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Everything posted by -Gews-
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Grizzly bears... well, we may as well have lions. Grizzlies do not exist in Europe and bears don't live in packs. However wolves sounds fun and it would be cool to hear distant howls in the night.
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A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Huh? :huh: 7000 / 20 = 350 3rd root of (350 / 1504.5646) = 0.615 Yeah, it's too small. -
Edit: can someone move this to "DayZ General Discussion" please and thank you? This is just one of those "I am bored" theoretical threads which has no real practical purpose. Anyways, I wanted to investigate bullet trajectories more after reading this thread on elevation vs trajectory and playing a bit of Takistan Wasteland. At normal ranges it seemed like elevation had little effect in-game, but at extreme ranges shooting down or uphill can have a very large and noticeable effect. The other most frequently comment I've seen is that old chestnut "the Lee-Enfield has no bullet drop"... which is of course nonsense... Anyways after seeking online help and getting my poor trigonometry skills sorted I was able to calculate (theoretical) time of flight, (theoretical) bullet drop and (theoretical) deviation from line of sight for different weapons. This is just one of those theoretical threads which has no real practical purpose. Anyways I wanted to investigate bullet trajectories more after reading this thread and playing a bit of Wasteland. Trajectories (meters): FN FAL 200 = +0.2 meters 300 = ZERO 400 = -0.5 meters 600 = -2.5 meters Lee-Enfield 200 = +0.3 meters 300 = ZERO 400 = -0.6 meters 600 = -3.1 meters AK-74 200 = +0.2 meters 300 = ZERO 400 = -0.6 meters 600 = -3.8 meters Winchester 1866 Drop at 50 = ZERO Drop at 100 = -0.3 meters Drop at 150 = -1.3 meters Drop at 200 = -3.4 meters M16A2 Drop at 200 = + 0.2 Meters Drop at 300 = ZERO Drop at 400 = - 0.6 meters M24 (zeroed at 800 meters) Drop at 800 = ZERO Drop at 1000 = 5.9 meters Drop at 1375 = 33.1 meters SVD Drop at 200 = ZERO Drop at 700 = 5.4 meters Drop at 1200 = 31.5 meters So the Winchester has roughly the same drop at 200 meters as an Enfield / AK at 600... pretty bad although that's not exactly news to anyone. I was more interested in the drop of the SVD and M24 at long range. When I calculated it they both dropped over 30 meters from the line of sight. However, when looking at screenshots, the drop appears to only be about 20-25 meters (judging by crouching 1.5 meter figure). SVD, 1196 meters before moment of firing M24, 1373 meters before moment of firing In the photo above a drop of 33 meters certainly seems wrong. So... My calculations were made assuming a gravitational constant of -9.81 m/s^2. However, I read comments saying ArmA used something rather less than that, closer to -7.5 m/s^2. I also read comments saying it used different gravitational constants for different simulations. When I run calculations using the -7.5 m/s^2 figure, I get a drop of almost exactly 25 meters with an 800 meter zero and a range of 1375 meters. That seems much closer to what I see on screen. However, the numbers are still useful when considered relative to each other - they should be proportionally correct.... In any case this warrants further investigation...
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I use them for confirming (or disproving) things. However for actual calculations:
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Update, the drop at various ranges can be converted into holdover in mils. However, when I tried the calculations I realized something was off, since the calculated holdover did not match what I knew to be true in game - either the calculations or the mil dots were wrong. Liking my calculations so far, I hoped it was the dots. I made a target with various sizes of squares (1.6m, 1.7m, 1.8m, 2.0m, and 8.0m) to check if the mil dots were properly calibrated. I found they were not. At 300 meters one mil should subtend 0.3 meters. By taking screenshots and measuring at different ranges, I found the space between the dots only appeared to subtend about 0.276-0.277 meters at 300 meters (or 0.920-0.923 mils). The effects of this error became even more pronounced at long ranges, at 1000 meters a target that should have been 8.00 "mils" high actually appeared 8.69 mils high, quite a large error, and one that would induce a rangefinding error of EIGHTY meters. This means the range-finding formula for standing human targets (size in meters x 1000 / size in mils) will give increasingly incorrect results at longer ranges.
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A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
It would be damaging as per any large bullet but nowhere near as damaging as if it was fired from a rifle. Could it ruin an engine, probably, at close range since the bullet would be tumble. I also think it would cause more severe wounds than most rifles in the game. But not make an instant AS50, I think proper rifles of almost any caliber would be more useful in all situations. -
Magazines, Ammunition, and Weapon Relevence
-Gews- replied to Manuel Pineiro's topic in DayZ Mod Suggestions
And in addition to manual loading, it would be nice if the manual actions didn't automatically cycle themselves - perhaps some kind of player input should be required to cycle a bolt, lever or pump-action. Would be much fun if done correctly. -
A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
True. However I would not like to see a half-assed implementation, which is honestly what I would expect. Firing .50 BMG from a shotgun sounds impressive, but since the .50 caliber bullet is 0.511 inches in diameter and the bore of a shotgun is smooth and about 0.729 inches in diameter, this means there is a gap of 0.218 inches on EACH side of the .50 BMG bullet This means the undersized bullet will suffer the following effects: -FAR less velocity -NO accuracy And I mean NO accuracy. A bullet even a tiny bit undersized will greatly suffer in accuracy. Muskets of .75 caliber used undersized balls closer to .70 in diameter - their lack of accuracy is well known. Moving to a .510 bullet in a .730 bore? Good night nurse! As well, with such a large gap around the bullet, velocity will be abysmal as the pressure that would normally be built up will simply flow around the edges. A velocity reduction of 1/3 means you only have 44% of the energy. A velocity reduction of 1/2 means you only have 25% of the energy. I would not be greatly surprised if the velocity reduction was LESS than half. As well, the bullet will not be stabilized in any form, meaning it will bleed off velocity and energy like a stuck pig every single foot it moves beyond the barrel. So you may be able to fire .50 BMG in a shotgun once or twice, but will that shotgun have the power of an anti-materiel rifle? Not even close. You just have a musket, pretty much. -
A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Not safe, not a smart idea... 12 ga pressure 11500 psi, 50 BMG 55,000 psi, 12 ga barrel wall thickness 0.025-0.035, 50 BMG barrel wall thickness 0.5-0.75... no thanks... -
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 jan-w_16@hotmail.com'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