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Advanced Fatigue - Various improvements #5723

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ulteq
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@ulteq ulteq commented Nov 2, 2017

  • Fixes fatigue calculation when walking across structures (bridges, ...)
  • Prevents sprinting on very steep terrain
  • Adds more in-depth debug output
  • Fixes the terrain gradient calculation
  • Distinguishes uphill and downhill movements
  • Closes add a factor to scale fatigue up and downhill #4492
  • Decide if we want to keep the respiratory system
  • Decide if we want to tweak the terrain gradient penalty
  • Optimize the performance of the new code
  • Remove duplicate code

3218m run at VO2max 43.5 ml/kg/min and AnT 75% (live data captured in-game):
ace3_advanced_fatique_test_run

@ulteq ulteq added kind/enhancement Release Notes: **IMPROVED:** status/WIP labels Nov 2, 2017
@ulteq ulteq added this to the 3.12.0 milestone Nov 2, 2017
@ulteq ulteq force-pushed the advanced-fatique-improvements branch from 83eac87 to aa732d3 Compare November 4, 2017 11:47
@ulteq ulteq changed the title Advanced Fatique - Various improvements Advanced Fatigue - Various improvements Nov 4, 2017
@ulteq ulteq force-pushed the advanced-fatique-improvements branch from 8e9ef52 to 7350c64 Compare November 4, 2017 21:05
@@ -1,6 +1,32 @@
#include "script_component.hpp"
if (!hasInterface) exitWith {};

#ifdef DEBUG_MODE_FULL
onEachFrame {
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@bux bux Nov 5, 2017

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could this be a separate function?

#ifdef DEBUG_MODE_FULL
call FUNC(renderDebugLines);
#endif

so one could run this without having a debug build?

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@ulteq ulteq Nov 5, 2017

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I guess we can do that.

But the other debug info (shown via systemChat and hintSilent) is more helpful.

Should we try to move all of the debug output into a function?

@ulteq ulteq force-pushed the advanced-fatique-improvements branch 2 times, most recently from 32e9989 to 5c6e4c1 Compare November 7, 2017 22:12
* Fixes fatique calculation when walking across structures (bridges, ...)
* Fixes the terrain gradient calculation
* Fixes the 'wattsPerATP' constant
* Implements the respiratory system
* Prevents sprinting on very steep terrain
* Adds more in-depth debug output
* Closes #4492
@ulteq ulteq force-pushed the advanced-fatique-improvements branch 2 times, most recently from f2da60d to 9723a8e Compare November 8, 2017 11:33
@Bummeri
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Bummeri commented Nov 14, 2017

This ticket is relevant to fatigue changes.
#5769

@ulteq ulteq modified the milestones: 3.12.0, 3.13.0 Nov 16, 2017
@ulteq ulteq force-pushed the advanced-fatique-improvements branch from 9723a8e to 5f97686 Compare November 22, 2017 11:27
@thojkooi
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We are happy for this to be merged - will need testing before though.

@Mike-MF
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Mike-MF commented Sep 10, 2023

Closing due to age and/or inactivity, unlikely to be finished or has to be reworked due to other changes over the years. May be re-opened if someone finds it useful, even better just open a new up-to-date PR.

@Mike-MF Mike-MF closed this Sep 10, 2023
@jonpas jonpas deleted the advanced-fatique-improvements branch September 11, 2023 00:09
@johnb432 johnb432 restored the advanced-fatique-improvements branch December 9, 2023 12:55
LinkIsGrim added a commit that referenced this pull request Jun 22, 2024
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: ulteq <ulteq@web.de>
Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
@johnb432 johnb432 deleted the advanced-fatique-improvements branch June 24, 2024 19:08
blake8090 pushed a commit to blake8090/ACE3 that referenced this pull request Aug 18, 2024
…acemod#9714)

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: ulteq <ulteq@web.de>
Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
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7 participants