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SpudmanWP

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Everything posted by SpudmanWP

  1. SpudmanWP

    Running in doors... read before ranting.

    Based on the latest change-log their outdoor limit is 100m. I presume that this is based on diseased eyes, injuries that are not addressed, etc. Based on this, their nightvision should also be limited.
  2. SpudmanWP

    Running in doors... read before ranting.

    If they do this then it needs to be balanced with: 1. They can no longer open doors... How is a dumb mindless zombie being driven by the base need for "brains" supposed to understand a locking mechanism? 2. They need to lose track of you sooner once they loose sight of you. They should NEVER be able to smell you as the scent of all the Zeds that are constantly defecating in their pants would hide any smell you would give off. 3. Thy need to bump into each other more often which would slow them down.
  3. Not really... While it's better than the MOD, I wish that it was weight based and not slot based.
  4. SpudmanWP

    Has anyone ever mentioned spears ?

    Make it part of crafting 1. Use hatchet to prep a piece of wood 2. Use Hunting knife on some game to prep leather strips 3. Use Toolbox to disassemble hunting knife to remove handle 4. Tie the hunting knife tang to the pole with leather strips it should have 2-3 times the reach of the hatchet in H2H (in addition to a throwable weapon) but also have a H2H minimum range.
  5. SpudmanWP

    Could it be possible to put a train in DayZ?

    That's called a Push-Pull train.. no problem with that.
  6. SpudmanWP

    Could it be possible to put a train in DayZ?

    Underground bases is a SA thing.
  7. SpudmanWP

    Could it be possible to put a train in DayZ?

    Next up... Armored trains Vehicle transport on trains Hospital trains Train derailment (accidental or intnetional) Trains hitting vehicles on the tracks Modern DayZ "Great Train Robbery" Agro a Zed horde to follow you and get run over by a passing train Watching two trains collide head-on. Take out a train bridge.
  8. mmmm.. I just ordered a couple of THX certified surround sound headphones off Amazon.... :)
  9. SpudmanWP

    [SA] Gun lubrication to prevent jams

    Could you salvage axle greese from abandoned vehicles for lube?
  10. SpudmanWP

    Zombies as weapons

    OMG... Do you remember what the name of the C-130 deployed 15,000 bomb is called? . . . . . . . . . . . The BLU-82 DayZ Cutter . . . . Ok, the name is really Daisy Cutter, but close enough. :)
  11. SpudmanWP

    Zombies as weapons

    Load up a C-130/AN-2 with Zeds and proceed to carpet bomb Cherno B)
  12. SpudmanWP

    Zombies as weapons

    If you can capture & move Zeds, then what's too keep me from walling off a giant compound and putting all the Zeds inside. Life Mission Complete: I cleared the map and will prevent respaws since they are not dead. Maybe I could charge admission to come and see? Drop noobs in to keep them fed.
  13. SpudmanWP

    Ability to Drop Flashlight (while on)

    Toss a flare in
  14. SpudmanWP

    Auto-Walk Key

    At least running in DayZ is not as bad as QWOP, count your blessings :)
  15. Combining Ballistics, Attachments, Upkeep, Storage, Crafting, and Skills into a Coherent Combat System (CCS). OK, I have been playing for a couple of weeks, have review a bunch of the Dev Blogs, and have read some of the posts here. I had some thoughts that I wanted to share on a system that ties in several aspects of DayZ into a way to calculate combat damage and hit probability. Background: I am a US Army Vet, am a database programmer, and am a Firearms enthusiast. ------ First up, Ballistics: As many have said, assigning arbitrary values to large groups of weapons (all M-4/16s having the same value), ignoring range and bullet slowdown, damage that does not match real world values (303 and 7.62 Nato are very similar yet DayZ has 7.62 Nato 16% higher), completely absurd values (the VSS being a 1-shot kill while subsonic or the AS50), etc make the choice of weapons not mean much and they lack charecter. How about implementing a true ballistics calculator to calculate impact energy, bullet drop at range, and drift (a function of MOA). This way a weapon’s damage is based in fact rather than assumptions. Different bullets would also affect impact energy (besides just having a different drag coefficient). Hollow point & “tumbling” bullets would impart a greater amount of damage than the energy implies. This would also allow bullets to do less damage at long range. A 9mm at 200 meters is a lot less than 10 meters. Calculations do not have to be made as each bullet is fired. The basic calculations (impact energy & bullet drop at each range) would be made for every meter for X number of meters and stored as fixed values. Drift would be calculated once per shot (X percentage of MOA at degree Y) and would deviate from the aim-point more as the range increases. Later, wind can be added to this calculation. Here is a good place to start: http://gundata.org/bullet-database/ ------Next part, Attachments. What?? You mean they serve a purpose other than looking cool and high-speed? B) Attachments and how they are used will modify the calculations above. A foregrip will allow for a more stable aim when walking yet have no affect prone. A bipod is the opposite (good for prone but not walking). Combo foregrip/bipod does both. A stock on a sub-machine gun or rifle allows for more stable aim when using the gun’s sights. A laser should show the aim point on the target just like in RL. Optics & flashlights = obvious. ------Upkeep If you plan on Cleaning Kits, then the effect of using them (or not) changes the ballistics calculations above. Introduce jams when you do not clean enough. Vary the jam rate depending on the weapon as AKs laugh at dirt while M-16s are a bit more finicky. The tradeoff is that M-16s are more accurate (smaller MOA hence less drift). ------Storage Do away with the slot-based system. How does a bandage take up the same space as a water bottle? An antibiotic shot/pill the same space as a can of coke? A pistol more space than a Jerrycan? We should move to a weight based system with a few caveats. Packs should be weight limited, not slot limited. For small packs, no rifle can be stored. For medium sized packs, only one rifle (in addition to a slung rifle) can be stored and it should be attached to the left side of the pack on the outside (within full view). Large packs can carry two (one on the left and one on the back). The larger the pack and the fuller it is should mean the harder & slower it is to run, roll or crawl. A guy with a Coyote pack loaded to the gills should be slower than a guy with a small pack. Health & illness should also play a part in movement. ------Crafting The ability to tune, modify, etc you gun and the ability to recycle/handload ammo (take the primer, powder, & bullet from a 7.62x39 and reload some 7.62x51, melt buckshot to make slugs, etc) ------Skills: Not sure if you are planning a skill system, but if you do then being better at shooting, running, carrying, etc affect the above calculations. The Key Point being to start with RL ballistic data and build up from there. Account for your health, your weapon’s health, the range, and the bullet type to vary the impact energy. Just for the love of God do not make the damage the same at every range. Thoughts?
  16. SpudmanWP

    Remove the AS50/M107?

    Latest change log says they are out
  17. Velocity counts more for calculating muzzle energy than mass. The formula is 1/2MV2. That is half the mass multiplied by the square of the velocity. Lets look at two Russian loads, the 9x39 and the 7.62x39 as it shows the same case size. The 7.62 load has a least 3 times the muzzle energy as the subsonic 9x39 yet in DayZ the 9x39 is upwards of 3 times more blood loss. This is severly out of wack. Put it this way, if this were true then assault rifles would be going with large heavy rounds instead of small fast ones. Don't get me wong, there is a benefit to a large heavy round in certain situations like subsonic use as you are velocity limited so putting as much mass behind it makes sense.
  18. SpudmanWP

    500m m16 headshot

    Was it just me or did you get a twofer?
  19. SpudmanWP

    More Vehicles!

    Zombies + Forklift = Zombie Kabob :) exit question... Just how many can fit :rolleyes:
  20. Even at 500 meters the 7.62x39 Russian retains more energy than a 9mm or .45 FMJ at point blank. It's still very lethal.
  21. Its a combination of energy and frontal area (hello HP) that determines damage. The reason that you start with impact energy is that it can be accurately calculated and is not arbitrary. The "VSS" I spoke of was the "VSS Vintorez" which is a 9mm subsonic round. btw, Where did you get the stats on the 7.62x39? What I found shows only a 66% drop in energy at 400m. When speaking of the AS50, I was talking about the disparity of damage when comparing the two different types of ammo (5x the damage vs M107 dmg despite the same caliber per wiki).
  22. Yes and no. There is just too much to go over and I was trying to put it all in one place and show how the different aspects would affect each other. There is no reason to arbitraily decide that number when the formula is simple. energy = 1/2mv^2 where m = bullet mass and v = velocity. Just deviding it in half does not work. Lets take a 10 gram bullet going 800 mps As you can see, impact energy drops by the square of the velocity drop. At half velocity the energy is 25% of the original. While that may be the case with the mod, SA may be different. In either case, I was just showing how it would plug into the CCS. Don't forget that HP bullets woulld have a negative AP value.
  23. That is the difference between "Max Range" and "Effective Range". Many people confuse the two. That's what happens when you build your weapon tables from wiki. :D When it comes to impact energy, velocity rules (1/2mv^2)
  24. That sounds like max range, not effective range. Looking for different sources on "Effective range": --Wiki says 600m --Most articles that talk about it say 400m --The only article that I could find that actually shot it says 300m http://sadefensejour...p/?p=372&page=2 For comparison, Wiki puts the effective range of the M24 (a dedicated bolt action 7.62mm sniper rifle) at 800m. I'm not looking to get in a pissing match about it, just that the 600m number is VERY inflated given the mfg specs, short barrel, and subsonic round. Ballistic physics are a bitch.
  25. I've been looking at the stats on that VSS... I'll have to call BS on an "Effective range" of 600 meters with a subsonic round from a 8 inch barrel, especially in light of notorious loose tolerances of Russian weapons tech. Unless "Effective" is hitting the broad side of a barn :)
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