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Everything posted by -Gews-
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Whats the first thing you do when you spawn at the Beach?
-Gews- replied to john5220's topic in General Discussion
Improvised knife Forest -
Hoppers or not I don't loot those bases either way. Just sit and wait for the loot mules to appear.
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http://en.wikipedia.org/wiki/Sheet_metal#Gauge Yup, okay, you get 12.7 vs my 13.0. So close to my maul, which is as I mentioned 10.5 lbs and too heavy to be a practical weapon. However a more common weight for a fire axe is 6 lb. Would have to inspect model to check, maybe they chose the larger weight for appearance. Speaking about the fire axe, I'm not a big fan of that one either for the same reason, heavy. But the fire axe is an axe, it has a cutting edge and spiked poll, the sign is just a sign. You don't have to spend an hour hacksawing a fire axe apart to obtain a usable weapon, which no one would ever do to a street sign for that purpose anyways. Axe > sign.
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Nope, by my calculations the 13-gauge round post is ~2.28 lb/ft and the 30" aluminum stop sign would weigh ~6.14 lbs by itself. A 16 gauge post would be ~1.57 lb/ft which would still be 10.8 lbs. The U-channel posts are not too different according to vendor's sites. It's not a good weapon - they would remove the sign from the post at the very least. But I don't see someone sitting down, removing the sign, spending blades and a good deal of time sawing through the post to obtain for what would be a poor, heavy weapon. Seems like something that fits less serious, more arcade games...
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"So the weight of 3 feet" "weight of 3 feet" "3 feet" Yes, and it's too heavy to make any kind of useful weapon, especially if you intend to place it on your back and sprint across the hills.
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I weighed a felling axe, it came out to 4.3 lbs. Then a splitting maul which is way too heavy to be a practical weapon: 10.5 lbs. So the weight of 3 feet of 13-gauge 2-3/8" OD galvanized steel pipe with a 30" aluminum stop sign would be about ((((2.375/2)²*pi)-((2.1882/2)²*pi))*36*0.2836)+(((((3*sqrt 3)/2)*(30tan30°)²)*0.0808)*0.09754) = 13 lbs. FYI the big two-handed Dane axes of yore weighed about 3 lbs, haft and head. Not practical at all... can't imagine people tearing down street signs for weapons. For construction and barricading, however, that's a different matter...
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Well yes, if you point it up in the air the arrow should be able to travel a few hundred meters. The crossbow can already shoot some 365 meters so try your hand at that one in the meantime (improvised Ashwood bow only makes it 80 m). Fun fact: Mosin bullet travels up to 1,850 meters.
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And the Mosin sights are marked out to 2000 m. Elmer Keith shot an elk at 600 yards with a .44 revolver. Anomalies. Nobody is going to be "extremely deadly and accurate" up to 250 m, anyone shooting the long distance trick shots are set up on a known range with lots of practice and often a spotting scope and wind meters etc. Our characters aren't Legolas and any bow should behave as it does in real life. They should add a compound bow sometime but I think we might get another improvised bow first (the PVC bow in files).
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Change that figure to, say, 70 meters and I agree...
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That depends how much light they're producing. The light shouldn't disappear after a short distance in any case. Maybe they will fix this upon new renderer...
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Happily Find a better place to log out
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It does in both ArmA 2 and 3, it will gradually slow from 23.15 to 17.64 km/h in A2... in A3 it will slow to a crawl.
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I see? Kind of? Not really... anyways, the instaturns suck is my point. People first complain about the clunkiness and then complain about the responsiveness. Turn speed while aiming firearms is not an issue, the problem is with the rapidly darting players. Incredibly unrealistic, very difficult to hit people doing evasive maneuvers, and looks ridiculous. The desync makes it that much worse. People will easily sprint in circles and punch/axe geared players. For example the circle-running in this video posted to Reddit just the other day. Those maneuvers are not even physically possible. If that guy was out in a field and not confined to that small area, it would look and play even worse. Jog could be faster because it feels kinda slow and right now no one will use jog unless they are forced to. But if you are carrying full jerry cans or 300 rounds of ammunition, your jog should be slower than a normally-loaded player, every item should have a weight value.
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Here's another two. ZIL-130 Popular Soviet truck produced 1962-1992 Top speed: 94 km/h 0-100 km/h: - Seats: 3 Fuel capacity: 170 L VAZ-2109 Small hatchback produced 1987-2004, aka Lada Samara Top speed: 148 km/h 0-100 km/h: 16 seconds Seats: 5 Fuel capacity: 43 L
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Autumn pants and Pautrev jacket.
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Keep trying, worked for me on 3rd try.
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Go to beach. Find rock. Craft improvised knife. Cut down bush with knife for sticks. Use rags to craft splint.
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I was kitted out like this before I got wiped, which I thought was pretty good camo apart from the tanker helmet. I had the TTsKO but swapped it for Gorka because it seemed darker than I wanted against most terrain.
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How so? 360 deg = ~1.2-1.3 sec in ArmA 2 360 deg = instantaneous in DayZ Mouse acceleration, specific DPI and sensitivity don't change anything about the fact the max turn speed is way too fast in DayZ.
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Should scopes in dayz have the ability to zero?
-Gews- replied to Karmaterror's topic in General Discussion
Yup, I agree they should put a scope like this in. Cheap/older hunting scope. Slotted turrets. Sight in and leave it be, only the latter in the case of DayZ. LRS still needs mil dots and double the current magnification first. -
No beans
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You can't craft them for the M4 either. They should be removed IMO.
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