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Everything posted by -Gews-
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This was typical scenarios running off my hard drive. Obviously, unplayable. Moving DayZ to an SSD fixed it. Didn't fix apparent memory leak gobbling more and more RAM and after 30 minutes, 1 hour, causing stutters and frame drops.
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A lot of the forum moderators haven't visited these forums for months, actually many of them haven't logged in for years, in fact. It's very weird, the management of this forum since it transitioned from an ARMA community mod, to an official Bohemia game, but this community forum became the official game's forum, so I assume at some point Bohemia took control of the forum. And around this time the old community moderators suddenly became less active and less visible (maybe they just lost interest in DayZ), but in any case there seems to be little site management or interaction from any staff on this site nowadays. However they still do clean the site. They removed spam I reported recently. It's just delayed and probably only a couple people doing it. Here is a list of date various forum staff members last visited, without the names: "DayZ Community Support" (these are Bohemia employees) March 2, 2021 September 18, 2020 January 15, 2019 October 10, 2018 "DayZ Developers" March 1, 2021 February 23, 2021 February 16, 2021 "DayZ Forum Team" (these are the OG forum moderators since DayZ mod times, to my knowledge none being Bohemia employees) February 24, 2021 January 25, 2021 April 7, 2020 March 2, 2020 September 7, 2019 June 17, 2019 January 31, 2019 December 12, 2018 "Web Development Team" (Bohemia employees I assume) November 12, 2020 January 3, 2019 And one random guy, I guess a test or alt account for unknown reason: August 16, 2018
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What also hurts is this terrible night color saturation we have now. In old DayZ standalone versions and in ARMA, at night, like in real life, you would lose most or all of your colour vision as you do in real life. Cones and rods, etc. The ARMA devs made this feature for extra realism and immersion. But now when it's night, you still have plenty of colour! It's just darker colours. They pulled (or failed to replace) this feature that was previously in the game. Old DayZ, mostly greyscale nights, unless you have a light source such as a street lamp, fireplace, flashlight, in which case you can see full colours in the area illuminated. New DayZ, weirdly coloured nights. It looks weird because it's unnatural to see so many colours at night. This is midnight: Example of providing light revealing colours. Pretty dated now (ARMA 2).
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Comparison to ARMA 2, no clouds/fog, same dates. Notice the bluer sky as well. DayZ ARMA 2 DayZ ARMA 2
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Characters running speed is unrealistically high
-Gews- replied to Top Flanker's topic in Suggestions
1 km/h? Nope, I tested swim speed ages ago. The character swims much faster than that. Breast stroke: ~1.56 m/s (~5.6 km/h) Crawl: ~1.61 m/s (~5.8 km/h) (in 0.61 patch) -
Characters running speed is unrealistically high
-Gews- replied to Top Flanker's topic in Suggestions
Did you test the speed? It's about ~23.15 km/h and the character can't keep it up forever due to stamina bar. After than runs out it drops to jog at ~14.7 km/h with short sprints as stamina regenerates. Not that fast for basic character without guns and backpack. However it is NOT as realistic as ARMA 3. Gear does not affect the running speed so characters are generally moving too fast. Along with player controller allowing unrealistic zig zag movements (try rushing across open fields like this in ARMA 3). Development already peaked long ago, it will not be changed in any significant way now - major new mechanics not happening. DayZ is also a more casual fan base than ARMA 3 and most players don't want realistic stamina, already they are running for long distances. Even in ARMA 3 they had to remove their earlier stamina system and replace it with dumbed-down version, because ARMA 3 players complained it was too hardcore for them: -
I don't think they will change it, too much effort and they don't attach scopes to separate mount in this game. Plus they want to make it "different" from VSS. The canted iron sights are dumb. Mount is NPZ: Western optics or picatinny rail is not really so weird especially for special weapons.
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All automatic weapons have the same rate of fire, will this change?
-Gews- replied to CNB's topic in General Discussion
On some of them the devs attempted to set the correct rates of fire but there's a bug / improper configuration which means all the automatic weapons in the game are actually capped at 600 rpm, some shoot slower (Saiga/"Vaiga") but none are faster. MP5K, UMP, AK series, M4A1, FAL, VSS, Skorpion, all fire at 600 rpm. There's also another problem affecting modded weapons where you can't set a rate of fire faster than 900 rpm, except if you want 1800 rpm specifically. -
That problem is with 5.45, the velocity tweak is for 5.56 which doesn't have that issue. 5.45 can also use a velocity tweak of +20 m/s because they used the 25 m velocity instead of the 0 m velocity. Looks like 5.56 is reduced to 910 m/s from 1000 m/s, close enough, I would have given it 900 m/s for 16" barrel and NATO green tip ammo (which makes most sense), ARMA 3 gives it 920 m/s typicalSpeed. Various weapons and planned weapons in DayZ would range from about 865-970 m/s with same ammo. The 5.56 still needs proper airFriction however, at the 910 m/s with green tip SS109 that should be about -0.00127 +/- (in 0.62 was -0.00129) This current airFriction of -0.00105 is way too low, not sure how they got that one. It would be worth a 20% shorter range until damage dropoff. Compare that correcting 5.45 airFriction would give 400%+ shorter no-dropoff range.
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It has no damage drop because it doesn't lose the ~30% of initial velocity for well over 1 kilometre. If they put a proper airFriction then damage drop would start at ~275-300 m.
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What do you mean "invisible"? Translucent? In ARMA 3 the units sink into the ground at long distance to kind of simulate hiding in grass.
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Should a DayZ vet make a return AKA are the "flavor features" there already?
-Gews- replied to p4nnus's topic in General Discussion
Helicopters "will 99% not make it into the game" according to community manager earlier this year. Namalsk is not official, but the creator is also the DayZ project lead so maybe some people got confused by this. -
Last time I checked, headshots do not count on animals. On some animals there were strange weak spots.
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You have head, brain, arm, hand, leg, foot, and torso. I think this is still up to date.
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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.
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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.
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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.
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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.
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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."
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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."
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question regarding modded weapons and weapons/projectiles stats
-Gews- replied to moeb1us's topic in General Discussion
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. -
Public (and press) reception of DayZ in 2020
-Gews- replied to emuthreat's topic in General Discussion
He's still at it with the jokes -
Public (and press) reception of DayZ in 2020
-Gews- replied to emuthreat's topic in General Discussion
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. -
Public (and press) reception of DayZ in 2020
-Gews- replied to emuthreat's topic in General Discussion
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.