RAGDOLLDIVERS - Updates

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PC RAGDOLLDIVERS 1.1.1

Updates for Helldivers 2
RAGDOLLDIVERS 1.1.1 — Major optimisation and multiplayer fixes

Hosting player optimisation results


These figures compare Windows host testing before and after the final optimisation pass.

A major optimisation pass makes Play Dead and persistent ragdolling substantially lighter:

  • 79% less average mod processing time: reduced from 1.054 ms to 0.223 ms per frame.
  • 72% less processing time during ragdoll holds: reduced from 5.27 ms to 1.47 ms per frame.
  • 97% reduction in the proportion of frames exceeding 4 ms of mod overhead: down from 11.2% to just 0.29%.

Joining-player optimisation results

The joining-player tests also showed a 60% reduction in average mod overhead.

Players joining another host also benefited substantially in Linux/Proton testing (but are equally just as substantial in Windows):

  • 60% lower average mod processing time: reduced from 0.118 ms to just 0.047 ms per frame.
  • 99% reduction in the proportion of frames exceeding 1 ms of mod overhead: down from 0.463% to approximately 0.005%.
  • Across 81,560 recorded frames, only four exceeded 1 ms of mod processing, and none exceeded 4 ms.
These results compare the tested Linux/Proton joining player’s sessions before and after the final optimisation pass, Percentages describe reductions in mod processing overhead; results will vary with hardware, OS and gameplay, but expect an overall large boost.

This update also:

  • Fixes multiplayer “ghost firing”, where teammates could see continued gunfire—and take damage—after you released the trigger.
  • Ensures enemy targeting is restored before firing from Play Dead.
  • Adds lightweight performance summaries to the diagnostic log.
The multiplayer fix was confirmed during hosting and joining tests on Windows and Linux/Proton.

Ragdoll shooting, arm recoil and body knockback remain experimental. MGX-42 Bullet Storm barrel aiming remains a known issue (it's a priorities thing but I note all user problems).

For bug reports, submit RAGDOLLDIVERS.log from %LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs after closing the game and before launching again.

Attachments

  • RAGDOLL DIVERS Optimisation 1.1.1.png
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RAGDOLLDIVERS 1.1.0 - stealth options and experimental weapon feedback

- Added Stealth Functionality at the top of the menu: use Play Dead for enemy
concealment or switch stealth off for ordinary persistent ragdolling.

A few of you requested it, leave ragdoll shooting off, "play dead" is just a permanent ragdoll button from then-on and everyone is happy.

- Added independent experimental Arm recoil and Body knockback sliders. Turn
them up for exaggerated movement, including launching yourself with gunfire.

- Added individual force tuning for Liberator, Redeemer, Stalwart, JAR-5 and HMG,
plus general tuning for other supported projectile weapons.

- Added lightweight weapon/feedback details to the bug-report log.

Ragdoll shooting and both recoil settings remain experimental. Defaults are
shooting Off and recoil/knockback 0; existing settings and bindings are retained.

Start low and adjust to taste. I'd also recommend applying any fall damage mod for this, at your own discretion.

No extra force is applied for empty trigger clicks.

-Beam/flame weapons retain their firing behaviour without added propulsion (this will be looked at in future iterations).

-Arm movement may need to receive further refinement but for the time being it just works bro frfr.

Bullet Storm barrel aiming remains a known issue, with shots potentially following the camera while ragdolled. This is an obviously challenging problem because I believe I remember the developers over at *rrow*ead gave it an individual barrel for every bullet just like the Metal Storm IRL. It's been very resource intensive chasing this and I've had to stop for the time being.

The latest test delivered the intended over-the-top recoil with no observed crashes or breakage. Unintended glitches and problems remain absolutely possible.

Attachments

  • RAGDOLLDIVERS 4.png
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RAGDOLLDIVERS 1.0.1 - Play Dead recovery update

- Improved detection of the game ending ragdoll, so Play Dead restores normal
enemy targeting even if another ragdoll flag has not cleared yet.

- Added a five-second targeting-restoration recheck to catch delayed updates
that could leave enemies treating you as dead after you get up.

- Expanded the existing diagnostic log with recovery and restoration details
to help investigate bug reports.

Testing confirmed prolonged Play Dead holds, enemy attacks after manual release,
and clean shutdown.

A melee enemy directly on top of you may continue attacking until it moves away, I may retain this as an intended feature - it kind of make sense they beat you to death?

Upgrade by replacing your existing RAGDOLLDIVERS package with 1.0.1 in HD2 Arsenal
while the game is closed. Keep one version enabled, deploy, then restart.
Your existing bindings and settings are retained.

Requirements are unchanged:
Bingus Shared Loader v18+, Mod Bindings Menu v2 and Mod Options Menu API 1.0.1.

BUG REPORTS:
After closing the game, submit RAGDOLLDIVERS.log from:
%LOCALAPPDATA%\CowboyBingus\Helldivers2\Logs

Paste that folder path into File Explorer's address bar. Copy the log before
launching the game again, and include what happened, whether you were hosting
or joining, and roughly how long you had been playing dead.
RAGDOLLDIVERS v1.0.0

Hit the dirt, fool the enemy & friends alike and keep fighting with an element of silly surprise.

  • Instant Ragdoll: Throw yourself into ragdoll at the press of a button, then recover normally.

  • Play Dead: Collapse and stay down until you toggle it off. Enemies disregard you after five seconds. When hosting, concealment begins immediately if no enemy already knows about you.

  • Fire While Ragdolled: An optional setting found in your normal "mods" tab that lets you fire supported projectiles, beams and spray weapons while tumbling or lying on the ground. Normal ammunition, heat and reload limits still apply.

  • Five-Second Firing Timer: Shooting during Play Dead restores normal enemy targeting. Stop firing for five seconds to become concealed again; continued firing restarts the countdown.

  • Customisable Controls: Assign separate bindings for Instant Ragdoll and Play Dead. Ragdoll shooting is disabled by default and can be enabled through the mod options (highly recommended).

    To use the ragdoll keybinds go to OPTIONS > MOUSE/KEYBOARD > CHANGE BINDINGS > MODS
    then assign your keys and you will be good to go, have fun!
Play Dead has been successfully tested while joining other player’s multiplayer game. Incoming projectiles, explosions and environmental hazards can still hurt you while playing dead.

Requires:

Disable older versions and standalone ragdoll/shooting mods before installing, the ragdoll shooting mod has now been consolidated into this one.

This mod is experimental and may cause unintended glitches or problems. I haven’t noticed any issues during testing of the current build so far (there have been many along the way). this is hours of testing and work using Chatgpt's Astra-6 on very high settings and full access to files.

If there are some major glitches or anything that jumps out as broken please reach out to me.

Attachments

  • RAGDOLLDIVERS-Release-v2.png
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  • RAGDOLLDIVERS-Action-v2.png
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