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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    DayZ ballistics have been ruined!

    For typicalSpeed, the damage values are located in projectiles config. So you need to set the speed at which that damage occurs. And then in future I suppose shorter barrels would be slower and do less damage, longer barrels the opposite. In the case of 7.62x54R I think it makes sense to use 845 m/s just so that the damage at typicalSpeed remains equal to the .308 at 12 and 12, which is the case in ARMA 2/3. SVD would do a little less damage (98%) and Mosin a little more (102%). You could use any speed. I don't think they implemented specific weapon speeds yet. In real life, the drag coefficient is constantly changing as the speed varies. Going from memory, the drag coefficient of a bullet looks something like this: It's an MS Paint drawing. Please don't nitpick. But DayZ isn't real life. They use a simplified system where the drag coefficient remains constant. It would look something like this: You want to get a value that fits best. But if you have two guns shooting the same bullet, one slower, one faster, you'll get a different ideal value for the DayZ: This is also why the big, fat, blunt-nosed .45 automatic has a lower airFriction than all the streamlined rifle rounds. You might think the fat one should have more 'airFriction' because it's less aerodynamic: But the drag coefficient spikes near Mach 1.0, the speed of sound. The rifle round starts off supersonic, above the speed of sound, and the .45 starts off subsonic, below the speed of sound. That's the reason it requires lower airFriction to match real-life ballistics: Rounds like 9x19 or .357 Magnum that hit the transonic range almost immediately are worst off for airFriction. It's pretty high for one, and second, the airFriction system does a decent match at supersonic speeds and a very good match at subsonic speeds, but in the transonic range, obviously the match is not so good. Didn't look into it. You can tank a bunch of rounds now though. Not super familiar with ARMA 3 armour system, I haven't played ARMA 3 for ages. Energy lost is neat, usually it correlates to greater damage. In the case of the .45 ACP it wouldn't compare to 5.56. It has 450-600 J depending on the weapon, whereas the 5.56 has 1500-1850. Not only that but the 5.56 will have a greater and more rapid transfer of energy, which means it tears bigger holes. The 5.56 has very high velocity and many projectiles flip sideways and fragment upon hitting a soft target at close-medium ranges. I've seen people say that about the .45 ACP on r/dayz back in 2015, so made a couple videos to show example of this: The other thing is complexity of body model. For example, you could have a fast small-calibre rifle transfer most or all of its energy in soft tissue, while a big-game rifle with a tough bullet punches through without much deformation, creating less damage. But if you hit pelvis or a shoulder the larger rifle could transfer much more energy as well as create destructive fragments from the struck bones.
  2. -Gews-

    DayZ ballistics have been ruined!

    They still have 'typicalSpeed' which is the speed at which the projectile does 100% damage. A weapon that shoots slower than typicalSpeed should have lower damage/penetration, the opposite for one that is faster. In standalone they've made the typicalSpeed equal to initSpeed. Since Mosin and SVD are the most common weapons using 7.62x54R, it makes sense to average between IMO. Another thing is that at 845 m/s the slightly heavier (0.1 g) 7.62x54R pretty much matches the slightly faster (5-8 m/s) .308 in energy and they can both remain at hit=12. Also compromise is the airFrictions. It changes between weapons, for example an M16 is closer to -0.0012 and an M4 is closer to -0.0013. So I picked a value that works decently for most weapons. Or in the case of the .357 Magnum, the repeater is closer to -0.003 and the revolver is closer to -0.002! That's a huge difference. .357 Magnum might go 1700-800+ feet per second from a carbine, and 1200-1350 from a revolver. But not all ammunition gains so much velocity. Some loads might only make it to the mid-400 m/s range. And some revolver loads are also in the mid-400 m/s range, usually with lighter bullets. With current damage values making the speed increase by 1.5X up to 1800+ feet per second could result in .357 being unrealistically powerful. Or could result in the revolver being unrealistically weak. This is the fault of the inconsistent damages, because .357 Magnum right now is hit=9, and, for example, 7.62x39 is hit=9.5. The standard .357 Magnum makes between 650 and 1600 J, depending on the barrel length.But the 7.62x39 makes between 2000 and 2300 J. So a revolver with 650-750 J is doing almost as much damage as rifles that makes 2000-2300 J. Can't increase or decrease too much because the much weaker .45 ACP is also hit=9! The .357 shouldn't be weaker than the .45 Auto. But it shouldn't be stronger than the 7.62x39 (although arguable at very close range from a rifle). To fix it the damages would have to be made with consistent rules. Can you see the inconsistency here? Orange line: energy Blue bars: hit^2 The rounds that have large discrepancies are the .22 LR (1), the handgun rounds (2, 3, 6, 7), and the 9x39mm (9). Compare it to weapon damage in ARMA 2 / DayZ mod, which seemed to be based on energy: I think they should redo them to make them more consistent. Not necessarily with energy, but consistent rules. Until then you have issues. So that 445 m/s and airFriction is a compromise that could work for a carbine and could work for a revolver but isn't ideal for either. Maybe ideal for current DayZ though. Looked in config, ARMA test and some limited testing like shotgun pellets after weird shotgun behaviour was pointed out by u/MiserableElephant.
  3. -Gews-

    Extending PersonalRadio Distance

    Edit config in gear_radio.pbo. class PersonalRadio : Transmitter_Base { inputRange = 8; range = 5000; };
  4. -Gews-

    60fps "soap opera effect"

    30 fps is a little on the high side for me. I prefer 24, and 4:3 aspect ratio @ 1920x1080. You might be able to lock FPS on PC (set refresh=30 in dayz.cfg and turn on vsync, or use external programs) but not on console. I guess more options is always a good thing.
  5. -Gews-

    Who Are Best DayZ PvP Players ?

    True, in the mod days, this was where ARMA 2 Wasteland came in handy. And not just for PVP, but learning all the corners of the map is a lot faster when you have trucks, cars, armored vehicles, planes and helicopters spawning everywhere.
  6. Why do you think they made a good decision? Why is it better to release 1.0 in 2018 than to wait until the game is more feature-complete? Can you explain the advantages of releasing 1.0 in what many consider an unfinished state?
  7. -Gews-

    Night Time is Garbage

    It's not 'authentic' cycle if it's 3x acceleration, and I don't see the point of any authentic cycle because people don't play 24 hour sessions. Especially the authentic 24-hour cycle quite a few people tried to push. Full moon night is... okay by me. Honestly, I don't like playing pitch dark nights. Don't have enough free time on my hands to waste it running around in the pitch black on a map that has a minimum of 3.9 square km per player and usually more like 10-15. The exception was when I had a set of night vision goggles and a DMR. I liked the look and atmosphere of the old grayscale nights better than the new Technicolor nights, about which there's something not quite right.
  8. -Gews-

    FOV Slider (field of view)

    On PC there's a slider which goes from 60 to 110. Not sure if that is the actual field of view in degrees, or an arbitrary number. They seem to have changed how it works more than once. (At one point, it was absolutely an arbitrary number). I made some assumptions and calculated that the "110" setting should result in a 103.01° Horizontal FOV. The "60" setting was calculated as 59.75°. I attempted to test this in-game half a year ago and those calculations said I had a 103.3° Horizontal FOV on setting "110", within the margin of error. I don't know about console. 120-160 = fisheye. At a certain point you would also rob yourself, as on a normal screen, people will appear smaller the higher you go, and you may have a hard time seeing them without using the "eye zoom", and would have been better off sacrificing some of that huge FOV for a better initial vision and being more active with the camera.
  9. -Gews-

    Why no love for the IZH18?

    Back in the day the sawn-off IZH-18 had dispersion of 6 feet @ 25 yards, whereas the sawn-off Mosin was 2.7 inches @ 25 yards. So if I was aiming directly at the centre of a basketball-sized target at 100 m, the sawn-off Mosin would have 100% chance of hitting and the IZH-18 would have about 1%. One worked pretty well... the other I didn't have good experiences with. But they'll no doubt fix this up and limit the usable accuracy we can get from either.
  10. -Gews-

    Why no love for the IZH18?

    It has only one medium-power shot and doesn't take a scope yet and it's easy to find better weapons. I would ask why there's any love for it.
  11. -Gews-

    Add m249

    None of those are supposed to be there, they're only spawned through nefarious means, and they wouldn't work as intended without modified client either.
  12. -Gews-

    Ballistic Vests

    The weight depends on which plates are in it. Why did they go with 14 kg? Probably this:
  13. -Gews-

    Dayz future weapons

    Goggles were shown as well:
  14. -Gews-

    Dayz future weapons

    LMGs and GPMGs in DayZ mod had far less recoil when prone than a rifle or carbine and the GPMGs would chew through ground or aerial vehicles. Much easier to hit running people as well. With the PKP in A2 Wasteland I even hit running player at 800+ m. Those weapons are most useful when you're lying down. I don't think they're so good for solo wandering or with lack of vehicles. However, you never know how they'll handle in standalone. Night vision scope was in the files, although it wasn't for sniping. I doubt we'll see thermal.
  15. -Gews-

    Dayz future weapons

    They've said the weapons list is finished ("Status Report - Week of 25 August 14") but you never know. I've probably forgot something but here are some weapons that haven't been officially introduced but which were either shown in developer previews or found hidden in the game files: Remington R12 ("M12") PP-19 Bizon Recurve bow CZ 550 ("CR 550") Mini-Uzi PKM AUG variants M249 Para Steyr Scout Pneu-Dart X-2 Taser X2 Makarov PB Saiga-12K M72 LAW OTs-14-4a-03 "Groza-4" "Golden Eagle"
  16. -Gews-

    Prison island dedicated to PVP

    I think the 7-minute swim would provide the islanders plenty of opportunities to stop you getting back to your gear. I think far-away or difficult-to-get-to locations should provide better loot. For being so far west and requiring your thoroughly soak yourself, prison island is pathetic right now.
  17. It wasn't hard to survive in the mod because of zombies, sickness, wild animals or lack of food, though. Oh no. Hehe.
  18. People have suggested ideas going all the way up to "if you kill too many people, your character commits suicide".
  19. -Gews-

    Arma 3 Physics/Mechanics in DayZ?

    Probably not Probably Probably Probably not Probably not Technically
  20. -Gews-

    Do this! @Devs

    Probably not gonna do that, too much performance hit and they just spend time redoing the scopes for 0.63 stress test. Even on the Source engine you can see the frames drop when scoping in Ins. PSO scope looks alright to me, maybe a bit low poly as it was originally a 2D scope, now we look through it close up. And the reticle too light. Most of them aren't black/camo. Maybe spraypaint is a solution. I disagree that 'most weapons' look 'very rough and low quality'. Some do, IZH-18 and MP-133 come to mind in particular. DayZ also has lower FOV than some games which makes things like poly count on sights more noticeable. But many others look just great esp. in external renders. I think part of it is on the renderer.
  21. I was trying to see why certain scopes in the stress test were magnifying more than they were supposed to when I saw something mildly interesting concerning the LRS... The devs have attempted to corrected the scope magnifications. Previously none of the numbers were correct and many seemed like placeholders. For example, the LRS and PSO-1 had suspiciously round minFoV values of = 0.05 and =0.1, respectively. They've now done it like this, should be a big improvement: 4x ACOG = 0.3926/4 3.5x PU = 0.3926/3.5 2.8x Kashtan = 0.3926/2.8 But for some reason it didn't seem to produce the intended results in game... About the Long Range Scope... The Long Range Scope and its replacement the Hunting Scope have always had the same zoom (FoV) values from introduction until 0.62: Minimum = 0.05 Initial = 0.12 Maximum = 0.18 However, eye zoom has been constantly altered. It's fluctuated all the way from an initial value of 0.25 up to 0.65! Since scope magnification is calculated relative to eye zoom, so this meant that what you see through the scope stays the same, but the nominal 'zoom' is always changing. In DayZ 0.44, the eye zoom was changed to 0.375 which at the time, IIRC, matched ARMA 3. This value stayed until DayZ 0.55 when it increased to 0.525. So from patch 0.44 until patch 0.55, the Long Range Scope had a theoretical zoom range of: eye FoV / scope FoV = 0.375/0.05 (min FOV) and 0.375/0.18 (max FOV) = 7.5x to 2.08x. At some point, this information was entered in the DayZ Wiki: But as soon as patch 0.55 dropped and eye minFov was increased to 0.525, zoom becomes 0.525/0.18 to 0.525/0.05 = 2.92x - 10.5x. Eye zoom in 0.62 is 0.4143, so the same scope then becomes 0.4143/0.18 to 0.4143/0.05 = 2.30x-8.29x. The scope never changed. Only eyes. So DayZ Wiki is way outdated there and only correct for 0.44-0.55. As mentioned above most of the optics now have proper zoom. For example, the hunting scope is modeled on a Zeiss 4-12x, and now it looks like this: minimum FOV = 0.3926/4 maximum FOV = 0.3926/12 But I was surprised to see the long-gone Long Range Scope was also altered. It now looks like this: minimum FOV = 0.3926/2.08 maximum FOV = 0.3926/7.5 I'm imagining someone putting in new values for optics, wondering what to put for the LRS, Googling the Long Range Scope, finding DayZ Wiki or a similar source listing "2.08-7.5x", and ending up copying the old placeholder nominal magnification values as calculated relative to the 0.44 eye zoom... which I find amusing. Heh. Anyways, the real life scope the LRS is modeled after is actually a 3-15x. If added to the game it should also have zeroing to a full kilometer and a mil dot reticle. (Whereas the hunting scope should really have its zeroing limited to a max 600 m as it doesn't have much elevation, or even fixed to one range, as it's capped turrets weren't intended to be used to dial elevation in the field). It might not make a return, for various reasons, but someone going to the effort of changing the zoom values makes me wonder a bit.
  22. -Gews-

    Return of the Long Range Scope?

    In a wishlist I'd make a LRS rare, and a hunting scope more common but fixed zero to 200 m or less. Also no popping it off to engage in close combat unless you have the proper tools and time. No unrealistic zoom-nerfing, if it comes to that, make it rare or make half of them spawn broken. Increased eye zoom helps balance scopes a little as well IMO. If you increase the eye zoom you must increase the scope zoom to keep the magnification ratio correct, but given ballistics, there's a limit to how far you can be effective regardless of the zoom, so increased zoom helps iron sight weapons more than it helps scoped weapons. For reference right now we're zooming to min fov of about ~0.4 whereas in ARMA 2 / DayZ mod (and in ARMA 3 as well IIRC) it is 0.25.
  23. -Gews-

    Melee is WAY too slow

    War axe: Splitting axe: Big difference and for a reason, too. Characters doing those side to side swings don't look too terribly slow to me.
  24. Because you can easily play for 2-3 hours on a full server and not see another player. That's boring.
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