-
Notifications
You must be signed in to change notification settings - Fork 739
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Advanced Fatigue - Increased performance factor reduces stamina recovery rate. #6163
Comments
According to the original documentation I think everything is correct here, though they mention |
No. The performance factor decreases the rate at which |
Sorry for kicking up this 2 year old ticket, but last weekend I hosted a mission where i wanted to increase the stamina/recovery for the players since they had a lot of walking to do. So i set the following in ACE Advanced Fatigue options: In the debrief, people complained about having worse stamina than usual and that recovery seemed to take longer than before |
Yeah, I noticed this as well however I thought it was intentional. Though this should be changed, atm I find it quite difficult to adjust stamina to what I want it. |
Yeah I am getting the same as well. Anyone know a work around to this? Or the fix for that matter? Sorry for bringing it up again |
That would also explain the Adv Fatigue issues I had since ever that I couldn't figure out. |
I did some very non-scientific testing with various settings, but I couldn't really find the issues that people were talking about. Even when i used the same settings i had in the mission, people shouldn't have ever reached 0% stamina as the recovery rate was faster than it would drain with running. |
There is definitely a bug of some sort is in here. I did some testing today and these are the results. NOTE: any change in the performance factor only kicks in after mission restart while changes in recovery factor kick in immediately. Not knowing this might lead to false conclusions. Tests were done in Eden editor with an AT rifleman. Performance-1 / Recovery-1 Performance-1 / Recovery-5 Performance-3 / Recovery-5 It might happen that the recovery time normalizes after one full deplete-recover cycle like we saw above but it's practically impossible to do a full cycle. At least not with normal use cases. And we are still only at 3 performance factor. At 5 it's impossible to deplete the bars to test but it can easily take an hour or more to fully recover based on what I've seen so far. This is definitely not how it's supposed to work. |
I have this issue too, keen for a fix. |
Having the same issue as NyteMyre almost exactly. This is honestly a pretty massive issue. It makes the game borderline unplayable when stamina suffers from this bug. Zeus ACE Full Heal also doesn't alleviate the issue at all. Given this was originally reported more than 3 years ago and is still/is again being reported, surely it needs to be something of a priority for patching? Sorry for the long post but hoping some of the added context might help narrow down the cause, and this is a pretty frustrating bug to suffer from. |
This bug does not occur if you use default settings. I understand your frustration, but that's the most simple workaround for now. AF is not related to medical, so full heal doesn't do anything. I agree that this issue should be fixed by now, but AF is quite complex code with a good chunk of math. It's really hard to find what's wrong. |
Strong hunch this is from Monitor: Casual testing with a soldier carrying 23kg up and down light hills on a performance factor of 5.0, other settings default, showed that the bar would be difficult to ever deplete, but when it did, it would take forever to refill. Monitoring the values revealed that Am I missing something here? Relevant code: Running a PFH that constantly maxes [{
ace_advanced_fatigue_ae1reserve = 4000000;
ace_advanced_fatigue_ae2reserve = 84000;
ace_advanced_fatigue_muscledamage = 0;
},
180,
[]] call CBA_fnc_addPerFrameHandler;
So, additionally: [{
ace_advanced_fatigue_anfatigue = 0.8; // 0.6 - 0.9, higher regenerates faster
},
1,
[]] call CBA_fnc_addPerFrameHandler; |
See #9714. |
Arma 3 Version:
1.80
(stable)CBA Version:
3.6.1
(stable)ACE3 Version:
3.12.0
(stable)Mods:
Description:
Increasing performance factor reduces stamina recovery rate.
Performance factor increases the rate at which
anFatigue
recovers, howeveranReserve
usesanFatigue ^ 2
as a multiplier. So, a higher performance factor also reduces theanReserve
recovery rate.Steps to reproduce:
Where did the issue occur?
Dedicated / Self-Hosted Multiplayer / Editor (Singleplayer) / Editor (Multiplayer)
Placed Modules:
None
RPT log file:
N/A
The text was updated successfully, but these errors were encountered: