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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    Does headshots count on animals?

    Last time I checked, headshots do not count on animals. On some animals there were strange weak spots.
  2. -Gews-

    Hit zones and damage ?

    You have head, brain, arm, hand, leg, foot, and torso. I think this is still up to date.
  3. Gunter 2 0-60 mph: 12.2 sec 1/4 mile: 18.6 sec @79.5 mph top speed: 173 km/h, drag limited (107 mph) fuel consumption: 6.5 L/100 km (36.2 mpg) Sarka 120 0-60 mph: 22.8 sec 1/4 mile: 22.6 sec @ 59.0 mph top speed: 119 km/h, drag limited (74 mph) fuel consumption: 7 L/100 km (33.6 mpg) Olga 24 0-60 mph: 14.4 sec 1/4 mile: 20.3 sec @ 67.7 mph top speed: 144 km/h, redline limited (89 mph) fuel consumption: 13 L/100 km (18.1 mpg) Ada 4x4 0-60 mph: 18.6 sec 1/4 mile: 21.7 sec @ 64.0 mph top speed: 138 km/h, drag limited (86 mph) fuel consumption: 11 L/100 km (21.4 mpg) 0-60 and 1/4 mile times used a 1 foot rollout.
  4. -Gews-

    Vehicle performance tested

    NWAF is too small for top speed tests, I tested on the coastal highway but I ran out of room with some cars, so I made my own map to confirm the "Gunter 2" and "Sarka 120" top speeds. It's entirely asphalt with a flat canyon 20 km long. Lots of people had Gunter up 180, 190 km/h+ and DayZ Wiki listed the top speed as 192 km/h. But that's only possible with gravity assist. On flat roads it stops accelerating at 173 km/h. Also, I discovered what seems to be an absolute limit of 320 km/h vehicle speed. Jumping from a car at this speed seems to have no ill effects! I don't know why they added such a feature! They are pretty weak: Sarka 120............50 hp Ada 4x4...............72 hp Olga 24...............99 hp Gunter 2............134 hp Online sources seem to say 19 or 20 seconds for 0-100 km/h (0-62 mph) for Skoda 120 (Sarka somewhat slower), and top speed of 119 km/h is much less than claimed 140. For the Lada Niva 1600, it's 22-23 seconds for 0-100 km/h (Ada somewhat faster). Top speed slightly higher but not much, 138 km/h compared to 130-132 claimed. GAZ-24 I'm not sure about, the game performance matches some car simulation programs, but I think "Olga" is faster than real life. Most sources say it took 20+ seconds 0-100 km/h. Top speed matches because of redline. "Gunter" is slower than real life in both acceleration and top speed. They gave it the Mk2 GTI specs for the 2.0 16v engine. Real life Mk2 GTI did 8.4 seconds 0-60, 16.8 second 1/4-mile at 85 mph, and top speed was about 210 km/h. I noticed that there's a problem, the horsepower is not making it to the ground. Or the cars have too high drag coefficients. Not sure which. But 134 hp even with 20% loss for drivetrain etc, should be enough to push the Gunter to 211 km/h. Instead it seems like almost half its horsepower is disappearing.
  5. -Gews-

    Why is it so difficult to drive?

    The client-server communication I don't know if they can ever fix. But since this thread was posted they fixed the brakes somewhat, in Patch 1.08. Why they released a game where braking sends you into four-wheel skid and didn't improve it for 7 months, I don't know. It didn't feel like a full release to me. From that one change vehicles drive significantly better now. "Changed: Vehicle brake power is now increased over time instead of instantly" This was not a bad run. Handling is still terrible and slow to respond. Modding values shows there's maybe some potential for improvement.
  6. -Gews-

    We got helicopters yet?

    You can fly helicopters via mods like DayZ Expansion. However, these scripted helicopter mods are not of the same quality as Bohemia-made helicopters in other Bohemia games. And you couldn't expect them to be.
  7. -Gews-

    We got helicopters yet?

    Unfortunately, helicopters "will 99% not make it into the game". From Community Manager Jakub Vambersky on Reddit (u/jakub_bohemia): "What Peter is saying in regards to the helicopters and other desired features is that they were indeed promised by some of the devs who were publicly expressing their wishes for the future of the game and showing off features that were not officially planned (My note: These announcements will be unfortunately haunting us for the foreseeable future : / )" continuing... "I have not been part of this community for years like you guys have and so it took me some time to do some digging and to find the exact reasons why the helicopter will 99% not make it into the game. There was some work being done on them and yes, it was even put in the plan in 2015 and teased in 2016 (Peter doesn't mention this). After that, we have run into several problems, however. We wanted to have features that not only work, but are also not exploitable. Helicopters were supposed to be a complex feature with lots of moving parts. Add the engine change and the helicopters became a very problematic and time-consuming feature. You are right, it doesn't hang well but unfortunately, it is the truth."
  8. -Gews-

    Will cars and lag ever be fixed?

    I doubt this will be fixed. The main problem here is the decision to use server-side car physics, vs the client-side physics we have in ARMA. A very strange choice IMO. ARMA cars have issues with desync, a typical example would be travelling in a convoy, and if there's some desync between players, the car in front or behind you teleports backwards or forwards and causes a crash, but driving your own car around? There's almost never any problems because it's all handled on your computer. It seems like a difficult problem to fix, and DayZ has already reached "1.0", and the development has been very much scaled back. They have been trying to improve this for ages and it still happens. So don't wait on an absolute "fix."
  9. 7.62x39mm airFriction is actually good at -0.00145. Or as the DayZ wiki claims, -0.00143. I don't care to dig in files right now but either of those is decent. Actually, last time I tested, which was some months ago and again, I don't feel like firing up the game to see if it was changed, there seemed to be an unintentional cap on the rate of fire, as none of the weapons fired faster than 600 rpm. Eg, the MP5K reloadTime should give a rate of fire of 900 rpm, but still it fired only 600 rpm. If I made new modded weapon class it could fire faster, so it must be a config error by the devs, I guess something with class inheritance. But there is another problem, I found that I could make weapons fire at up to about 900 rpm, and then it would not go any faster... making a 1200 rpm weapon in the config only resulted in 900 rpm when you fired it. The exception was that I could make a gun that fired ~1800 rpm. But nothing worked in between 900 to 1800, and nothing worked faster. I expect it's not fixed either because I made a feedback ticket but it went unanswered: https://feedback.bistudio.com/T148987 Yes, mods can change it all, "MoreGuns" for example rebalances some of the figures, or "CashewSan" on DayZ modder's Discord server made a universal ammo types mod, so that instead of making redundant ammo types for each different mod, the authors could use his universal ammo instead, however this one didn't alter the default rounds. The thing is, DayZ doesn't have the "rivet counter" milsim type of community who really cares or obsesses about weapon realism. There is nothing like an ACE mod for DayZ, there's no mod on there which fixes weapon details nicely. For damage, I think most just pick numbers which "seem good". And a bit finer points like the airFriction value, I haven't seen done at all unless provided. Maybe someone did it since though (doubt). There are mods on the Workshop that give 200 damage to a .50 BMG, and there are mods which give 2000 damage to the 50 BMG (real example). Typically it's a new config, with new values.
  10. He's still at it with the jokes
  11. Former DayZ creative director Brian Hicks made a joke about this topic on the DayZ "Trello" account, where the developers had previously teased works-in-progress, by moving items like the helicopter or motorbike from "In Progress" to a new category called "WTF HAPPENED". as;ldkjas.
  12. It has not been "abandoned", but development has been sharply scaled back, updates are far and few between and many long-awaited features are never coming. I believe there are only 10 developers working on DayZ at the moment. Compared to 80 developers in 2018. Initially they told us the team would not be reduced in size during 2019, but they backtracked because only a few months into 2019, a large amount of devs left DayZ to work on "Enfusion technology". According to "DayZ in 2020" status report, the only promised features this year worth noting are: - broken bones Of course, there were a bunch of other tweaks, balancing and bug fixes they mentioned, and basic things like putting old guns into the game once more. But the only promised feature that really stood out to me was broken bones. According to community manager Jakub Vambersky, "helicopter will 99% not make it into the game." So.
  13. -Gews-

    Animals Weak Point

  14. -Gews-

    How much damage does 9x39mm do?

    It does 95 damage plus armorDamage=3 which means it ruins armor 3x faster.
  15. ARMA and DayZ have always been known for relatively realistic combat and ballistics. Unfortunately, thanks to recent changes, DayZ no longer has any form of 'realistic' ballistic values. This needs to be fixed. I noticed some weird values in the projectile config and going through, I realized that DayZ's realistic ballistics have been changed into complete nonsense! Here are some examples: 1. Shotgun pellets have a muzzle velocity of 350 metres per second, but even if you point the gun high up in the air, the pellets hit the ground after only 75 m due to crazy airFriction SIX TIMES higher than realistic. 2. The 7.62x54R has an airFriction that is over SEVEN TIMES higher than the .308 Winchester. 3. The 7.62x39 has an airFriction that is over SIX TIMES higher than the 5.45x39. 4. The 9x19mm has an airFriction that is over DOUBLE that of the .22 LR. All of these are brand new values, so it's not like they changed the .308 and left the 7.62x54R alone, and that's the reason for the difference. Nope, both were changed but one was given seven times higher airFriction. Those are just some of the most obvious examples. Almost every single round has incorrect ballistics. What makes this more annoying is that they already had decent values. Way back in patch 0.34 they fixed many of the incorrect placeholder ballistics. It seems with patch 0.63 they've gone and unfixed them! To be fair, I don't know if they've changed how this part of the engine works. That being said, there is no engine in which you give a 7.62x54R SEVEN TIMES higher airFriction than a .308 Winchester. The shotgun pellets DO ONLY GO ABOUT 75 METRES, which roughly matching my calculations that are based on how the game worked before. So I'm going to make the assumption that the ballistics works more or less the same, and that whoever put these new values in made some big mistakes. [EDIT] Did testing, confirmed airFriction works the same as it always has. Suspicion was correct. See reply below. Based on the above assumption, here are three crazy facts about 0.63 ballistics: Fact 1. At 2,000 metres the .308 Winchester would still carry half its energy. In real life it loses half by 350 m! Fact 2. Buckshot pellets would lose half their energy after travelling 3-4 body lengths (only 6 to 7 metres). Fact 3. At 1,000 metres the 5.56x45 would have over FOUR TIMES the energy of the much larger and more powerful 7.62x54R. To show how bad the changes are, here's a graph which compares predictions for the 5.56x45 in 0.62, the 5.56x45 in real life... and the 5.56 in DayZ 0.63. I have no idea how they came up with these values, most of which are pretty specific. For example, .357 Magnum at -0.000599. Wow, -0.000599 instead of simply -0.0006. We're talking a small percent of one percent of difference there. I can tell the devs did some research for the initial muzzle velocities and weights, but not always thoroughly. For example, the 5.45x39 has been given initSpeed/typicalSpeed of 880. Well, that's the nominal velocity out at 25 metres from a test barrel. Someone looked that up, either Google or checking ARMA 3. But the bullet starts at the muzzle, not at 25 metres, and from the weapon's muzzle it should be 900 or more. Here are some values I came up with, which are fairly realistic. Some of these could be further fine-tuned, and I will add missing rounds like 9x39 later. SUGGESTED VALUES Ammo type, initspeed/typicalspeed, airFriction 12 gauge 00 buckshot, 404, -0.008 12 gauge slug (Brenneke), 415, -0.005 5.45x39, 900, -0.00117 (for 7N10) 5.45x39, 900, -0.00125 (for 7N6) 5.56 NATO, 940, -0.00124 (for SS109) .308 Win, 853, -0.00101 7.62x54R, 845*, -0.00096 7.62x39, 730✝, -0.00144 9x19mm, 360, -0.0023 .45 ACP, 260, -0.0008 .22 LR, 380, -0.0025 .357 Magnum, 445**, -0.0026 *average of Mosin/SVD **compromise value of revolver/carbine ✝compromise of various weapons Feedback tracker: https://feedback.bistudio.com/T133383 Related thread from 2014: https://forums.dayz.com/topic/157148-correcting-sa-ballistics/
  16. Unfortunately you can't use real life anatomy in DayZ. Here's my rough version. My aim points for one-shot kill don't cover any vital organs. You need to hit the specific spot. I made this video as an example:
  17. Automatic weapons. Saiga with buckshot. They are too tough and head health was doubled for some reason. If you shoot a stag in these specific spots with a .308 or 7.62x54R, it will go down in one hit. Front leg is easier. If you miss by a couple inches it will run away.
  18. -Gews-

    Night time brightness xbox

    I remember when 1PP used to be called "hardcore" and 3PP was just regular. But they removed the labeling in patch 0.48, because apart from the camera, the gameplay and survival mechanics on both types of servers were the same. And besides being misleading, it may have offended some 3rd person players. But I guess with this change, the 1PP can be called "hardcore" again.
  19. -Gews-

    Death animation rework

    I heard people can glitch into bases by knocking their friends out beside the wall. I haven't tried that. Losing loot is bad but for me the worse part is that I think the canned death animations look dumb. Ragdoll was removed because it was too hard to sync position of the ragdolled body between the client and server.
  20. -Gews-

    What happened to the weapon damage?

    It only requires 30 damage to kill someone with headshot. Mosin does 110 so I can't give an explanation for that not killing with headshot. But still, 30 damage. Meaning you can't kill them with .22, .380, and 9mm in one shot unless you hit the smaller "brain" hitbox: As for stuff like Mosin vs fresh spawn head and such, there's always lag, bugs and other problems. But that's not by design. And in addition I don't trust video clips where it's unclear. Did you really hit him in the chest/head/wherever? Let's see the server logs.
  21. -Gews-

    What happened to the weapon damage?

    If you hit the chest it should kill him (110 damage/100 health). If you hit his arm, no (36.3 damage) or his hand, no (11 damage). If they have no armour it should be 1-shot kill to 400 m.With plate carrier half that.
  22. -Gews-

    Bk 18 scope/different calibers?

    It never had a scope. Maybe the pistol scope could fit on it but eye relief may not be realistic. They could make a lot of different calibre versions and of the other weapons too, but most players won't like a simple copy-paste-relabel of existing weapons.
  23. -Gews-

    DayZ in 2020

    I think helicopters are unnecessary or silly in some ways. It's not exactly practical or setting-appropriate. Seeing the "classic" DayZ Takistani Huey especially. And seeing how getting an old car to run requires several parts, multiple fluids and containers for such I don't want to think about a heli. But it was in the mod, and it was promised. And many people enjoyed flying them and the interesting situations which this lead to. Along with the other aerial vehicles: "Meet the Bumblebee. This utility airplane used mostly for crop dusting will be the first airplane introduced into the world of DayZ."
  24. -Gews-

    DayZ in 2020

    Too much backlash IMO but I could be wrong. They released another early access survival game before DayZ reached 1.0, and they also released a paid DLC before DayZ reached 1.0. But I think they would realize that making people pay for a heli DLC would be a step too far.
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