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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    CR 550: Discussion

    This was shown once, but that was a very long time ago. Despite many requests, wind effects were not added with ARMA 3 Marksmen DLC, so I doubt it will happen in DayZ. But I could be wrong. Those sports games (I assume) lack the challenges that would present themselves when adding wind to DayZ's gameplay. And the wind effects in those games may not even be physically correct—who would notice? Wind drift does not scale with time of flight. Slower rounds may drift less. A 9 mm NATO round flying at 400 m/s will experience significantly more wind drift than a .45 ACP going at only 280 m/s. We can calculate wind drift like this: .308 Winchester Distance = 400 m Average wind speed = 4 m/s Wind direction = 90° Time of flight = 0.6 sec Initial velocity = 820 m/s Wind drift = 4*sin(90°)*(0.6-(400/820)) = 0.449 m (using DayZ's .308 ballistics) If you wanted to calculate it in real time, more complicated. This is what the ARMA team had to say: In truth, simulating wind-affected ballistics is not the most complicated task; the real struggle comes with the way gameplay is affected by it. Little details like counting how much a bullet is affected at what speed become irrelevant very quickly. The reason is probably surprising to most looking at the company from the outside. How would we tell the player how strong the wind is? By some gadget, one might say, yes, but what if you don't have the gadget? How would you tell the player the strength of wind? Wind is so natural to people - you can feel it - but this feeling is something we can't put into the game. We also considered showing the strength of wind by particles raising up at the target you are aiming at. We had several ideas but we hit a big wall during the process. That wall is performance. Especially in MP it would be hard to measure, show and compute all the necessary 'helpers'. Our timeframe is limited and the gameplay value is very uncertain because it would make long range shooting much harder than it is. And considering Arma already has a pretty steep learning curve, it could drive away some people that would like to enjoy the game as it is. Some people might say it could be a game option, but should we clutter the game options even more? These questions are very real and very important to us. There are too many questions that don't have very clear answers. That is why we decided not to add this feature to the Marksmen DLC. We are still positive that these can be answered, and with a not-significant amount of time, resolved.
  2. -Gews-

    why not ?

    Nope.
  3. -Gews-

    Let's talk about ammunition.

    I would prefer ignoring different projectile types at this point in time. I don't think it's possible to properly represent the properties of the various types (or even a single type) and I don't want to see silly or gimmicky attributes. Some exceptions (eg, slug for 12-gauge).
  4. -Gews-

    CR 550: Discussion

    I don't have many thoughts about the weapon itself. It's a fairly simple, commonplace weapon so there is not much to say about the mechanics of the CZ550 that will be relevant to the game. I'm glad that it was added, because I like to see an 'authentic' assortment of civilian weapons, which means having more than one rifle in this specific class (whereas some would question whether multiple similar weapons should be added). My thoughts are more on the attachments for this weapon, particularly optics. As some above have said, I would like to see more scopes, particularly civilian models with unique properties... and with correctly-scaled reticles, correct magnifications, etc. A new scope essentially creates a new weapon variant. For example, in addition to the regular 'hunting scope' there could be scopes like the following, among others: -1-4x24 variable (for short-range battue hunt) -fixed-power 8x56 -precision scope with a mil dot reticle, such as Premier M8541A (military loot) Etc. Speaking of scopes, I would also like to see the current hunting scope fixed. It has incorrect magnification (only max 8.3x instead of 4-12x), incorrect reticle dimensions (the black bars are far too thick, and the opening between them for the intersecting thin lines is far, far too wide—proper dimensions are available from Zeiss), and also incorrect 'zeroing' (this scope only has 42 MOA of internal elevation adjustment, which means it should only be able to 'zero' to a maximum of 600 m with a .308—further is where a proper long-range precision optic could enter the picture). I don't think any of the three items above have been changed since December 2013 and the 'Long Range Scope', so I assume they are still placeholders. I made this mockup a couple years ago. The 'hunting scope' didn't exist at that point, so the dimensions are based on a different magnification, but it still gives an idea of how the reticle on this scope should look. Current reticle—incorrect dimensions, only faint resemblance to real reticle(s) 'Fixed' realistic reticle (these dimensions are based on outdated 2014 specs for long range scope and character FOV) The dispersion is: CR527: 0.0015 Winchester: 0.001 and the hunting scope adds -0.00025. That comes out to 4.3 MOA for the carbine, and 2.6 MOA for the Model 70. With proper aim, a guaranteed hit on a torso-sized target to approximately 300 m with the carbine, and 500 m with the Model 70 (scoped). In real life, 4 and 10 round magazine (.308). I think we should have one, because one of the standard USMC sniper rifles (who seem to be a backstory faction) is the M110, which is pretty much what you describe. This is the 21st century. I don't see an issue, because we already have a couple similar weapons, and even with a fancy rifle they still go down if you can get a solid hit in. The Steyr Scout is a civilian rifle. Maybe plausible for a police sniper rifle (short range operations) although there are many more logical choices for that. It was designed as a jack-of-all-trades weapon based on Jeff Cooper's 'scout' concept. Hence the common long eye-relief scopes for fast target acquisition. I believe in-game version will be .223/5.56. NOTE: unless it comes with its own scope for this purpose, the in-game Steyr Scout should have the scope mounted conventionally, at the rear of the receiver! Long-eye relief, forward mount doesn't work very well when you don't have a long-eye relief scope, hehe. Though the pistol scope could work for that, as it is designed to be used further from the eye. The initial speed, since 0.59, is determined by the ammunition type. Previously the initial speed was determined by the magazine type (IIRC, once upon a time, AUG magazine = more speed than, and if things work as suspected, more damage than STANAG magazine). The Model 70 (Alaskan...) has a 25-inch / 63.5 cm barrel compared to the 60 cm / 23.6" barrel on a standard CZ 550. You might get velocities averaging 1% higher. However, I would also like to see the effects of barrel length added. It would make quite a difference for certain weapons (eg, AKS74U, Longhorn pistol, sawed-off rifles, Repeater vs Magnum, etc).
  5. -Gews-

    AK Magpul stuff

    The Magpul furniture should not provide those buffs in the first place—and being completely different firearms and furniture designs, even within the current DayZ-verse the same buffs may not apply to both. I would like to nitpick the AKs, and have said they should be spawned as different variants (AKM, AKMS, AK74, AKS74, AK74M, etc). Also applies to the FAL... and other weapons.
  6. -Gews-

    AK Magpul stuff

    That's where you lose me. It's a brand. These items provide no unique in-game functions. We also have a Troy stock for the M4A1, that doesn't mean we 'pretty much have to have' Troy's AK forend. We have a Midwest Industries' AK handguard and top cover, doesn't mean we also need to have Midwest Industries' two-piece AR forend. If someone said "M4 has a scope, AK needs a scope" that makes sense because a scope provides a certain capability. These don't. The average AK in this game is already too customized and it is not worth creating cosmetic parts only to have them spawn on a minute fraction of AKs, a minute fraction being the only way this would be somewhat acceptable. The vast majority of players should be using AKs configured 'as issued'. Arguable when one of the common modifications seems to be AK to AR stock adapters. Not these Zhukov and MOE stocks and forends, which were only introduced summer 2015 (likely after the DayZ 'apocalypse' occurred). The most' common' mods involving Magpul products and Russian or Eastern European troops seem to be fitting the MOE AR stock and/or a Magpul foregrip.
  7. -Gews-

    AK Magpul stuff

    Some military personnel use or have used Magpul products. Esp. magazines and mostly in Western forces. However, these Magpul AK products were designed for the commercial market, particularly in the US, and it would not be appropriate to have them on Chernarussian and Russian service rifles (cue people digging up photos of Russians using Magpul products). Particularly those ugly 'Zhukov' handguards. Which is not to say that troops here and there may have purchased various aftermarket parts and been allowed to install them on their rifles. The argument isn't compelling. We don't need "brand X" AK furniture just because the M4A1 has "brand X" AR furniture. Already the average AK in this game is far too tricked out.
  8. -Gews-

    why not ?

  9. -Gews-

    Best combo weapon in the game ?

    May 7th, 2015, with the release of 0.56 experimental branch, which gave the ability to detach the 'pistol scope' from the Longhorn. Before this the zero distance was fixed at 100 m. Doesn't seem intentional. However, it doesn't show up on screen, so you must count in your head. Rifles inherit this line from "class Rifle": weaponInfoType = "RscWeaponZeroing"; but "class Pistol" is missing this, so it's an invisible feature. If you could place the same scope on a rifle you would see the numbers. Easily tested on a wall a short distance away, press Page Up a few times and watch the bullets strike far above the point of aim. If you stand 100 m off, it should be about 1 m high set to 800 m.
  10. -Gews-

    Close Quarters Ballistic Combat: How?

    I like to channel them into a narrow shooting gallery, for example, have them chase me down a hallway, through a door, through a gap in a wall, those up-and-down metal stairs over pipes in industrial areas, etc. This way they can't circle me and the jukes are very limited. Of course, there must be an exit. Don't trap yourself. This was my technique using the bow, not firearms... those should be easier.
  11. -Gews-

    I keep spawning in as a zombie

    I saw people complaining about this on Reddit:
  12. -Gews-

    Best combo weapon in the game ?

    Better if they required you to fold the stock for storage and unfold for proper accuracy, but if they must choose one animation, which is the case, it should be unfolded and held as a carbine. It has a stock for a reason. In ARMA 2 it's held like a pistol because all the pistols use the same animation and it was easier to use that than create a new one.
  13. -Gews-

    Best combo weapon in the game ?

    All weapons are weak when hitting in the arms. It actually does have zeroing, 50-800 meters (50, 100, 200...). I prefer to set it to 200 and go from there.
  14. -Gews-

    damage done by wolves

    I don't think they should be a 'real threat' in most cases. Wolves are too aggressive right now. But most players would rather see the ravenous "big, bad wolf" than realistic behaviors based on the research of wildlife biologists. As a compromise the AI could be changed so the wolves do not always rush to attack and tend to go after lone players rather than groups. A group of people armed with firearms should not be concerned about wolves. The 'survivalist' with his fishing rod and bow, all by his lonesome, okay. Players should not be able to outrun and outmaneuver wolves.
  15. -Gews-

    Sa-58 Rate of fire, other weapon changes

    Indeed. These details are all clear in the manuals.
  16. -Gews-

    Sa-58 Rate of fire, other weapon changes

    The class name for AKM was "AK_47_M", IIRC. Someone going through the config probably saw this and saw fit to "correct" the in-game description.
  17. I say one of the shorter lengths because these are much more popular in Cowboy Action shooting, which would presumably be the backstory. In addition a 7-1/2" .357 SAA clone will be heavier than a 7-1/2" .45 Colt by around 5 oz / 150 grams, affecting the balance.
  18. Hate to rain on the parade but I don't like to see weapons I consider "out of place". Since DayZ has a very limited weapons list, only the most common types of firearms in similar real-world locations should be put on that list. You point out the Repeater is in the game, but I don't think one "out of place" weapon justifies another. If it were up to me I would simply delete the Repeater, Red 9, derringer, Amphibia, and a few others too. Anyways, if a single-action revolver had to be included, the obvious choice would be an Italian SAA clone with a 4-3/4" or 5-1/2" barrel chambered in .357 Magnum.
  19. -Gews-

    Any love for the crossbow?

    I never used this much, I prefer bow for archery challenge and rifle for serious play. It's not horrible. I did hit a zed around 200 m away on the first shot. Not a one-hit kill at that range. However I shot several arrows firing at people peeking out a second-story window from 150 m, couldn't see the impacts at night and was unable to connect. Short range weapon with extreme trajectory. Best if you keep the scope zeroed to 50 m.
  20. -Gews-

    Any love for the crossbow?

    This weapon is much too large to fit inside a backpack, even if you removed the limbs. I made a little sketch to demonstrate this point over a year ago (M4A1s for comparison). It's as long as the rifle and with the limbs, as wide as the rifle is long. It's not small by any standard. Another example: Also, right now it makes a faint "peeew" sound. It should make a fairly loud "CLACK", or "THWACK", or "THUNK", depending on your point of view. But not "peeew".
  21. -Gews-

    Kashtan scope guide

    Kashtan scope guide, 0.59.131121 The Kashtan is the civilian version of the relatively new 1P78 series military optics. There are different versions of both. The one in DayZ has a reticle with three chevrons and is intended for the 5.45 mm cartridge. The scope is to be sighted in so the top chevron puts the bullet at 400 metres. The two lower chevrons are for 600 and 700 metres. Under the top chevron there's supposed to be a tiny dot for 500 metres, but it's not visible in the DayZ version (there's a smudge that looks to me like a vestigial dot, maybe it was too small to be defined). The scope is not meant to be adjusted in the field, on the fly, it is a "set it and forget it" affair. The real scope is 2.8x magnification, the DayZ version is just under 2.2x. In DayZ the Kashtan scope is the subject of many complaints. Using the scope on the AKM results in a very high trajectory. As mentioned above, the scope is "zeroed" at 400 metres. In real life one wouldn't sight in this scope for 400 metres with 7.62x39 but in DayZ we don't have a choice. The scope says "400", to reach that distance with the AKM it has to throw the slow 7.62x39 up in a big arc. To hit that range it has to double the launch angle compared to 5.45 mm. It would be better if a specific launch angle was defined for this scope instead of a range... that's closer to how things actually work. On a side note, in real life there is an AKM version intended to be sighted in at 300 metres which would give a better trajectory. Anyways, I spent some rounds making tests on this optic. The coloured lines show, from top to bottom, the points of impact from 100 to 800 m in increments of 100 m. The green line is the 400 m zero. AKM with Kashtan AK74 with Kashtan VSS with Kashtan Here is an alternate version, this time showing the range values for each chevron and some other points of aim. This patch has no rangefinders and these tests weren't too comprehensive so consider these numbers approximate. AKM with Kashtan (version 2) AK74 with Kashtan (version 2) VSS with Kashtan (version 2) Rangefinding It's possible to use the reticle as a rangefinder. I don't think this method very practical, but here it is. If a character is of equal height to the outermost vertical bars he is about 330 metres away. The same thing for each bar going inwards, roughly 400, 500 and 600 metres, and the large vertical bar at the bottom, 160 metres.
  22. -Gews-

    Kashtan scope guide

    FOV is now locked for optics and in addition this optic is modeled in 3D space, not a simple overlay like the 'hunting scope' or PSO-1, etc.
  23. -Gews-

    Kashtan scope guide

    Finally got around to adding the VSS. Pretty loopy. Here's a diagram of the trajectory with this scope, compared to the AK74:
  24. -Gews-

    Remove hip-fire reticle definitely

    I'll copy/paste my comment from there: "The dynamic reticle is terrible. I think a reticle can be done in an acceptable manner as one lacks proper depth perception and proprioception in DayZ (if the reticle doesn't allow unrealistic accuracy, I don't see the problem)."
  25. They don't label it "Hardcore" anymore. Changed to "First Person" with patch 0.48, and then "1st Person".
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