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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    compass is not pointing straight

    I first noticed I wasn't a fan of the compass when planning my swim... it's perfectly fine for pointing north-northwest but pretty poor for pointing 124° 40'. Animation + dial should be tweaked for more clarity and precision.
  2. -Gews-

    How would you combat player suicide?

    I'm laughing at this picture: Those things are 10 meters high, same with lighthouses, that means impact of 14 m/s, serious injuries. Gonna be hard to prevent people from just climbing back up and throwing themselves off again. Or they could just make it so you can't climb ladders with broken legs. Give some "crawl over doorstep" animation in exchange.
  3. Ah, I only suggested the initial velocity and the aerodynamics, no damage. ;)
  4. You are somewhere to the north or west, this happened all the time in the mod, find your bearings, point in the right direction and your character will eventually run out... or run out of life. If you just stand still it will take 2-1/2 times longer to die. http://dayz.gamepedia.com/Navigating And nah, I don't think they shouldn't add a suicide button.
  5. The files also say Ruger1022 and CZ75, but it's gonna be a CR527 in the game.
  6. -Gews-

    Ammo Calibration : Poll & Discussion

    It's usually pretty hard to miss... Rule of thumb, many of the military or ex-military guns won't have caliber markings, but all the civilian guns will.
  7. -Gews-

    location of balota airstrip?

    Run down the coastal road for about 17 km, it's on your right, can't miss it.
  8. -Gews-

    Journey to Schadenfreude Island

    Yes, server resets won't affect inventory or location (any more than they normally affect location). I wasn't aware of that, I checked if there was one too, must have missed it. :lol:
  9. -Gews-

    Journey to Schadenfreude Island

    ARMA 2, ARMA 3 editor. Haha, that's hilarious. :0 Found out someone has already been there before - guess I know what I have to do now.
  10. -Gews-

    The Curse of Green Mountain

    I wish they would implement this suggestion :lol: http://www.reddit.com/r/dayz/comments/271br2/i_hope_that_make_it_so_you_are_able_to_climb_up/ There are ladders reaching 94 meters up, although pointless, that would be pretty damn cool.
  11. -Gews-

    Journey to Schadenfreude Island

    I think you can force-feed in the water, might not be necessary though! You can eat and drink in the water and perform other inventory actions. Island 1 Distance = 44,000 meters Speed = 1.3125 m/s Time = 559 minutes (9 hr 19 minutes) Your energy has a capacity of 20,000, this gives 1333 minutes (22 hr 13 minutes). So food is not an issue. You water only has a capacity of 4,000, that's 200 minutes (3 hr 20 minutes). Water is a problem. If you had all the highest-capacity clothing and backpacks, you could store 31 canteens and 9 sodas giving 33,970 water, enough for 1699 minutes (28 hr 18 min) without even using protector cases. So the island at [44 km, 128°] is not a problem at all, you could go there and come back fine without any extra food. As for the second island... Island 2 Distance = 91,000 meters Time = 1156 minutes (19 hr 16 minutes) You could definitely get there, but coming back would be a problem. You would have to think hard about carrying enough food and water to travel both ways. I would carry a bunch of rice. Each bag provides 249 minutes (4 hr 9 minutes) of food but takes away 50 minutes of water, so say 5 bags for the return trip. There's no food on the island so this is a necessity. This would leave only 20 hours of water. So you would have to hope for rain on the island to refill the canteens. All academic though ;)
  12. -Gews-

    Journey to Schadenfreude Island

    One is 44 km bearing 128, one is 91 km bearing 125, measuring from the start point at Skalisty.
  13. -Gews-

    Journey to Schadenfreude Island

    I think you'll have to wait until they introduce the Apollo for that, but there are other islands out there... you might have to swim 10, 20 hours before reaching them, but they're there. ;) In fact with certain vests, pants, and jackets, you could carry 9 canteens and three sodas or peaches for 8-1/4 or 8-3/8 hours of water, a protector case in your hands full of canteens for another 2-1/2, and start off with 3-1/3 for a total of over 14 hours. You can drink while swimming, so that would get you to the 10 hour island. 20 hour island you'd have to hope for rain to refill along the way. In fact your backpack comes back after restarts or exits so you could have food and extra water in there too. I'm not trying it though. :lol: If you wanna go, here are my directions. ;) Gorge first. Use the formula "minutes of food consumed - time played" and try to get >8 hours. Food time: Don't eat anything for a good while before you set off, you need the stomach space for water. Fill up at the water pump near Kamyshovo (it takes 40 drinks empty to full) then get to Skalisty ASAP. Bring three or more canteens, only drink them once ready to leave the island. Water time: To get there you will want to go to the southeasternmost corner of Skalisty island and set your compass to 106 degrees. Consider bringing two compasses in case one gets ruined before you get there (happened to me). Double-tap ALT so you don't alter your course by nudging the mouse. Swim time from Skalisty is 2 hrs 8 minutes, keep track of it and watch for server restarts, you don't want to overshoot the island if you walk away and lose track of where you are (I assume anyone swimming for two hours is not holding the key the entire time).
  14. -Gews-

    Dont paint ak folding stock..

    There's no difference between those two stocks so it's only an aesthetic issue.
  15. Yep, and since the ammunition is only found at military spawns and helicopter crashes... I figure that will change though since this uses detachable magazines, which come filled and should spawn in civilian locations. It's also pretty weak given it's a bolt action rifle, FNX or Magnum both have over 25% more damage, SKS over 40%, Mosin and Blaser 125% more.
  16. Reminds me I made a post on the Liberator before :lol: Apparently they only dropped a fairly small number and the rest were just crushed and melted down.
  17. -Gews-

    [Suggestion] Ringing in ears

    Any constant high-pitched ringing and/or permanent deafness would be way too annoying, but short ringing and a temporary muffling of sounds would work, like they do in many games when a grenade goes off nearby. Someone on Reddit made a good point though - ear plugs would logically muffle all sounds anyways, so no one would wear the ear plugs, electronic muffs would work however, but that seems a bit strange... might be best to simply have no hearing protection at all and let everyone just deal with some temporary hearing loss when guns go off in enclosed spaces and such.
  18. -Gews-

    [017 035] Vanishing Town

    I see what village you're talking about now. Hm.
  19. -Gews-

    [017 035] Vanishing Town

    You talking about Petrovka at 049028?
  20. I only intended to post "explorer, the compass is my best fried" but it turned into a compass rant. Those are the compasses from an ARMA 2 mod and from ARMA 3, they are much more user-friendly. Me no like SA compass. Anyways: explorer.
  21. Explorer. The compass is my best friend. No, not really... They really need to fix that compass though. It absolutely sucks. It's a piece of junk. It's not the fact it takes time to pull out and use, it's the fact the animation doesn't let you get a proper reading. I have to tilt my head every which way to see where it's pointed, and even then it's not too clear. You gotta inspect it in your inventory. And what's really irritating is that you can't turn while looking at it unless you've got TrackIR. Huge step backwards in useability. Sure, it works if you're just interested in going vaguely "southwest" or something. But try to get a precise heading down to the degree and see how far you get with that. It needs to be held so the player can get a clear look at the dial.
  22. Right now there are two main problems with the long range scope: 1. The magnification 2. The reticle The magnification As is the case with all standalone scopes in 0.44, the magnification is too low. This scope only magnifies 7.5x. This is a large scope which should magnify more than that (for those familiar with the mod, also note that by ARMA 2 standards this is only a 5x scope). Today the most popular magnification for common hunting scopes is 3-9x, which is more than this "long range scope". It must be increased. If you look at the scope's power ring you will notice the magnification numbers go up to 15x, which a much more appropriate figure- thus it makes sense to give this scope something like 3.5-15x or 5-15x magnification (although the numbers also go down all the way below 1 to 0 - huh?) Magnification up to 15x is visible on the power ring Improving the reticle First off, the current reticle is a bit strange and not too useful. It has the basic shape of a duplex reticle, but the posts don't even begin to extend nearly far enough towards the crosshairs and they are much too thick. The current reticle has odd dimensions and is not very useful How an improved duplex with proper dimensions would look (15x) However, I think this scope deserves a mil dot reticle rather than a duplex. It's quite sizeable and of high magnification, has large target turrets, tactical rings, it is, as the name tells us, a "long range" scope. It should have a long range reticle. How a mil dot reticle would look (15x) Despite the FoV slider a 2D mil dot or duplex reticle would still be quite functional. It's easy to slide back to the default FoV with greater than 99.9% precision, or you can simply lower the FoV all the way and double your range measurements. It's worth noting that this scope's texture seems to have clicks in MOA, not mils, but this is a minor detail. Anyways, whatever reticle this scope has should be of the proper dimensions- the current one is not. Rangefinding with duplex reticles Both these reticles would be more useful with more normal dimensions. Using the duplex reticle is fairly simple. Say the space between post tips measures 6" at 100 yards at maximum magnification. Say you see a whitetail deer and bracket it with the duplex, it takes up half the space (3" at 100 yards). A whitetail has a chest about 18" deep, so this deer is at: 18 ÷ 3 * 100 = 600 yards. Of course this would work on humans as well. Rangefinding with mil dot reticles The mil dots are also simple to use. The formula is: target size in meters * 1000 ÷ target size in mils For DayZ humans roughly 1.8 meters tall this is simplified to: 1800 ÷ target size in mils Say you mil a sentry and find him to be 3 mils high. This means he is at: 1800 ÷ 3 = 600 meters Those are my thoughts on improving this scope. Correcting the magnification and reticle dimensions is a must. If they wished they could also extend the "zeroing" to 1000 meters without negative effects. In the far future it would also be very nice to be able to see exactly what magnification you have it set to, such a feature would greatly extend the usefulness of the scope - right now the only useful magnifications for ranging and bullet drop are at maximum and minimum, the unknown in-between magnifications are just imprecise wasted space and time.
  23. -Gews-

    What's the default Field of View?

    At the right side of the stem of the letter "d" in the word "Field"
  24. Easily preventable, easily alterable, and no need for it... I don't get annoyed if something's prevented by an engine limitation or some such, but a flash suppressor attachment for the MP5K is not necessary or helpful and it's not even physically possible with the original barrel, could have been left out entirely or they could have modeled a different three-lug barrel in the first place. I really hate addition of attachments for attachments' sakes. Like the Mosin compensator.
  25. That MP5K barrel looks different from the earlier leak. Looks like it has some kind of UMP-style pronged flash suppressor, which if it's an attachment shouldn't be able to fit on there.
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