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Not realistic ragdoll physic: when bullet kills the soldier, this soldier very often flies up.
Acknowledged, WishlistPublic

Description

First we had the one problem with the hit-effect: http://feedback.arma3.com/view.php?id=12128

And now(v1.42) we have Double problem!
After updating, I noticed that the Ragdoll physic is more no realistic.
When bullet kills the soldier, this soldier very often FLIES UP.
Example: http://www.youtube.com/watch?v=VhVhl-fqm1A&feature=youtu.be

Soldiers should fly back, according to the direction of the shot, however in A3 soldier jumps up. Coupled with bad animation hit, it is a double shame.

Each new DLC adds new bugs, while old problems are not solved.
Thus A3 only accumulates errors, instead of to solve them.
BIS you will finally be able to do "hit effects" perfect or not?
The problems of a Hit-animation, there since the alpha version!

Details

Legacy ID
2469476820
Severity
None
Resolution
Open
Reproducibility
Random
Category
Game Physics
Additional Information

Event Timeline

mickeymen edited Additional Information. (Show Details)Apr 18 2015, 8:16 PM
mickeymen set Category to Game Physics.
mickeymen set Reproducibility to Random.
mickeymen set Severity to None.
mickeymen set Resolution to Open.
mickeymen set Legacy ID to 2469476820.May 8 2016, 11:58 AM
pops added a subscriber: pops.May 8 2016, 11:58 AM
pops added a comment.Apr 19 2015, 9:38 AM

I agree, the ragdoll effect has become a little absurd. Together with the absurd hit effects quite the immersion breaker.

"Soldiers should fly back, according to the direction of the shot,..."
But no to Hollywood effects. There is very little to no impulse transferred when someone is hit, with or without body armor.

Yeah soldiers fly up. To me it seems this behaviour was also seen a couple of versions ago then fixed and now it's back.

"Soldiers should fly back, according to the direction of the shot,..."
Of course, I meant getting into a armored vest!
Hardly BIS will make different effect of hit with the vest and without it, although it would be desirable/

First we had the one problem with the bad hit animation, and now the player sees double problem: http://www.youtube.com/watch?v=TQ8TdKuAAeQ
BIS, after every update or DLC, you are not fixing the old problems, you add new problems!
Now, when unit gets hit, this unit not only makes idiotic movement, now he's also flying! The player got tired of looking on the this idiocy.

Fix it finally!!!

They added the "ragdoll blending on hit" because players wanted something natural behavior. I think it's better than nothing.

Btw i think that the "body fly upward" thing caused by the *weapon jammed between the ground and the soldier*. At mickeymen's video it's clearly visible, that the weapon is vertical and not laying on the ground.

08-06-2015
EXE rev. 131109 (game)

Tweaked: Non-local ragdoll weapons now collide as kinematic actors, so they don't break walls / trees

I tested it and it seems that this issue get fixed as well. Can you confirm it mickeymen?

"Can you confirm it mickeymen?"
danczer, I just received the update to 1.46 and now, I can't answer your question. As already reported, the problem does not happen always and to answer your question, I will take some time.

"Can you confirm it mickeymen?"

no, not fixed

That fix is in the dev version. I'm not sure that they put it in the stable. It's not in the 1.46 release change log. Could you try it in the dev version? Or you could attach an sample mission with high reproducible rate i will do it.

danczer, I don't use dev versions, for reason of the lack of stability.
Also, unfortunately, I can't reproduce this problem with a high probability.
This happens only sometimes. I notice this, when playing the mission, with a large number of infantry in the map. You only need to shoot and watch.

The second variant. Place in map 2 of the opposing squad and place yourself as a neutral character(civilian or VR-man).
Then go to the camera and observe any squad under fire, using slowing game time. I think within 5-7 minutes you will see the problem.

"Then go to the camera and observe any squad under fire, using slowing game time. I think within 5-7 minutes you will see the problem." I did that 3 times with 50vs50 and not append single times.