TF999 Docs

Immersion Stamina

Tunes how ACE's advanced fatigue system drains and recovers your stamina depending on what you're actually doing — standing, crouched, prone, swimming, diving, sprinting, or holding your weapon ready or aimed in — instead of one flat drain rate for everything.

Stance-based stamina drain

Being crouched or prone costs less stamina than standing and moving around; swimming and diving cost more, since they're much more physically demanding. Sprinting in any of these stances has its own separate rate, usually costing more than the same stance at a walk.

Holding a weapon ready or aimed in costs more stamina

Carrying your weapon at low ready, and especially aiming down sights, both drain stamina faster than just walking around with your weapon lowered. A heavier or more awkward weapon — a big machine gun versus a compact carbine, say — makes this worse: it takes real effort to keep a heavy weapon up or steady on target, so it tires you out noticeably faster than something light and handy. If you're sprinting with your weapon up, that extra drain is skipped by default — you're already working hard just to keep moving.

Muscle fatigue and recovery

Sustained hard exertion can strain your muscles over time, on top of the moment-to-moment stamina drain. Between bouts of exertion, your different stamina reserves recover at their own pace rather than instantly bouncing back.

Compatibility

If you're also running the Alternative Running or Advanced Vault System (climbing, vaulting, sliding) mods, their movement animations get the same stance-based stamina treatment automatically.

All of the above is adjustable — see docs/settings_users.md for the exact sliders and what each one does.