#Physics MOD
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I developed a MOD and adjusted various parameters in pursuit of discovering an entirely new kind of physics.
Focusing on the concept of acceleration, I aimed to achieve a more dynamic behavior that sets this version of Gladio Mori apart from previous ones.
The values shown in this image are provisional recommended settings. I adjusted them to suppress unnatural behavior while emphasizing the importance of acceleration before slashing in combat tactics.
This MOD also makes it easy to do things like boosting muscle strength ×100.
Feel free to try it out and let me know what you think!
This MOD puts a heavy load on your system, so be cautious—especially when hosting large multiplayer sessions.
Note: So far, I’ve only tested it in Legacy mode, 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
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
NeckLegacyDamp... Since the neck tends to behave erratically, an independent Legacy Damper value can be set
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.
Is there a way to use this mod to remove the upward force causing people to stay upright?
The mod does not have an option to change the rotational force applied to the HIP. However, a close situation can be reproduced by making the spr_ratio and mass_scale very large (I don't understand why that is possible either).
these settings dont seem to work well at least for my movesets.
I'm not sure if the mod behaves different depending on the FPS count. (that might cause those settings to not work on everyone).
@rancid canopy would you be up for helping me get the hang of this modding stuff? its a bit confusing
Of course! Just let me know what you're having trouble with, and I’ll explain it in detail.
Of course, I don't think the current parameters are perfect either, so if you have better ones, I’d love to hear them.
It's simply impossible to create a physics system that works perfectly with everyone’s existing movesets—unless it’s exactly the same as before—so keeping that in mind, I want to keep exploring a physics setup that everyone can enjoy.
@rancid canopy Thank U for this mod. I tryd it and will use it 😎 👍 ⚔️
My goal was to improove Legacy physics. So at first I set Damp ratio 0 and Legacy damp 1.
Then I set Leg mass 0 and Leg legacy damp 1. I not know if it is right.
Finally I set overall Mass scale 1.25 instead of 1. And it felt quite good.
If there is key to close / open UI of this mod?
If U can explain in other words, what Max degree angle and MagAtMaxDamp are and maybe say few words about damping, please?
GG @bleak ore, you just advanced to level 5!
Thanks! I’m really glad you like it.
If your goal is to recreate Legacy physics, then those settings are correct.
In principle, the Mass Scale should be set to 1, but if things feel off due to interactions with other elements, I'm totally fine with you adjusting it to what feels right.
Let me explain Max Degree Angle.
In Legacy mode, the force applied to a joint is proportional to the angle difference between connected bones.
This behavior is known in the Japanese community as "konjo", and while it's considered common knowledge among experienced players here, it’s not very well known overseas.
For example, if a move tells the spine to rotate 20°, it will produce twice the force of a 10° rotation. In other words, the more exaggerated the movement, the stronger the force it generates.
This is actually a big reason why custom movesets made by skilled players are often far more powerful than the default ones.
In Legacy mode, this force keeps increasing up to a max angle difference of 180°.
But with this MOD, you can limit that.
For example, if you set Max Degree Angle = 5, then the force will increase up to a 5° difference, but anything beyond that won't generate any more force.
This allows you to balance out the strength of exaggerated moves.
As for MagAtMaxDamp, it's only relevant when you're using Damp Ratio. If you’ve set Damp Ratio to 0, then MagAtMaxDamp doesn’t do anything.
Even when using Damp Ratio, MagAtMaxDamp isn’t a particularly critical parameter, so I think leaving it at the default is totally fine.
Also, sorry — the UI for this MOD stays open all the time.
This video clearly shows how konjo works.
When joints are bent deeply like in the move on the right, they generate a huge amount of power.
The character using the default moveset isn’t even trying his best!
Thank U for explanations and video. I will try Max degree angle.
About opend UI it is ok for me, I just move it to side)
If I may ask you, why U added new damping (Damp ratio) instead of Legacy damp? (If I understand right)
I understand that damping remove oscillations in real world, but I still need to figure how damp may be used in this game))
In this game too, the Damp setting is used to reduce vibrations, just like in the real world.
But the problem is that it also prevents joints from accelerating much.
Personally, I think accelerating into a slash looks cooler and feels more fun, so I came up with a system that allows acceleration while still keeping vibrations under control.
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. It would be great if the developers could consider this direction.
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.
Version 0.1.1 has been released! Significant changes have been made since version 1 to improve performance and reduce processing load. Additionally, some parameter meanings have changed, which are explained below.
MagAtMaxDamp... Velocity at which Damper reaches its maximum. 4 or bigger is recommended
I recommend using the default parameter settings, but feel free to adjust them to your liking.
Is anybody else having an Issue where your character gets stiff and can barely move?. It happens to me every time I try this mod and even If I tweak some settings It still happens, I cant fix it lol
With prev version this not happend with me. But I used damp 0 and Legacy damp 1.
New version I will try today.
@nova sedge, @rancid canopy With new ver I have problems too. It not work for me (not with new damp, not with Legacy damp)
I switched back to prev ver for now.
The behavior of legacyDamper has changed. Setting it to around 0.09 will give you a feel that's close to Legacy Mode. However, the Damper values for the wrist and hip are different from the original Legacy Mode, so it won’t be exactly the same.
I tested it on my end, and everything worked except for maxDegree. It's possible that the specs on the Gladio Mori side changed with yesterday’s update, so I’ll look into that.
Could you tell me more specifically what you mean by “it doesn’t work”?
Please share a video if possible, including the parameter settings you're using.
I will try Legacy Damp 0.09 today and try to give U details.
(Without that yesterday it was as M4gmar described plus I couldn't even take weapon both hands in default stance. With default settings and tweaked.)
I figured out why MaxDegree stopped working.
With the update that added blunt damage, the way MaxForce works in Legacy Mode has changed significantly.
I tried it in Creative Mode without stamina, and it worked just fine.
If you set only LegRatio to around 1.0, the other parameters can stay as they are, and it should work in Creative Mode too.
Version 0.2.2 Released!
This update brings compatibility with the recent game update.
For this version, please play in CREATIVE mode with no stamina.
Due to that, some default parameter values have been adjusted.
@rancid canopy 0.1.2 ver, Creative, no stamina, default settings.
I am sorry, atm I not know what to do with new version, so I switchd back to 0.0.1 version for now.
Thanks for sharing the video!
That definitely looks like a bug. I’m not sure what’s causing it, but there are a few things I’d like you to try, if you don’t mind:
・lease disable all other mods and test again.
・In the video, the FPS counter in the top right seems unstable—could you show me what it looks like during normal gameplay without any mods?
・Can you check if Harmony is included in your BepInEx installation?
It should be located here:
C:\Users\yourUserName\AppData\Roaming\r2modmanPlus-local\GladioMori\profiles\Default\BepInEx\core\0Harmony.dll
・When you launch the game with the mod enabled, a log window should pop up.
I’d really appreciate it if you could show that log in the video alongside the game screen.
I know this is a bit of a hassle, but your help would mean a lot! Thank you! 🙏
Harmony ok
Without other mods and 0.1.2, Creative, no stamina, default settings - same.
FPS without any mods
So, removing all mods (besides this one) fixed it for you?
no, result was same
He just askd about my fps without any mods
I see
I'll send videos today too.
I feel like this issue might be caused by FPS because I run the game at 35fps on average and the problem is even worse. I can barely move my arms really slow, and my legs move so slow that It could take minutes before I take a single step.
@rancid canopy could you try limiting your FPS to 30 in the game settings and check if the mod feels any different?
those are the default settings right?
I mean I just downloaded the mod again, so they have to be
Could you take a look at your graphics settings?
Go to: Options → Graphics → VSync
In my environment, performance dropped significantly when VSync was turned off.
Could you try turning VSync on and see if that helps?
Hi. 0.1.2 default settings creative no stamina and vsync on - unfortunately not fixd it, all is same
I'm conducting a quick poll.
If you’ve tried this mod, please vote using a reaction (stamp):
1️⃣ The latest version of the mod worked fine with the default settings.
2️⃣ The latest version worked after turning** VSync ON**.
3️⃣ Even with** VSync ON**, the latest version did not work properly.
My settings for
0.0.1 version
Legacy
0.35x speed
I tested it in multiplayer few days, and it feel quite good ⚔️
Could you try resetting the parameters to default and testing it again?
i can but i just think this is exaggerated xd
please send a video using the Default settings, It seems like the mod behaves differently from PC to PC so a Video would help a lot to understand what causes the issue
augh it not a issue just fun
I'll leave this here. I know its a long video, and I know its low quality (because it had to be compressed for Discord) But I recorded it that way so you can see everything.
It is the only mod running, It is also the latest update of the mod and its using the Default Settings. My Fps vary from 25 to 30 (as always). And the mod causes my character to be unable to move correctly (all joints are stiff and only move a bit if I spam buttons)
Im not sure what causes it, but the only difference from me and everyone else is that I run the game at really low FPS. If I had a good PC I'd test if the mod ran correctly there.
If you can, I'd suggest you try a making a Virtual Machine with low resources, make the Virtual Machine so bad it can barely run the game at 25fps. Then try the mod to see if it works correctly or not.
Another way to try it (But I'm not sure if it would achieve the same results or not) would be to limit your FPS through the game settings
I tried making the game run at more FPS by reducing the resolution and removing the limiter. But it didnt work, So maybe it doesn't have anything to do with FPS after all
Are these the right default settings?. I didn't change anything, the game opens with this configuration.
If these are not the right settings I'd appreciate if you showed me the right settings so I can copy them and try them out
please try setting
damping interval 3. Maybe I mistook. I cant try now
The latest version would have set that to 10, but you're at 0.1. Obviously I'm making a mistake somewhere.
Maybe for some reason the Settings are getting saved and I have the old version's settings. I dont know, I'll try putting DampingInterval to 10.
But if you can send me a screenshot of your current settings that would help a lot
changing the DampingInterval to 10 Helped a lot!. I can move now, but it still behaves weird
I think I need to change the other settings too.
nevermind. Changing it to 10 only allowed me to move for about 5 seconds, then I got stiff again. The greater I make that number the longer I can move, but after some time my character gets stiff. So I think that variable just delays the issue.
Increasing Damping Interval allows me to move for some time, but I move just like If I didn't have the mod installed, there is no "acceleration", its just normal
I copied this settings to see if I would achieve the same result shown in the video. But it didnt help. My character is still unable to move...
Could you try it with this version? I changed how the DampingInterval system works.
Until now, it was time-based — the Damper value would update every (0.02 × DampingInterval) seconds. But now it's based on frame count, so the Damper gets updated once every DampingInterval frames.
If you increase the DampingInterval value, it will reduce processing load, but keep in mind that it will also lower the precision of the behavior.
That didn't help. I still cant move and it didn't really make any difference
Now I'm trying to figure out what the issue is. I'm using UnityExplorer mod to see the Joint Damping and Spring values in real time and this is what I see. The Leg joints have values on the thousands, and that explains why its all stiff.
Maybe adding a "Max Damping value" could help to prevent stiffness
Im not sure how the mod works, but this doesn't seem right. I think the maximum damping value should be limited to the Original damping value, and the current damping value should be reduced depending on the velocity of the joint, but it should never go above the default damping values because that would cause stiffness
Thank you so much! I'm not sure why the values differ between people, but maybe MagAtMaxDamp could solve it. If you set MagAtMaxDamp to a larger value, it might move properly.
Version 0.1.3 released!
Fixed the issue where decimal points were interpreted differently depending on the country.
Now it works globally—just make sure to use a "." (dot) as the decimal separator from now on!
Please try this and see if it resolves the issue where movement wasn't working.
It solved the Stiff joints issue! 😌
same move in ←Vanilla →moded