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Everything posted by -Gews-
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Oh, and that reminds me, I don't know about the protection level of the vest shown in the video but it must be at least Level III if it stops 5.56. I wonder how they are handling the armor - will it reduce damage by a certain fixed amount or does it actually stop the projectiles?
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Minor issue. The 10 foot long muzzle flash needs to go though, as well as being highly unrealistic I assume it will also give away your exact position every time you fire a shot. :| :lol:
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And when you have large open wounds and there's no team of doctors you get nasty infections and die.
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I don't like it because I don't think it's plausible to find all these random parts lying around to make people's guns look cool. "I did expect this, there's no point going to all that work and then giving a limited amount of 'attachments'..."
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One thing I'm not a huge fan of is all the accessories for the M4, I wouldn't imagine post-Soviet zombie apocalypse to look like a TAPCO catalogue... ie, why would you need 3 different types of M4 stocks and where would you even find those? Not from the military. Never been a fan of the attachment system in ArmA 3 either. I did expect this, there's no point going to all that work and then giving a limited amount of "attachments"... Handcuffs are an interesting addition. The muzzle flash is still too big and Hollywood, I don't like that at all. And it's daytime! The gun has a flash hider on it for a reason, no? I like the item damage. That sums up my main thoughts...
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Hmmm... What's the most important factor in real life? Shot placement. What's the most important factor in DayZ? Caliber. Yep, I see something wrong here...
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[Suggestion] Optional anti-theft system
-Gews- replied to [email protected]'s topic in DayZ Mod Suggestions
I'm not sure what this has to do with DayZ suggestions. In any case I don't agree with it. -
Well, why do shotguns suck in the mod? Answer: because they have not even a slight advantage over rifles, even when at close range. More powerful = rifle. More accurate = rifle. More ammo = rifle. More range = rifle. Faster rate of fire = rifle 12 gauge slugs doing only 4500 damage? What is that? And pellets are weak as! Not to mention most of them don't even hit since the pattern is extremely large. People shouldn't easily survive two point-blank shotgun blasts. And why does the Benelli take a full 1/2 second to chamber a new round? IMO slugs should do significantly more damage than FMJ rifle bullets. And rates of fire should be sped up. And pellet damage should also be increased along with all handgun rounds. It only takes one pellet in the right spot... Shotguns must have at least some advantages before people will like them.
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I see no problem with the authenticity of a .30-06 and a 12 gauge. The .30-06 is very popular in Europe.
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It would be kind of hard giving them proper animations and AI... look at the current cows and boars just standing there like lumps. Only the rabbit gives any sport.
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As long as zombies don't have super senses. The human olfactory system is not exactly up to the standards of a bloodhound or a turkey vulture... in fact it rather sucks.
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Did some more work on this problem. From testing in-game, I found my calculations using g (-9.81 m/s^2) and 0.75*g (-7.35 m/s^2) worked okay at short and medium range. However, when stretching the distance to nearly 1600 meters the calculations started giving very poor results. After experimenting some more I observed the following drop from the M24 in-game: 1000m: 4-4.5 meters 1400m: 23-24 meters 1550m: 36-37 meters I tried calculations using (2/3)g as the gravitational constant and got the following calculated results: 1000m: 3.95 1400m: 23.7 1550m: 38.1 Therefore I am now working under the assumption that BIS uses (2/3)g for bullets. I should really be doing other things. The drops are at different ranges and with different zeroing for each. Comparing the Lee-Enfield with the FN FAL gives a better picture (FN FAL has same ammunition and speed as M24): FN FAL trajectory: 300 meters: ZERO 400 meters: -0.3 meters 500 meters: -1.0 meters 600 meters: -1.9 meters Lee-Enfield trajectory: 300 meters: ZERO 400 meters: -0.4 meters 500 meters: -1.1 meters 600 meters: -2.2 meters Speaking of Lee-Enfield trajectory, here is a fun problem: So, how far would deejay2900 have had to aim above the chopper to pull that off at 1500 meters? Zero range = 300 meters Time of flight = 3.59 seconds Total drop = 47.7 meters So that means deejay2900 would have had to aim at a point approximately 43.9 meters above the pilot (144 feet) with a final damage of 2,300. Another example: xxnickpwnsxx posted a video of a 1675 meter shot with a KSVK. How far above his target did he have to hold? Zero range = 200 meters Time of flight = 3.25 seconds Total drop = 39.1 meters Therefore xxnickpwnsxx would have had to aim at a point approximately 37.1 meters high (122 feet) with a final damage of 19,850.
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Fix the Dang Zombie Damage and AI already
-Gews- replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
If they reduced the damage any further they'd need to give zombies hatchets and machetes to pose any threat at all... -
I'm not, I just wonder about stuff, much like the monkey in the picture below :P Anyways I wanted to test it out immediately, so I set up a target at 1,375 meters. This target is just a series of 1x1 meter blocks, by aiming at a specific block, eliminating dispersion and using a bullet cam script I can see where the bullet impacts and determine the drop to the nearest meter or so. Observed drop for M24 @ 1375 was about 21 meters. Observed drop for Lee-Enfield @ 600 was about 2.3 meters. Observed drop for Lee-Enfield @1000 was about 12 meters. Results of calculation using g = -7.35 m/s^2 Calculated drop for M24 @ 1375 was 24.5 meters Calculated drop for Lee-Enfield @ 600 was 2.2 meters Calculated drop for Lee-Enfield @ 1000 was 11.5 meters Next step is spawning objects in air and recording their velocity as they hit the ground; from there determining BIS gravitational constant.
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They make a lot of them in Italy nowadays. Actually they've been making a lot in Italy since the 1970s. However the most popular black powder rifles these days seem to be the inlines; personally I don't see the point in them. If I wanted to hunt black powder I'd use something traditional (isn't that the point of having a separate muzzle-loading / primitive weapons season?), and if I wanted better long-range accuracy I'd be waiting and hunting with a modern rifle. I think they're just used to take advantage of muzzle-loading season and I'm not a fan, they make me grumpy.
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For the game yes, and survivors aren't going to be toting Hawken rifles and wearing coonskin caps à la Davy Crockett. :P
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Depends on the kind of bullet, s long as it's cast and not jacketed...
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Some people do use BP in smokeless firearms "just cos". It would foul up weapons a lot more and probably wouldn't even cycle in most automatic firearms. Also if you push lead bullets too fast you get leading. From what I see you could probably drive a cast bullet to 1600 fps in a rifle, that would do about half the usual damage, and that's with good powder... lower-velocity rounds would not suffer quite as much from using black powder. I don't think it's practical for the game, though, no one wants to sit around for hours and hours casting bullets and somehow making their own powder.
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Search "FSA ultimate sniper". It's definitely a huge bolt-action. I would assume it would use a common caliber, so most likely 23mm... That doesn't sound much larger than 20mm but in terms of energy it's over 80% more powerful with at least a 50% larger explosive charge.
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I did see some Syrian rebels using a crazy homemade weapon... must be a lot bigger than 20mm... I don't know what this has to do with DayZ but it's cool. :P
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Although when I said "explosive" I was thinking more along the lines of high-velocity quick expanding bullets. :P
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The hardcore players play in Russian. :D
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A bit of foliage would be good but not many people run around in full ghillie suits 24/7, they're kind of inconvenient... honestly I think it's pretty weird seeing bandit squads all sporting ghillies (it just doesn't happen in real life) so I hope this isn't the case in standalone. I hope they give us some more practical camouflage for the standalone... a less "all-encompassing" ghillie would be good, and I would like to see some hunting camouflage as well as old woodland military surplus stuff. Most importantly they have to make sure the camo actually works at distance... A ghillie like this would be nice Or camouflage like this And it must blend in with the terrain from afar As for local foliage I see it most useful for hiding vehicles, supply caches, etc.
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Indeed. All (Western) calibers lined up Different bullets for different tasks, the 5.56 is supposed to fragment at high velocities whereas the 9.3mm soft-point is designed for controlled expansion and deep penetration. Having your bullet fragment is the very last thing you want when hunting a moose, better to have it break both shoulders, take out both lungs and exit out the other side. But for smaller game like humans a more... explosive effect can be suitable. If you're not planning to eat it.
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:thumbsup: And where are you supposed to randomly find powder, primers and bullets?