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Everything posted by -Gews-
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I hope this doesn't mean exploding into fire... classic ARMA... Excellent (assuming speeds are based on real life). Will be interesting with this one (25 cm barrel, E0 ca 2.0 kJ): I remember an old status report mentioned 'barrel swaps'. With the modular weapons, it's okay.
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The sway is exaggerated and unrealistic. However, just for starters: -your sights are always perfectly aligned with your eye -front sight, rear sight, target and everything else are always in focus -you don't have to apply a force of several pounds to your weapon when you pull the trigger -no flinching -no wind Etc. So I see the exaggerated sway as helping to account for those missing challenges. I don't know if that was the devs' intent. If they are going to significantly tone down the sway, they must add other obstacles to aiming. Clicking on people is pretty easy.
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Which ones? Strange, they seem pretty similar to me. DayZ Mod accuracy (heyday, maybe outdated): AKM 0.00195 AK74 0.00125 M4A1 0.00175 CZ550 0.0005 DayZ SA accuracy: AKM 0.0013 (standard furniture) AK74 0.0018 (standard furniture) M4A1 0.0012 (standard furniture) Winchester Model 70 0.00075 (+ hunting scope) I don't like it either but I suspect the reason is somewhat different.
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My workaround for recording. More convenient than going into menu. When you tab back to the game, you should see the Shadowplay recording icon turn dark. If the icon is light, the recording will be too dark (Alt-Tab again).
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Seems like a rhetorical question. Some servers don't allow this. Tent barriers is clearly not an intended feature so I expect it will be fixed at some point.
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Nyet! Too accurate!
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Please elaborate. Why do you need to rent your own public server? That's what private hives are for. A 'no KOS', 'no deathmatch' public server is just another loot farm.
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Why does it still feel like im 'driving' a tank, instead of a dude wearing a t-shirt.
-Gews- replied to stilton's topic in General Discussion
My slider in 16:9 maxes out at "74.669". However, that number doesn't represent the field of view in degrees. The real horizontal field of view at that setting is somewhere over 100°. -
"Care to trade?"
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Why does it still feel like im 'driving' a tank, instead of a dude wearing a t-shirt.
-Gews- replied to stilton's topic in General Discussion
New, player, controller. Kinda feels like a meme but there it is. Fingers crossed! More limited now. In 1st person you can max out FOV slider in settings then lock it out even further (IIRC default double-tap Num -). -
Got taught a lesson for Alt-Tabbing...
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I would like it if people couldn't bust through any locked door by whacking it a couple times. Those solid steel prison island cell doors should be completely impassable when locked. You used to be able to trap folks in churches but that doesn't work anymore.
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This was, of course, my idea of an April Fool's joke. *sigh*
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New ammo type in weapons_ammunition.pbo? Maybe for Skorpion? Viewer previews: 32auto_25RoundBox.p3d 32auto_LooseRounds.p3d
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Item sizes don't make sense in many cases. I don't think stock and pistol combined should take only 2 slots inside inventory when the pistol alone takes 4. The stock/holster should have to be its own clothing item to give a storage advantage.
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Breaking Point?
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On one hand, why not, we can carry double-carry sledgehammers, etc. On the other hand, why not two of any projectile weapon? I suppose don't have a real problem with the improvised bow going in melee slot because it is a 'pointed stick' + rope and also in a different class from firearms gameplay-wise. However, the crossbow, no. Not unless the other long guns can also be placed in the second shoulder slot.
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It's been over a year without beans, no?
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Uh... there are no rack and pinion physics, it's just synced animations. Seems like you misinterpreted this quote: Status Report, 24 January 2017: "About the new player controller - we are finishing network synchronization of our new animation system. The next step will be the ability to control vehicles using the new character. This will be another big change, because now you are controlling the vehicle directly and character inside vehicle is controlled by vehicle simulation. This change will simplify vehicle synchronization and can also introduce some more options for modding." By "response time" I assume you are referring to the delay as the character turns the wheel. I believe that is there to allow users of WASD or arrow keys to drive a bit more smoothly (in theory). From ARMA 3 devs: "[. . .] pressing turn keys gradually turns the steering wheel, which prevents over-steering the vehicle." If I understand correctly, you have assumed the player gives the input "steer" to his character, and the character then steers the car's wheel, and that is the reason for the delayed steering—but that's not the case. Hopefully the end result is more controllable. A party bus is supposed to be fun!
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Your OCD will love to know that 'pristine' items in DayZ often spawn with a significant amount of wear and tear on them, with no way to tell. Heh.
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Some info on buckshot: Buckshot currently has the following stats: hit = 6 hitShockHead = 20000; hitShock = 400; hitBlood = -200; hitHealth = -200; bleedChance = 2; airFriction = -0.00096; initSpeed = 404; So first off, hit value, the main damage figure. It sits just above the .380 ACP. The 'standard' American ballistics for .380 FMJ are 95 gr, .355" bullet at 955 ft/s from a 3.75" test barrel, the muzzle energy is 192 ft lb. A single pellet of 00 buckshot (.33" diametre) weighs about 54 gr and gives a nominal 1,325 ft/s from a 30" test barrel, for 210 ft lbs of energy. They both have adequate penetration (20+ inches in bare gelatin). So, the damage value is placed appropriately relatively speaking, maybe a bit high, but it has less hitBlood (-200) and slightly less hitShock (-400) than regular bullets, which (all except the .22 LR) have -500. The hitShockHead and bleedChance values are the same. So with those complicating factors it's tough to say. The main problems: The airFriction is too low, it's a copy-paste, probably unintentional, from the 7.62x54R. So this gives the DayZ buckshot a G1 ballistic coefficient of around .45 over 50 m... for comparison the .308 M80 (real life) is about .39, the 5.56 SS109 is about .30, etc... pretty silly (edit: for comparison, real life 00 buckshot would be approximately 0.04 G1, although that drag model is not appropriate). The airFriction for a 00 buckshot pellet should actually be around -0.008! A pellet of buckshot is the ballistic equivalent of a Wiffle ball. Lead round balls bleed off their speed horribly. At 50 m a 00-size pellet starting at 1,325 ft/s has lost well over half its energy. That will lower downrange damage in DayZ, but since that's based on v/v0 and not (v/v0)² it won't be too terrible. Patterning: the old rule of thumb is that buckshot spreads at 1" per yard. Like most rules of thumb it's just a very rough estimate and the actual patterns depend on the type of buckshot, the gun, choke, etc. Rule of thumb tends towards the larger sizes at typical distances (25 yards or less). Anyways, for comparative purposes, one inch per yard comes out to 1.59 degrees. The shotguns in DayZ have a 3 degree spread (6 degrees for the sawn-off IZH43). Within the typical effective range, the outside dimensions of the patterns are significantly larger than real life, particularly for the sawn-off version. Here's one test of various makes by Shooting Illustrated But shotguns in DayZ have a semi-fixed pattern and fire 11 pellets (as opposed to the standard 9-pellet, 2-3/4" 00 load). The DayZ pattern consists of one central pellet and two rings. The outer ring has six pellets and the inner ring, four. The impacts are fairly evenly spaced. Not very realistic and needs extra consideration. Here's an example pattern placed on a running figure. The left pattern is the spread of MP133s and the full-sized IZH43 at 25 m. The right pattern is the spread of the sawn-off IZH43 at 25 m, or the spread of the other three shotguns at 50 m. After a certain range the outer six pellets are completely useless, but the inner five stay useful to a good range. The shotgun has a large dispersion (which is a separate value from that which dictates pattern size), so the central pellet is not accurate (3 foot circle at 100 yards). However, that's still accurate enough to have a good chance of using that pellet to hit an exposed target at surprising distances, if you aim.
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The PSO-1 scope: A few questions about its current state
-Gews- replied to chambersenator's topic in General Discussion
The scope is not calibrated for a particular cartridge, the 'zeroing' system automatically calculates the required launch angle for the weapon and range in question. At long ranges the 'zeroing' system may become inaccurate, depending on the cartridge. In this case the slow 7.62x39 ceases to work after 600 m. It should work fine out to 800-1000 m for the faster 5.45x39, 5.56 NATO, and 7.62x54R. Here's an example of the nominal zeroing range versus the real ranges at which the bullet strikes the point of aim using 7.62x39: (did not test at 900 or 1000 m) No. The in-game magnification is close to the nominal figure, at 4.14x, but the reticle is improperly scaled. Here's a table for using the stadiametric rangefinder on a standing player character: In real life the three lower chevrons are intended to be used at the following ranges with the elevation turret set to 1000 m: 1100, 1200 and 1300 m. Those ranges are not relevant to DayZ combat so I doubt you are asking if the chevrons are correct at such distance. The trajectory will (of course) change depending on the selected range setting, so the 3 lower chevrons can mark 120 possible ranges for the AKs and SVD. Are the ranges they provide useful? Not so much, in my opinion. Here's a rough estimate with the 7.62x39 and a 100 m zero: ZERO............100 Chevron 1......390 Chevron 2......560 Chevron 3......670 Those are the lowest ranges the lower chevrons will provide with AKs or SVD. I don't like the jump from 100 to almost 400 m. Personally preference. I would run with it set to 200 m for the AKM, and at either 200 or 300 m for the AK-74, so-called 'AK-101' and the SVD, so as not to miss a headshot at the maximum ordinate. As far as I know the accuracy modifier doesn't change depending on the attachment's condition. -
Yes, it is. My first wolf encounter was fatal. As my body fell to the ground, the monitor showed 4458 health and 2815 blood. According to WOBO's tests there is a hidden stat (most refer to as 'bone damage', 'spinal damage', 'skeleton damage', etc) and if that stat is too low it can result in death.
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*left eye twitches*
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Lines in the sand and hollow victories, some thoughts on DayZ in game ethics....
-Gews- replied to therunningmanz's topic in General Discussion
I will use S+D if I feel like it (depends). It's too simply achieved for me to view as a real 'exploit'. That's the way the mechanics work right now, the way I see it, this is basic game knowledge and it's not my problem if other players don't know the meta. Moving in other directions, too, will also have less sway than remaining still—is it an exploit to move at all? It looks and feels stupid so I probably wouldn't use it if I was to stream. Also the reason I don't use it every time I could. I'm not going to waste my time by choosing to wait for apples or water, and I'm certainly not avoiding those easy food sources altogether, so I use those as well. That old FOV adjustment I didn't see a problem with using. It was available to everyone, had its own disadvantage in speed and if someone surprised you at a closer range, and you needed to adjust the FOV to use the PSO-1 rangefinder as intended anyways. Some scopes were still underpowered even at minimum FOV. Actually, I don't see much problem with using most of the things you mention, heh. I draw my personal line at gamma boosting, wall glitching, duping, etc. Just because (and of course, third-party cheats like TeamSpeak or Discord).