nah itts never fix i waited for the begin since the game release that they will fix it but naaaaaaah so i decide not to use the bolter but thx for ur mod im looking forward that i will use the bolter
Getting this error and game crash when firing a braced MkV ripper gun with both 60% and 80% stability in the psykhanium:
----------------------------------------------- [Script Error]: [string "./../mods/recoil_fix/scripts/fixes/player_uni..."]:90: attempt to perform arithmetic on local 'rise_percent' (a nil value) -----------------------------------------------
I've fired several hundred rounds without experiencing a single crash, whereas previously I could barely get through one magazine. I'd say the issue is resolved—thank you and great job!
Are you sure that it has actually the effect on server? All I know, that I've played around with _update_offset and set recoil_component.pitch_offset and recoil_component.yaw_offset as well and while it works offline (in Meatgrinder or SoloMod), in normal game I can clearly see that not all shots hit the target. You can test it by settings pitch_offset and yaw_offset constantly to 0.0, use Healtbar mod and see when you actually do damage to enemies while your corsshair is clearly on their head. Take a weapon with low spread but high recoil. This is sometimes difficult to see, as the enemies flinch when they are hit. Keep in mind, for you it always look like your bullets/laser shoot at the straight line, but how other players see it, might be different. I've only tested it alone and based on damage feedback, it might be good to take another player and ask what they see.
I will have to look much deeper into server-side validation. Currently the mod only adjusts the recoil_settings by lerping the values when movement state changes to a different state (so it indirectly affects _update_offset and _update_unsteadiness). From my own few games of testing I didn't notice my aim being off but that could be because placebo. I appreciate your insight of the systems though I didn't really consider the impact of server validation until you had mentioned it.
It's actually unusual that a game replicate the recoil on the server. Normally it's just a visual thing. It's hard to test, so I'm not 100% sure either. But after removing recoil completely for the test, it just feels different between offline and on a server. In your case it might actually be more a visual thing. I can image that weapons sway is actually visual only.
I would imagine that this does indeed create a visual desync between what your local animation is showing you and the actual recoil result received by the server. I would also imagine that it is a minuscule enough difference that fixing the animation still results in a net positive improvement to player accuracy regardless.
Even if it doesn't work, kudos for trying to fix it, its been 2 damn years and Fatshark still hasn't addressed it
Just tested with my aim offset being on the corner of my screen, it does indeed get validated and I couldn't kill enemies lol. I guess I should've figured that considering the servers run a version of the game client in some form.
At least with the mod visually it's a lot less jarring, and the timed blending should allow me to make it so that it blends in-between ticks at the cost of accuracy. The lerp only kicks in when states are changed so besides that having a high blend speed should be similar to what is on the server.
I guess it is technically better to have consistent sights than accurate sights, which this mod achieves in stabilizing the sights to be able to attempt shots.
I sincerely appreciate your concern with the server validation aspect, as it stands I think the fix is okay since it tweens between already present values. I guess it would be more appropriate to call it a visual fix than a true recoil fix.
23 comments
Btw, would it be possible to completely disable recoil reset?
-----------------------------------------------
[Script Error]: [string "./../mods/recoil_fix/scripts/fixes/player_uni..."]:90: attempt to perform arithmetic on local 'rise_percent' (a nil value)
-----------------------------------------------
All I know, that I've played around with _update_offset and set recoil_component.pitch_offset and recoil_component.yaw_offset as well and while it works offline (in Meatgrinder or SoloMod), in normal game I can clearly see that not all shots hit the target.
You can test it by settings pitch_offset and yaw_offset constantly to 0.0, use Healtbar mod and see when you actually do damage to enemies while your corsshair is clearly on their head. Take a weapon with low spread but high recoil.
This is sometimes difficult to see, as the enemies flinch when they are hit.
Keep in mind, for you it always look like your bullets/laser shoot at the straight line, but how other players see it, might be different.
I've only tested it alone and based on damage feedback, it might be good to take another player and ask what they see.
It's hard to test, so I'm not 100% sure either.
But after removing recoil completely for the test, it just feels different between offline and on a server.
In your case it might actually be more a visual thing. I can image that weapons sway is actually visual only.
Even if it doesn't work, kudos for trying to fix it, its been 2 damn years and Fatshark still hasn't addressed it
At least with the mod visually it's a lot less jarring, and the timed blending should allow me to make it so that it blends in-between ticks at the cost of accuracy. The lerp only kicks in when states are changed so besides that having a high blend speed should be similar to what is on the server.
I guess it is technically better to have consistent sights than accurate sights, which this mod achieves in stabilizing the sights to be able to attempt shots.
I sincerely appreciate your concern with the server validation aspect, as it stands I think the fix is okay since it tweens between already present values. I guess it would be more appropriate to call it a visual fix than a true recoil fix.