
At high FPS, reloading animations will not match the actual time of chambering the bullet.
fzrdwa123456 opened this issue ยท 5 comments
Describe the bug
When the FPS (frames per second) is too high, the animation of reloading the gun does not match the actual time of chambering the bullet.
Reproducibility
- I reproduced this issue with as few other mods as possible installed.
- I am unable to reproduce this issue consistently.
Screenshots and/or videos
No response
Logs
no logs
Debug Logs
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Crash Reports
No response
MWC Version
0.1.4
Forge Version
1.12.2 forge 14.23.5.2860
Red Core Version
0.6 dev 3
MixinBooter Version
9.1
Java Version
1.8
Java Virtual Machine
Hotspot
Operating System
windows 11
GPU Vendor
NVIDIA
Code of Conduct
- I agree to follow this project's Code of Conduct
This is not how any of this works Koud, I calculated, at 200+ FPS using a Float instead of a Double for delta time would cause issues, which is most likely what is happening here
When the FPS is too high, there may be a delay of several seconds before the gun can fire after reloading, or the animation of the gun may be accelerated.
Probably using a float instead of a double for delta time, @Koud-Wind @SticksDeveloper @Paneedah anyone could fix that?
Probably using a float instead of a double for delta time, @Koud-Wind @SticksDeveloper @Paneedah anyone could fix that?
It's not necessarily like this. When I first started working with VMW, I found that frame rate can affect firerate. Some old animations may have been played at 30FPS, That is to say, a higher frame rate will accelerate the playback of the animation. If I have time, I will study it