, cant wait to record and test this new version once I get back to my pc in about a week
Do these changes get applied to other bots within the raid?
It is a little unfair if the player gets these slow-but-handy realistic changes but the bots are using vanilla BSG weapon handling which is faster and more accurate.
What are your SAIN settings? I've had to turn down bot reaction time settings to help compensate, but I havent found a perfect configuration yet
TarkovIRL is the most underrated mod hands down! Keep up the work Adishee!
P.S. I still get the weird camera spin bug but it only happens when I get massive frame drops, its not frequent enough to be game breaking though!
adishee Author
Hey man! Thanks for the comments as always. I can't wait until you start dropping some more vids.
I use the realistic combat preset, you can find it here on spt hub. From that I also increased the bot hearing distance by about 50 percent as well.
Yeah frame drops don't treat the mod well, it's important to have at least 30 fps because that's the fixed update rate of my checks. I use MOAR for much better performance.
The changes do not affect bots. Indeed, the equivalent is to turn down their difficulty because at that point you're playing a different game. I like the realistic combat overhaul setting, it seems right but I hardly actually play it, few raids a week.
Which is why I like watching your vids
Iceblox1
Ill have to check out realistic combat preset.
I recently switched to MOAR before my break and it did give me better avg frames, although it dips a lot during multiple firefights. I still have some tweaking to do with MOAR in regards to spawns and performance, but so far its looking good.
After months of downloading, updating, and tweaking mods I think im ready to start start a fresh zero to hero hardcore wipe without touching any of my mods/settings.
Thanks for the support on my vids!
If there's anything I can do to help you in regards to mod development or testing, (or simply donations) let me know! Your mod is truly a work of art and one of a kind!
adishee Author
Thanks so much man, it's very satisfying that some people enjoy my work.
0_ctopus
if you swap from sling to sidearm while prone, the transition is waaaay too slow, probably a bug, is there a way to disable the transition changes in the meanwhile?
Also, just feedback, aiming with pistols, specially with red dots and heavy guns (6kg+) is imposible now, i understand the idea but the guns just wobble everywhere when trying to aim at a target 10m+, maybe a little tweak might be nice
that being said, love your mod bro
adishee Author
Thanks for the feedback.
The prone transitions are not a bug, it's intentional. Not the easiest thing in the world.
Pistols are harder to line up irl because you have fewer body contact points and thus less control. I've tried to make pistols easier to aim generally and harder to aim with precision.
As far as 6kg weapons, it's intentional. I mean, obviously, I don't know what else to say about that. It's literally the foundational concept of the mod! Reduce the parallax multiplier if it bothers you.
The weapon balance stat (from Realism) is also now pretty important as it will add a lot of wobble for very unbalanced weapons so pay attention to that, too.
You can change all this stuff with the configs. Except for the transitions, maybe I'll add a toggle next version.
S3NN0M0
Latest version for 3.9x? Or you make mistake with version
defjew
Check the Mod page.
Realism is required and it hasn't been updated to 3.10 yet
adishee Author
Thank you defjew, I will make it more clear.
poneais
it writes something about object and raid cant start im on 3104
adishee Author
See message below.
poneais
now it works on 310? RRRAWRR! nice!
adishee Author
No, there is no support for 3.10 at the moment. This mod requires Realism as a dependency, and Realism is not currently being updated for 3.10. Sorry about that, we are stuck at 3.9 for the foreseeable future.
poneais
ok thanks! lets wait for update
echOo.
Very, veeery cool mod I am mad at myself I didn't try it earlier.
One question: is it normal that I loose AAALL my hand stamina when I quickdraw a secondary weapon (pistol)?
Is this a feature or...?
adishee Author
Thanks for the kind words.
Re the quickdraw -- last time I tried Live it was pretty much like that? Am I not correct?
The main priority for the next patch is re-overhauling ALL of the weapon transitions. The current implementation is not very good, I am building a much better system now. This overhaul will include changing the stamina drain of quickdraw, it will instead become a smaller efficiency drain, I think. I am also intent on making a reverse-quickdraw to redraw the slung weapon faster than normal (but not the shoulder weapon).
TLDR; this will be fixed in the next patch.
echOo.
Got it, thx. I must say I anticipated such answer (as I've read it below actually... kinda)
Also great stuff you mention, can't wait
Do you nead realism mod for that?
My next concern is (in form of a question) does this mod make bots stuck in weapon transition sometime?? So they are just disarmed, can just walk, run from you - their hads are kinda silly. I noticed this might also be when they use throwables (tho still it is this mod that causes it, I would say).
Oh, one more thing!
Does this mod change the range of head movement (freelook)? I cannot be sure, cause I used a mod for that but theeeen I deleted it and... well it stays. Still working, without the .dll
So this is my deduction: perhaps its THIS mod doing it??
Jenny
hello~adishee
First of all, I want to say thank you for creating such an amazing mod! I've been a big fan of your work. It has greatly enhanced my gameplay experience, and I truly appreciate the effort and dedication you've put into developing and maintaining this mod.
When I use version 0.7.1, switching weapons causes the issue shown in the video. Even after trying to delete BepInEx\config\Tarkov IRL.cfg and disabling the features in the F12, the problem persists.
adishee Author
Hey Jenny. Thank you for the kind words, I appreciate it so much.
I get to do the classic answer here: it's a feature, not a bug! What you're seeing is my more realistic system for transition between weapons. Before I continue, see this video clip at time 18:55. I have taken a lot of inspiration from this evaluation of Tarkov's 'realism' in other parts of the mod.
So as you can see, the vanilla transition between primary and secondary weapons is completely silly. My new system still needs work, but the idea is that the transitions take a lot more time depending on the size and ergo of the weapons, and your personal efficiency.
I'm also going to add more detail to the quick draw mechanics: less stamina drain and the ability to also switch back to your primary very quickly - but only to and from your slung weapon. If you try to quick draw between pistol and secondary weapon, it will be interrupted.
I've also added to the animations so that it looks more like you're putting your weapons in the correct places: back down on sling or over your shoulder. Refining this system is the main goal of the next update.
Jenny
Thank you ! adishee
I understand now that this is a feature and not a bug, and I will continue to enjoy playing with this mod.
I'm looking forward to seeing this feature become even more polished and "realistic."
Maybe having an option to configure it in the future would be awesome.
Either way, I'll keep supporting everything you're doing. Thanks again!
GooeyGum
hello im loving the recent updates! have you thought about going more in depth with the deadzone aspect of your mod? its basically all ive wanted for weapon manipulation, especially combined with parallax + weapon sway, but on higher settings the way the camera moves makes me end up not using it. i know this was intended, but ive read some other comments about it too and was wondering if you have any plans to configure it more? or maybe a setting where its only in ads or something?
adishee Author
Hey there. Thanks for the comments.
Being a new mechanic to the mod, I'm definitely open to refining it more. Did you see the slider to control the intensity of the effect?
In an internal test version I've added more cases where the intensity of the effect is reduced, in the short-stocked pose and in the vanilla pose (which I have set to drain stam in Realism).
Could you possibly elaborate on what you mean, though, what would constitute more 'in depth' and configurable? Having it only in ADS seems like the opposite of what I want for the mechanic -- when you're in ADS you're at your most controlled.
In terms of further functionality, I am considering making the head-follow speed a function of Efficiency, which would actually make the effect more pronounced when you're on low Efficiency; in that case I would likely reduce the overall base value of the effect.
If you are just looking for a very classic deadzone, however, like Red Orchestra (I'm old) or Sandstorm or whatever it's called, there is another mod for it.
GooeyGum
i did see the slider and have played with settings to try to tweak it as much as i can, including the ones it says not to touch lol. by more in depth and configurable i just meant more customizable. stuff like how much/how sensitive deadzone is while not aiming vs while aiming or something like that i guess...i dont really know how to explain what effect im going for except for...bodycam. (sorry) id imagine that goes against a lot of what you want your mod to be, but considering how in depth and configurable it is i thought id try it out. and if i tweak a few settings i can get very close while outside of ads. i really like how aiming with deadzone cranked all the way up to max feels, especially when paired with sway and parallax, but when turning even a little while outside of ads the camera behaves a little weirdly and id imagine its because its not supposed to go that high. https://youtu.be/ePX9ureSMWQ (sorry for bad quality...) a bit nitpicky my apologies
adishee Author
Ah I think I see, you want to the effect be also very present in ADS but to do that you have to wreck the out-of-ADS effect.
My friend, I will add a slider for that, and I have already added other sliders. I will try to get out a build today, as I've fixed some other things as well.
Maverick
I've actually encountered a bug. The free look is broken and I'm pretty sure the parallax effect doesn't work. The free look camera flies off way behind the shoulders and the parallax feature rarely occurs, usually under certain conditions like getting hit or having a lot of weight in my backpack. I have installed and uninstalled versions 0.6.5 and 0.6.8.1. I should mention that, somehow, even though I manually uninstalled and installed them from a zip file, the config settings remained the same between different DLLs, somehow. Uninstalling IRLTarkov.dll fixed the free look camera issue, and installing it back in brought it back. None of the toggleable settings in the config worked, nor was I able to enable the parallax feature even after backing up all the settings by pressing "Reset". I can follow all of the instructions you give me, including logs (I just don't know how to share them).
adishee Author
Hey dude, sorry about the bug. I would say the first thing to do is to delete the dll, then delete the config file from Bepinex/config. My understanding of the configs is that they will apply themselves anywhere they can in the code, or something like that. So if you installed an old version, a newer config is probably trying to apply itself to an older version. Anyway it sounds like you just moved a slider by accident and broke the whole thing, if certain values are exceeded you definitely get insane stuff happening that breaks the game.
So in this order: delete the mod, delete the config, load the newest mod and it will have default settings. Report back.
Maverick
Uhh yeah I had problems with other mods, and since 3.10 came out, decided to delete 3.9 and update. And about the config: idk which config you are talking about. I mean, in the zip file there was only the dll file, so, I thought deleting that is enough to wipe the whole thing clean, yk?) xd
Maverick
and about the free look camera- I'm thinking I had "increased look direction" mod. So that's why it broke.
adishee Author
Most (all?) mods create a config file the first time you run them. It's in Bepinex/config. Good luck with 3.10
Maverick
thanks, I will remember that. good luck with your work!
Maverick
Bro, I'm in raid rn and I just want to thank you so much for fixing the optic parallax effect. You are actually the Best!!!! I can't stress enough how greatful I am for this mod, your work and your time!
adishee Author
Thank you so much for the kind words, really!
Just to clarify, in which way did I 'fix' the parallax? Like, in which way is it better than it was before? Just think of this as a customer survey, I have to recalibrate the parallax for v0.7 because of some other (sick) changes so I just want to know what the People like.
Maverick
So, instead of a 1000 words, I will give you a link to my post on Reddit, where I asked for help: https://www.reddit.com/r/SPTar…&utm_content=share_button
Probably, my favorite feature of the mod is the parallax effect, however, in older version, with which I was playing, while using parallax effect, you basiccly couldn't ADS, as shown in the Reddit post (Result of that Reddit post was that I installed ACOG4Life mod, which I installed with Fontaine's help. The mod helped a little, yet the problem still was). I upgraded to a newer version of IRLTarkov (which I didn't know you were updating that often), and the problem with scopes (again, as shown in the video) is, finally, gone! I can use any optic sight now, and not worry about my gun being glued in one place in my character's hands!
adishee Author
Ah okay. You should know as well that there was always a slider for the parallax feature in the mod. In the next version just dial it down if it's too much. Also, in general in my mod, moving slower and not getting yourself injured help to present a stable firing platform. Just like ... IRL? I actually don't know lol
Maverick
Yes, I did find that slider. Yet, in the previous version, it didn't help. Nor did it change anything in my game when I dialed it down today in the newer version. I might be wrong, though. I don't want to give you too much trouble over nothing. Also, while I have a chance (and since I deleted my Reddit account): Is there any chance that you know a bot spawning mod where I can set it so that PMCs spawn at the beginning of the raid and then continue to spawn throughout the raid? I tried MOAR, but it's either waves throughout or only at the start of the raid. Right now I'm playing on BSP, but the config is so complicated that my head hurts. I'm also not sure if it's possible to achieve such bot spawns using BSP. Sorry for the long, rambling question. You don't need to answer if you don't have the time.
adishee Author
I use MOAR, I set the spawn multipliers to max and reduced the max bot count down to about 15 and get good results and full raids like that.
SPINESNAPP
Not sure if this can be changed but there is a weird camera movement every time your feet change directions, ive attached a video. I am also using increased fov mod, not sure if this conflicts.
video
adishee Author
That, sir, is a feature not a bug.
It's part of the Deadzone mechanic, just switch off the deadzone. If you want to try and get used to it, you can press any movement button and your guy will recenter forward.
The intensity of the effect depends on the size+ergo of the weapon.
SPINESNAPP
I figured lol, thanks for the reply. Maybe im just not used to it, loving the mod regardless!
adishee Author
I would also point out that when you're moving -- which is a lot of the time -- it is constantly recentering and it produces a sort of head following effect that I liked. Which is why I haven't bothered trying to do a more traditional deadzone like other games / mods. There is some possibility that I will attempt to implement a Bodycam style camera effect in the future, which was, I think, what I was originally trying to do. The deadzone is the very first thing I figured out how to hack into when I started the mod. It was the first feature, hence it is rather vestigial but I've grown to like it enough that I've kept it, and it stacks well with the other effects (but I would say that).
But yeah. I think a Bodycam-ish replacement to the deadzone is going to be a thing.
TheMutedBalaclava
I absolutely LOVE how the mod is evolving rn! o7
Thank you for bringing this to the comunity!
adishee Author
Thanks so much for the kind words! I'm actually running out of ideas, I want to sort of finish the mod in the next release and then transition to just refining / support. And maybe start another mod that I've been thinking about.
TheMutedBalaclava
I am quite happy where the mod is. Happy to hear you are in high spirits to keep it updated!
I can't wait what you will bring in the future! Best of luck! o7
adishee Author
Thank you sir, it means a lot!
Gaylord__Robinson
Would it be at all possible for you to add a feature where you can disable your current health from effecting weapon handling? It's a great mod, but when I get damaged and get to low HP it starts to feel like my weapon floats all over the screen, and it doesn't have shoulder contact at all, so I can't reliably aim or even point-fire and it gets pretty annoying. Otherwise, at full health the mod's amazing!
adishee Author
I am going to add a slider to expose your health's impact on efficiency in the next patch. I'm also going to add a clamp value around the sway. Between those two, we can get this darn noodle arms under control.
Gaylord__Robinson
Thank you for your continued support of this mod. I genuinely love it and how it changes the gameplay.
echOo.
Great mod! I am just wondering if this works only for the player or does it change how bot use weapons too?
echOo.
Great mod! I just wonder, do this work for bots as well? I mean at least a bit - does it affect them? Or just the player??
Regardles (and a bit off topic) I think even if it doesnt and bots have just easier (simply) a player can tweak SAIN f.e. and it will be fine, BUT to limit A.I.'s ammo (plus force bots to retreat when totaly empty, I guess) would be a true gamechanger
adishee Author
Hello. The effects do not apply to bots, afaik lol. It wouldn't really make sense would it. Indeed, if you just turn down the bots' difficulty, you achieve effectively the same solution, don't you. I'm quite sure that with the basic important mods like sain and realism, bots already run out of ammo and retreat. I highly recommend the realistic combat overhaul preset for sain.
CXM
This is T H E BEST !!!!!!!!! Just he parallax feature is WAY overpowered and makes it impossible to aim in a typical fast moving situation. I have it of.
Halolong
Is it possible to have the damage efficiency have their own slider? cuz I would love to still have the other debuff affecting my aim but I don't like when I get shot by a 9mm and my arm decides to aim 90 degrees to the left, or have a certain limit on how much the arm can rotate when being shot at.
regardless this is one of the best mods and your work is greatly appreciated
adishee Author
Thanks for the kind words.
There is already a slider for this, it has been in the mod for a few versions. It's called Efficiency negative effect multi, in the latest patch I moved it to the top of the config. It's set by default to 0.7, so start from there turning it down.
Halolong
I thought this was for all negative effects, not just for damages.
adishee Author
Ah, forgive me I guess I didn't understand. Yes it's for all negative effects, not just damage... But most of the negative effects are just damage. So we're kinda splitting hairs.
Halolong
Ah, I see. When I read the description of the slider, it said damage, health, stamina, nutrition, etc. I thought they all played a huge role instead of just damage. Now I don't feel as bad when I slide it way lower.
TheGoldenaxe001
I'm noticing any time I have a blacked arm, my gun will swing uncapped, going anywhere around my player it decides, including behind him
adishee Author
This is because of the efficiency penalty you incur while being injured. I am going to explore adding hard stops to the sway effects. In the meantime, try reducing the Efficiency negative effect multi value.
TheGoldenaxe001
I'm having an issue where the gun movement is crazy exaggerated. I have the correct version of Realism and I did a clean install, including deleting the config. Any idea how to fix this?
TheGoldenaxe001
Update, it's only an issue with 0.6.8, going to 0.6.8.1 makes everything feel great again. Camera stuttering is still an issue though
adishee Author
I am 99% sure that I have fixed the camera stuttering in MY mod. It is also in Live Tarkov... it does exist. It's notwhere near as bad as it used to be in my mod.
TheGoldenaxe001
I think it's just the stuttering I get in the game messes with the mod, not the md causing it. Tarkov's poor optimization foils us again
Senescent
This mod keeps getting better! I think adding more meaning to Realism stances is a great idea. In my opinion, something like this would be sweet:
Default Stance: Fastest ADS time but drains arm stamina quickly
Short Stock: Slower ADS time compared to default stance, but drains arm stamina slower
For the alternative stances, I think the following makes sense.
Fastest to Slowest ADS time:
High Ready
Low Ready
Patrol Stance
Fastest to Slowest Arm Stamina Recovery Time:
Patrol Stance
Low Ready
High Ready
I think this setup would add meaning to every stance.
adishee Author
Thanks for the kind words.
Regarding the stances -- I think all of these things are already true for the stances? Like literally what you described. Except the Patrol stance, I didn't even know it was in there until last update.
nmbr1_stepbro
when i get shot my arms flail around
adishee Author
Don't get shot.
nmbr1_stepbro
Ok sure, but is it a bug?
adishee Author
No. I have an internal calculation called Efficiency. Efficiency affects all of my weapon handling mechanics: weapon sway, parallax, weapon shake, etc.
Efficiency goes up when you are moving slowly, and when you have good stamina and nutrition. It goes down when you don't and when you are injured, bleeding, concussed, sick, etc.
When you get hit, you often bleed and go into shock. Both of those make you aim worse.
You can reduce negative effects by lowering the Efficiency Negative Effects Multi value in the config. In the most recent version, I've put that slider near the top because it's important. I lowered the default in the version I just release an hour ago.
nmbr1_stepbro
Ah ok, I probably didn't read, my bad. Mod is really good
Iceblox1
Doing the lords work with these updates. I never could have imagined a more realistic simulation. With each update it just gets more immersive
adishee Author
Thank you so much for the kind words, man.
BrewKhan
Hello adishee! Thank you very much for your mod, the immersion in the game is amazing. I have the latest version of your mod and realism installed. Yesterday I encountered a problem with the Eotech HHS-1 sight. When aiming the optics and moving left and right, the crosshair shifts and when you stop moving, it remains shifted. Bullets fall past the sight. Disabling 3 or 4 points from the top helped. Thank you.
adishee Author
Hello! Thanks for the kind words.
Do you have perhaps a video or something? Could you try removing TarkovIRL and see if it persists? I can't imagine why that would occur because of my mod, I don't do anything to sights at all.
BrewKhan
I'll record a video when I get home. After I removed the selection in the f12 settings, point 3 or 4, it helped.
BrewKhan
Hello. Video
adishee Author
Okay so this is a bit interesting and I think I understand the problem.
I can see from your video that you have an enormous number of glitches and slowdowns while playing your game. The first thing I ask myself is how you can bear to play like that .
The scope is only losing sight picture during the glitches. All of my calculations are done using frame-by-frame measurements of motion which store the recent history of your movement to produce outcomes. It's pretty stable, but it kind of assumes a somewhat stable framerate above 30 fps; below that, things get weird.
I think that's what's happening here, your frames keep dropping abruptly below 30 fps, which is causing my calculations to glitch out a little and overestimate things. Since my mod is all about fluid motion, basically.
So, you should work on making your game run smoother. There is not much I can do about that. My mod relies on tracking somewhat smooth frames, even if they are pretty low.
Hope this helped
BrewKhan
Indeed, in this raid, there were significant frame drops due to the large number of bots. Overall, I have a stable 60 frames, I was testing the bot settings at that time. If you are interested, I can test it at the factory with a minimum of bots and write back. Thanks for the answer
FreeRhodesia
Is anyone having an issue with reloading ? It seems the reload key does not work in raid for me, yet works in the hideout shooting range.
Quick reload and The rest of the magazine/weapon manipulation binds seem to work fine, it seems to only be the reload bind that does not work in raid.
I am also using the increased free look mod and will be removing it to see if it fixes the issue.
FreeRhodesia
Also seem that reloading works in scav runs but not in pmc raids.
Gaylord__Robinson
Yeah, even after the 0.6.6 update I'm still having this issue.
adishee Author
Guys, do you have the latest Realism installed? The one released a few days ago, like? It does require that latest one, that's the one I integrated into the mod last night and it IS different than the recent version from a couple weeks ago. I'll post more information about this requirement later but make have you have the latest Realism and let me know.
Gaylord__Robinson
I had Version 1.4.7 of the Realism Mod installed, I'll check if that's the issue now.
HeavyComponent
When downloading it says 1.4.8, but when you go into config.exe it'll say 1.4.7.
Senescent
The new augmented reload feature seems neat, but is it possible to adjust the speed increase it gives you? If possible, I'd like to slow it down a bit. Regardless, this mod is fantastic!
adishee Author
I added a config entry, so yes.
Senescent
Oh sweet! I must be overlooking it in the config. What's the name of the option?
Also, I saw another comment about having problems reloading and my group just encountered that as well. Pressing R once wasn't doing anything but we could still double tap to do a quick reload. It didn't happen on our first raid but started on our second. We all have Realism 1.4.8 installed.
adishee Author
Are you using the mod in fika?? It actually works? I would love to see an error log to understand the problem more and put out another fix.
adishee Author
The config option was there but misnamed. I should have a(nother) hotfix coming out in the next few hours.
redlaser42
Very cool mod. TY. I was really impressed by the speed reload feature, much better than BSGs. Feels better than the deadzone mod I was using, and gives more free look than the other mod I used. The Parallax really threw me at first and I had to disable it. Will try lowering the strength, but at default it goes at some weird angles.
adishee Author
If you move slowly, the parallax diminishes a lot. And smaller weapons with higher ergo are less affected.
redlaser42
Thanks, yeah I tried it again and it wasn't so bad. I think it was all just a bit jarring at first.
Great mod again
WUVGAWORE
I absolutely love this mod thank you so much, it changes the game completely. I love it!
adishee Author
Thank you for the kind words, I appreciate it.
Gaylord__Robinson
Anybody else encountering an issue where they can't reload normally, and can only speed reload? It just started happening to me today after I updated the mod.
zodiac615
Having the same problem with the new version. Going back to the previous version fixed it, so I guess it has something to do with the new reload/mag check mechanic.
Luigi
Yes, exactly the same problem.
adishee Author
Working on some hotfix action my dudes.
adishee Author
Realism is going to become a dependency boys.
zodiac615
So I'm guessing it was a weird conflict with Realism's reload speed modifiers.