Movement inertia
How heavy the character feels when changing direction. Mostly about the feel of firefights.
scum.MovementInertiaAmount=1.000000
What does this setting do?
The character in SCUM does not start, stop and turn instantly but has weight. This multiplier decides how much. It ships as 1.0.
It matters almost exclusively in close combat. With high inertia, hopping back and forth achieves nothing and fights become a question of position and cover. With low inertia you can dodge as in an arena shooter, and whoever reacts faster wins more often.
The value is therefore mainly a statement about your server's character. SCUM is built as a ponderous survival game; lower the inertia sharply and you get a different game that rubs against the rest of the mechanics over time.
In one direction the value is practically useful: on servers with many players on middling connections, high inertia makes fights more predictable, because jerky movement gains less. It is no substitute for tick rate, but it helps noticeably.
Which value suits my server?
0.5 to 1.0. A bit more agile is fine when hardly anyone fights each other.
1.0 (default). It matches the rest of the mechanics.
1.0 to 1.5. Movement should have weight.
What to watch out for
High inertia calms fights but fixes no low tick rate. When people complain about hits not registering, look there first.
Below 0.25 the character feels weightless, which no longer fits with stamina, carry weight and the injury system.