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GladioMoriJPModders-FixedPhysicsMod-0.1.2
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Currently, in both Legacy and Creative modes, the dominant strategy has become simply thrusting the weapon forward and waiting. I wanted to explore a type of physics where dramatic slashing motions—like drawing the weapon back and striking—are both viable and powerful.

One parameter I paid special attention to was the ConfigurableJoint’s Damper. This applies resistance proportional to joint velocity and is crucial for maintaining stability and preventing characters from behaving like rubber. However, in its current state, Damper values are set so high that the concept of "acceleration" is nearly nonexistent. Characters instantly reach their maximum speed from zero, making movement look awkward—most rapid at the start, then gradually decelerating.

By lowering the Damper, it's possible to perform a slash where the weapon is first drawn back and then accelerated into the enemy. This brings strategic value to wide, high-risk wind-ups and shifts the meta away from just holding a weapon forward. However, lowering the Damper too much causes human-like figures to behave like unstable rubber.

To address this, I introduced a maximum limit to the Damper’s effect. Currently, since the Damper applies resistance in proportion to speed, it aggressively suppresses high joint velocities, effectively nullifying acceleration. By capping the resistance when joint speed exceeds a certain threshold, acceleration becomes possible without compromising overall stability.

In addition, significant changes have been made from version 0.0.1 to achieve improved performance and reduced processing load.

Note: So far, I’ve only tested it in CREATIVE mode No Stamina, so behavior in other modes is still unknown.

Spr_ratio... Multiplier for the force of all joints Damp_ratio... Multiplier applied to the maximum value of the Damper MagAtMaxDamp... Velocity at which Damper reaches its maximum. 4 or bigger is recommended LegacyDamp_ratio... Multiplier for the original Damper. With LegacyDamp_ratio = 1 and Damp_ratio = 0, physics will behave like the original Legacy mode Max_degree... Angle difference at which joint force reaches its peak. In original Legacy, this was 180° [BodyPart]_ratio... Force multiplier for each body part mass_scale... Multiplier for object mass Weapon_mass... Multiplier for weapon mass, stacked on top of mass_scale LegMass... Mass of the Foot Ball at the tip of the leg. Originally 0, but adjustable to reduce erratic leg movement LegLegacyDamp... Traditional Damper applied only to the Hip and Knee joints to facilitate smoother walking.

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