-
Content Count
6841 -
Joined
-
Last visited
Everything posted by -Gews-
-
It does 95 damage plus armorDamage=3 which means it ruins armor 3x faster.
- 1 reply
-
- 2
-
That's how it works. I don't know if it will be fixed, but most likely not. From DayZ project lead Adam Franců aka Sumrak: "this is the way distant lights work, when looking from distance, you cant have shadows on them so the effect is somewhat faked, but in many cases, it results in the light source being a lot more visible than when closer (in shadow)"
-
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/
- 44 replies
-
- 26
-
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:
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
"EXP 1.07 update today: Game Update 1.07.152937" "Tweaked: .357 ammunition damage" It's now set to 105.9 (point-nine) health damage. Last time I checked, a .357 Magnum was not over 4x more powerful than a 9mm. It does much better from a rifle but even then it's only about as powerful as 5.56, not almost 2x as powerful as 7.62x39. Such a high damage number may be a mistake; otherwise the person responsible for ammo configuration needs to do additional research on the rounds' characteristics.
-
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."
-
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.
-
I found it can look fairly bad on an object like this if you just use unaltered albedo for colour map. Although you can overdo it, with some lighting information seems much better. As to be expected of course.
-
I never liked the official "Hunting Knife" in DayZ; it's a British Ministry of Defence survival knife, ugly and crude with a fat grind, basically a "sharpened prybar". And definitely not much of a hunting knife. So here's a new one, the famous Puma White Hunter. This knife appeared in 1956, designed with input from the East African Professional Hunter's Association, and was a hugely successful, probably due to its good looks in the outdoor magazine ads. To be honest, it's also not what most people would consider a practical hunting knife. But it's a classic and it looks cool, so that's why I modelled it. Renders are nice, but now to get it in game without mangling the PBR good looks too much...
-
This will not happen. They don't work with modders. And they are not going to "merge in" the scripted helis from DayZ Expansion or whatever other mod. And I would also be surprised if they did not have some form of their own flight model already. I would like A3 type helis even if it is fairly cartoonish. I never could see them making anything more advanced. But at this stage, I don't believe we will ever get official Bohemia-made helicopters for this game.
-
Seen ridiculous examples of such on the subreddit as of late. 👀
-
Yes, but in this 2020 status report they said the team was "much smaller" since June 2019, when team members were moved to work on Enfusion. So they only kept the same team size for five months of 2019.
-
You need to edit the model so no. I haven't looked at the backpacks but you need to have the appropriate configs. Which you can observe from the game ones.
-
It's like you assumed. You create proxies for the attachments. In Object Builder/Oxygen "Create > Proxy". It will appear as a triangle, which you can link to the model to be attached. Then adjust. https://community.bistudio.com/wiki/Oxygen_2_-_Manual#Proxy_objects You are not allowed to edit their binarised models.
-
It's unfortunate to read. And it's not what we were told. From "Status Report 6 November 2018": "Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia?" "No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now." https://forums.dayz.com/topic/240625-status-report-6-november-2018/ From "DayZ in 2020" " ... some team members moved to work fully on [Enfusion technology] last June, leaving DayZ with a much smaller development team consisting of seasoned developers across various departments. While this change has obviously affected the overall development ..." From this week's report it seems like we can expect in 2020: -return of broken bones -return of more old guns -extra wrecked vehicles on Chernarus It's not exactly inspiring stuff...
-
In one report, we were told the team was staying the same size during 2019. But in the new report, we were told the team was reduced in size ("much smaller") in June 2019. From "Status Report 6 November 2018": "Is there any team restructuring going on after the 1.0 release? Are DayZ developers going to be assigned to other teams at Bohemia?" "No, we are keeping the same resources as we had this year for the year ahead. To be precise, it's 86 people working on DayZ right now." https://forums.dayz.com/topic/240625-status-report-6-november-2018/ From this post: " ... some team members moved to work fully on [Enfusion technology] last June, leaving DayZ with a much smaller development team consisting of seasoned developers across various departments. While this change has obviously affected the overall development ..."
-
That's an exaggeration. I made a dimensioned silhouette target with a couple posts in the ground to show 10 m and 25 m distance, and I tested a few weapons. Some were really bad, others very accurate. Some weapons' recoils should pretty much be switched around with each other. The AKM though is definitely more controllable than 0.5X. MP5K is like a sewing machine and spanks the UMP45. And you have to aim quite low and to the right when going full-auto with the Skorpion.