rifle shots impart absurd velocity on small animals

Crater Creator

Super Moderator
Version
v2.3 b8
Platform
Mac
Some weapons, notably rifles, can impart insane velocities on small animals. Depending on how you hit it and the angle of the terrain, the ragdoll can pop up or skip forwards like a flat rock on water. It's funny the first time, but the issue isn't just that it looks like Looney Tunes. You can actually lose your kill in the grass when you're hunting for real. A user on the Steam forum says they lost 6 of 7 small animal kills due to this.

Potential fixes, if interested:
Rebalance the physics values for rifle bullets, small animals, or both.
Add a cap on ragdoll velocity.
Allow Animal Tracker to continue to show animals for a short time after death, instead of only living animals.
 
Reproduction Steps
While in the game, enable debug mode and creative mode.
Acquire, equip, and load one of the rifle weapons with ammo. The effect is more pronounced/easier to reproduce with higher tier weapons.
Using the F6 menu, spawn a rabbit in front of you.
Shoot the rabbit with the rifle.

Expected result: the bullet pushes the rabbit ragdoll away by a plausible distance - a few meters at most - such that it doesn’t become significantly harder to find and harvest.
Actual result: the bullet often launches the rabbit high into the air to land 50+ meters away.
Link to Logs
https://pastebin.com/vvaPyH2G
Link to Screenshot/Video
https://youtu.be/Kx24y4Hy7Pc
Last edited:
Certaines armes, notamment les fusils, peuvent transmettre une vitesse incroyable aux petits animaux. Selon la façon dont vous le frappez et l'angle du terrain, le ragdoll peut surgir ou bondir comme un rocher plat sur l'eau. C'est amusant la première fois, mais le problème ne vient pas seulement de son apparence digne des Looney Tunes. On peut même perdre sa proie dans l'herbe lorsqu'on chasse pour de vrai. Un utilisateur du forum Steam a déclaré avoir perdu 6 de ses 7 proies à cause de cela.

Corrections potentielles, si vous êtes intéressé :
Rééquilibrez les valeurs physiques des balles de fusil, des petits animaux ou des deux.
Ajoutez un plafond à la vitesse du ragdoll.
Autoriser Animal Tracker à continuer d'afficher les animaux pendant une courte période après leur mort, au lieu de n'afficher que les animaux vivants.
What, big problem😵😭🤣
 
Oh yeh, while I don't think I've ever lost a carcass, I get really tired of having to chase vulture corpses after I knock them 25 meters away with a club. I am aware though that some players compete for how far they can make something fly.
 
Some weapons, notably rifles, can impart insane velocities on small animals. Depending on how you hit it and the angle of the terrain, the ragdoll can pop up or skip forwards like a flat rock on water. It's funny the first time, but the issue isn't just that it looks like Looney Tunes. You can actually lose your kill in the grass when you're hunting for real. A user on the Steam forum says they lost 6 of 7 small animal kills due to this.

Potential fixes, if interested:
Rebalance the physics values for rifle bullets, small animals, or both.
Add a cap on ragdoll velocity.
Allow Animal Tracker to continue to show animals for a short time after death, instead of only living animals.
I have seen this, and it can be pretty frustrating.

"Allow Animal Tracker to continue to show animals for a short time after death, instead of only living animals." I really like this idea. I am often losing chickens and rabbits in the grass of the Pine Forest. It is not so bad in the other biomes.
 
Heh. I love sending things flying. But I agree that if you are trying to loot an animal kill, it can be frustrating.

I like the idea of making the animal tracker show corpses. That could either be for a limited time period, or if you want to avoid adding more timers for performance reasons, it could be set to show only corpses that have something in them so that they aren't shown after you've looted them. That still means some people might be annoyed by having to chase the corpse they sent flying even if they can see it, but it would prevent losing a corpse.

An alternative would be to prevent regular animals from being sent flying too far (chickens, rabbits, coyotes, etc.) and only allow it for "dead" animals and zombies. I say to leave it as-is for "dead" animals and zombies so you can still have fun sending things like vultures flying. I know that means you have to chase down vultures, but I really like sending them flying and wouldn't want that to go away. This would still help most hunting situations.

Yet another option would be a game option that either affects everyone in the game or only the user who sets it, that lets you enable or disable the ability to send things flying. I'm not sure if that could even work on an individual level (probably not), but it could work as a game setting for everyone. That means that if you're playing with others who want the same setting (allowed or not allowed), you can have it the way you want.
 
To correct this issue using a modlet, raise the X in the following expression...

<set xpath='entity_class[@name="whatever-you-want-to-clear-of-exaggerated-ragdolls"]/property[@name="Mass"]/@value'>X</set>

The ragdoll speed is determined by the ratio: "attack of the weapon or ammo" divided-by "mass of the victim".
And i have the impression that this ratio goes more than linearly into the calculation (at least quadratically).
Thus, to get halfways decent "realistic" (sorry for using this term in the forum of the funpimps, i know that i am seen as a criminal for this by the funpimps moderators) ragdolls, you have to set this in-game "mass" to something like sqrt(realistic-mass-in-kg / 0.002 kg).

For a 5 kg Rabbit: 50
For a 50 kg Wolf: 150
For a 700 kg Bear: 600

The bears are the only ones set halfways realistically in the game (vanilla: 600).
 
Last edited:
I must admit I really like corpses flying around as far as possible. And that even though I am not a fan of games where this is the main attraction. So I am against limits. But a lingering Animal Tracker marker? Sounds excellent, and as a side effect it would make Animal Tracker more useful for everyone, no matter on which side he is on the ragdoll issue.
 
I would also like to update this and say that there will be a fix in the future for animals flying off in ridiculous distances while rag dolled. Sad news for those of us playing animal golf but it might make surviving a little easier.
That is unfortunate. I love making them go flying. Will this "fix" impact dogs and vultures as well? I hope I have at least something to send flying. It would be nice if when they add all those new game options that they make this an option so we can keep sending things flying. It isn't like food is really a challenge even if you can't run and skin all of the animals you kill.
 
I would also like to see this. Maybe even a slider to control your knockdowns and send stuff to the moon, that would crack me up. I think it is supposed to fix the dogs and vultures as well, at least so they're not flying all over the place when you hit them. It's annoying trying to find the dog or zombie that you just yeeted off the POI you're supposed to clear.
 
The physics in the rest of the game tries to look reasonably plausible, so it’s good news in my view to dial it back. Like that guy on the Steam forum reported, players earnestly trying to make a hunting-focused build work, and picking what seem like the best weapons for hunting, have been getting worse results than others and losing their kills. I’d be surprised if it was ever an expected result (why I considered it a bug), or having an intentional effect on food balance.

I’d have no objection if “cartoon physics” was a sandbox option, off by default. Maybe it would pair well with some of the wacky Twitch integration stuff.
 
Back
Top