Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

-Gews-

Members
  • Content Count

    6841
  • Joined

  • Last visited

Everything posted by -Gews-

  1. -Gews-

    The Campaign for Iron Sight Zoom

    In addition something I failed to mention was faster zooming. Zooming in shouldn't be slow like in A2 and in the current SA, it should be much more snappy and responsive like in ARMA 3, or even more so. Not sure why this feature was removed in the first place, two possibilities occur to me. One, it could be a simple oversight - it hasn't actually been changed, it's just been left out entirely, so it's possible it wasn't deliberate. Two, either the devs either prefer it this way themselves, or they think that simplifying the classic ARMA controls by removing the variable zoom will appeal to more players.
  2. -Gews-

    What to expect from the Ruger 10/22

    Depends on the "BB gun"
  3. -Gews-

    People are already playing with the AKM..

    Keep an open mind, that sounds exactly like what many people say about civilian firearms.
  4. -Gews-

    Flintlock musket

    Yes, of course there will be some flintlocks in the country. However it's not a good choice for the game - it would be like adding a Ford Model T to the vehicle spawns on an American map. Flintlocks were phased out in the 1840s by the percussion lock rifled musket so unless they are modern replicas they'd likely be from 170-300 years old... There are no statistics, but around here at least, percussion rifles are still more popular than flintlock rifles, and for black powder handguns there's no contest, no one has flintlock pistols (and flintlock rifles themselves are only popular because of the iconic status and nostalgia of "Kentucky" and Hawken rifles in North America). Other than that it's modern inlines which are irrelevant to the discussion. Actual smoothbore muskets are very uncommon... if you see one it's usually in the hands of a Redcoat reenactor at some ceremony. It's probably similar in Europe and I am unaware of any European countries where muskets are still popular firearms. However in some European countries cap and ball revolvers are still fairly popular because they are legal and/or easier to obtain. I still wouldn't want them to add any black powder firearms and as for making your own gunpowder... possible, certainly, plausible, no.
  5. -Gews-

    Glock 18 just out of curiosity

    If you want a machine-pistol why would you suggest a Glock 18 over something like a vz. 61 or Stechkin, etc? And speaking of this kind of weapon, blank-firing guns both fully and semi-automatic seem to be quite popular in certain countries. Although unsafe they can often convert many models to fire live ammunition.
  6. -Gews-

    Blaze B95 Rifle

    China ca. 1900, Boxer Rebellion. Anyways: the Blaser is the more accurate rifle, as always there are the odd exceptions. However the Blaser's two barrels don't shoot to the same point of aim, and the sights are not adjustable without tools.
  7. -Gews-

    Weapon Damage and the Undead

    They should have the exact same "health" as players do. It could be argued the infection has made them weaker and easier to kill, but on the other hand it could also be argued it has made them resistant to pain and harder to kill. I don't want to see pathetically weak zombies or undead superhumans so I say split the difference and make them equal to a hungry fresh spawn.
  8. -Gews-

    Blaze B95 Rifle

    Heh.
  9. Excellent idea! They could force players to shoulder their weapons when entering a city and turn off friendly fire within 2000 meters. Maybe there could be some NPC traders where you can buy mystical weapons like "Blazing AKM of 1000 Rounds", and Guildmasters with optional quests ranging from "Zombie Assistant" to "Bandit Bean Trials".
  10. Maybe because there are plenty of rifles which would do the exact same things but fit the setting better? The M24 isn't even used by the USMC (the US Army was not in Chernarus) they use the M40 series as their bolt-action.
  11. -Gews-

    Messing around on experimental, 1PP vs 3PP :D

    The situations that come with having 1st person are more realistic and people saying trivial things like increased "spatial awareness" are worth accepting the many MASSIVE problems and exploits that come along with having a floating periscope 10 feet behind your head are lying to themselves. It's also obvious which perspective provides more fair and tense PvP. Third person is generally more pleasant to move around in and you can take better screenshots of your character. That's it. Oh, and the servers tend to be both more numerous and more populated. So far I have played only 1PP since the hardcore servers came out... but I won't turn up my nose at joining regular server if I'm so inclined, 3rd is how I played for most of the mod.
  12. Leave it as an example to others...
  13. Don't worry I never vote for things I disagree with Nope Who voted for: Colt M1911 Handgun akafugitive, dvsilverwing, AnyoneInCherno?, ImmunePower, DaedalRogue, lootable, General Zod, PracticalTactical, nwmaster, Jaginun, Mocha Loco, RedPhantomX4, - Karma -, Shadow134, xtharkusx, orlok, Chaingunfighter, Gews, Jorge_Assad, thedogfoodyayho, irishroy, CTaPuK_OTmOpO3Ok666, Jezza93, cybercrz, LaughingJack, rotteck
  14. I voted for it. Reasons: one, although not the most common it's not unreasonable. Here are some 1911s seized in Kazahkstan, Russia, Ukraine and the Czech Republic. Two, I also remember how Chris Torchia said "we're sticking with common types used in a variety of weapons to save on spawn count". That means we will probably see more .45 weapons whether we like it or not. They may as well add the ones that are most likely, and an old 1911 (or a Turkish or Chinese clone) is better than having a MK23 or a Glock 21 or some such nonsense. Offhand I can't think of any .45 firearms that would be more appropriate.
  15. -Gews-

    G3 A3-4 weapon suggestion

    No they don't, they use 7.62x51. Although the FN FAL was originally designed to use the same 7.92x33mm round as the German StG 44.
  16. Right now we have a few guns in game. However, without exception, all of them have incorrect ballistics. By this I mean incorrect muzzle velocity, incorrect velocity loss, or both. This is extremely easy to fix. Hopefully the current values are placeholders that will be corrected soon. Anyways, here are the guns with wrong ballistics, in order of the seriousness of the errors: 1. 12 gauge (IZH-43) half corrected 2. Magnum (Colt Python) corrected 3. FNX 45 corrected 4. SKS half corrected 5. Mosin-Nagant / M4A1 corrected 12 GAUGE First off, the muzzle velocity is 900 m/s. Impossibly high, and the most serious error. (This has been corrected) Second, the airFriction is a generic "0.05" which doesn't correspond to real life. (This has not). This is true for both buckshot and slugs. Velocity vs range, buckshot More appropriate figures for buckshot would be initSpeed 404 m/s with an airFriction of -0.00715. Initspeed is now correct, but pellet airFriction is that of Mosin bullets. Velocity vs range, slug More appropriate figures for slugs would be initSpeed 430 m/s 475m/s with an airFriction of -0.004. Slugs have the correct velocity, airFriction is still the original value but not a huge deal. .357 MAGNUM Currently, there is no .357 Magnum. I say this because it has the same velocity and airFriction as .45 ACP, so one could very well argue it's not a .357 Magnum, it's just a .45 ACP labeled as one. Not anymore, .357 Magnum is correct. Outdated information, but suggested changes remain the same. Velocity vs range, .357 Magnum More appropriate figures for .357 Magnum would be initSpeed 360 m/s with an airFriction of -0.00166. This is for a Colt Python with a 6-inch barrel firing your average 158-grain ammunition. .45 ACP They got the muzzle velocity correct, but it loses far too much velocity over range. The current values are taken from ArmA 3, but it produces incorrect ballistics. This is now correct. Velocity vs range, .45 ACP More appropriate figures for .45 ACP would be initSpeed 260 m/s (no change) with an airFriction of -0.00072. This corresponds incredibly well with real-world figures for 230-grain ball out to 150 meters. Note the airFriction seems very low - this is because of the very low muzzle velocity, which airFriction depends upon. 7.62x39 The 7.62x39 has been given a muzzle velocity of 930 m/s from the M59/66A1 (3,050 ft/s), which is far too high (a copy-paste from the 30Rnd_556x45_STANAG magazines in ARMA). As well, it loses too much velocity, the air resistance has been set too high (the value from ARMA produces incorrect results, it was wrong in ARMA as well). This should have an initSpeed of either 748 or 756 m/s from the 22-inch barrel of the M59/66A1 and an airFriction of about -0.0014.* This provides fairly true-to-life velocities out to 600 meters or further. Since 0.34.XXXX the muzzle velocity has been changed to a more appropriate 730 m/s, however airFriction remains at -0.00195. Edit: since the ammunition in-game is "Calm Bear" hollow point, which is also flat-base rather than boat-tailed (basing on Brown Bear HP) I re-checked these values... and I'd still stick with the same ones. 748 m/s, -0.0014. 7.62x54R The main problem with this one is muzzle velocity. It fires at 930 m/s, which is the M16's muzzle velocity from ArmA 2. Velocity vs range, 7.62x54R More appropriate figures would be an initSpeed of about 860 m/s, and an airFriction of -0.00098. These could both vary somewhat. Edit: -0.00096 might fit slightly better for steel core. This has been corrected. 5.56x45mm Again, currently it has a wrong muzzle velocity - 930 m/s. It should be 884 m/s with M855 ammunition, or 905 m/s with M855A1. As well, airFriction is slightly too high - it should be lowered to about -0.00129. If memory serves, ArmA 3 has it at -0.0012. I did not make a graph for this one, since the overly high muzzle velocity + overly high airFriction led to a similar overall result as a lower muzzle velocity, but lower airFriction. This has been corrected (velocity is 884 m/s as per M855 and SS109 from 14.5" barrel) If you want to verify this, simply create a script that tracks bullets and logs their current velocity and range, then edit some values and fire away. ArmA 2 and 3 use the same ballistics as DayZ, so results in those games should be identical. Edit: added proposed ballistics for the Ruger 10/22 and the 7.62x39mm used in the SKS and AKM (no AKM yet, but would be shocked if it didn't eventually make an appearance). .22 LONG RIFLE This should have an initSpeed of 380 m/s and an airFriction of about -0.00215. This provides a decent agreement to 120 meters for standard velocity 40 grain ammunition. Edit: could also be 320 m/s instead if a suppressor is planned, keeping it subsonic. This has been corrected (380 m/s as per normal .22 LR HV) Edit: added values for the 5.45x39mm for the upcoming AK-74M. 5.45x39 This should have initSpeed 914 m/s** and an airFriction of about -0.00114. The bullet has a more aerodynamic design than the standard 5.56. This works well out to 600 meters. The airFriction value is for 7N6 rather than 7N10 because little to no information is available on the aerodynamics of 7N10, but it is likely very similar (form factor). As of yet there is no 5.45x39 *exact muzzle velocity depends on ammunition type and country of origin **extrapolated from v25 9MM LUGER This should have a muzzle velocity of 360 m/s and an airFriction of around -0.00174 when fired from a pistol (124 grain standard European/NATO). However from a submachine gun such as an MP5 this becomes about 400 m/s and and the higher muzzle velocity requires an airFriction of around -0.00223. So slight problem with this round. I'd go with the higher submachine gun airFriction which produces acceptable results up to maybe 75m for pistols as well. One could also split the difference. No 9x19mm yet 9MM MAKAROV This should have muzzle velocity 315 m/s and an airFriction of around -0.00160 when fired from a Makarov pistol. According to Wikipedia the PP19 Bizon has a muzzle velocity of 320 m/s but with an extra 5.4 inches of barrel that seems suspect. I would expect it to be closer to 340 m/s out of the Bizon. This happens to work just fine without changing the airFriction. No 9x18mm yet 8MM MAUSER Muzzle velocity 785 m/s, airFriction of about -0.00071. This is for 12.8 g FMJ-BT bullets and a Gewehr 98. Possible Gewehr 98 was pictured in early screenshots
  17. -Gews-

    Weapon Balance vs "Realism"

    Yes, which shows things needs to be changed, it wouldn't matter either way in real life- the person who shot the other first would be the likely victor, not based on what rifle they happen to be carrying... and it's also arguable that the 5.56 causes worse wounds within that range.
  18. -Gews-

    Weapon Balance vs "Realism"

    Here's a good example I saw on Reddit today: This guy found an SKS and of course dropped his tricked out suppressed M4 with a bipod and red dot and 4 magazines of ammunition. Dropping all that for an SKS? When you notice the majority of players tending to make choices like this, it's obvious that many real-life characteristics are wrong or entirely absent.
  19. -Gews-

    Weapon Balance vs "Realism"

    Lots of stuff which I'm too lazy to start listing: if rifles and ammunition were 100% precise and consistent no gun would be any more precise than another, which is an absurd concept.
  20. -Gews-

    How much authenticity is too much?

    You're actually NOT supposed to go digging in there just to remove the bullet, so I don't like that idea. I know someone who's been living with a bullet in them for ages and it's fine. And besides - the bullet may very likely not even stay in the body, removing a bullet every time you got shot would be crazy. "Retained bullets rare cause complications and surgical attempts to find and remove these bullets usually cause more harm than good, if they are even successful." "However, first aid treatment does not include the removal of deeply embedded objects, powdered glass, or any widely scattered material of this nature. You should never attempt to remove bullets"
  21. That is true, the previous owner may have sighted it in.
  22. Not only LRS, everything else from PUs to irons, otherwise it doesn't make sense.
  23. -Gews-

    What is 5 Meters?

    It should take into account the surface... fall on water, okay, fall on grass, so-so, fall on concrete, splat.
  24. Don't lower your scenecomplexity too much, it makes objects disappear to keep the polygons down.
×