Land Squid
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Everything posted by Land Squid
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Bullet proof vests and Night Vision goggles.
Land Squid replied to Smoothshoes's topic in General Discussion
Other not-America countries make 3rd generation NVG's too, and they by and large don't have ITAR restrictions. -
Why do people think there would be more civilian weapons than military?
Land Squid replied to captainvette2112's topic in General Discussion
No idea, but here's some handy numbers for you to use. There is an estimated 600 Million small arms in the world. Of that, approximately 100 Million of them are variants of the AK pattern rifle. So, if you didn't account for country, out of all the guns you stumble across, one out of six should be an AK. For comparison, there were about 37 million Mosin-Nagants made, counting all variations. (Oh, and about 300 million of those small arms are located in the U.S. 'Merica! B) ) -
Bullet proof vests and Night Vision goggles.
Land Squid replied to Smoothshoes's topic in General Discussion
First bold/underlined part is not accurate. I owned an AN/PVS-2, which is a 1960's era first gen cascaded device. It ran off 4 AA batteries which would last for a couple hundred hours of use. Second bold/underlined part is also incorrect. The PVS-7 was an early third generation device. It replaced the PVS-5 which was 2nd gen. Third bold/underlined is just LOL. I was an E-1 in 2003 and was using the PVS-14 and other stuff just standing lookout watch at night. NVG's have proliferated through the military substantially. Fourth bold/underlined, see below. Stuff I've been issued/used in service: PVS-7D PVS-14 TVS-5 Stuff I've owned: PVS-2 PVS-4 (And I built this one.) PVS-7D Stuff I own now: PVS-14 (Gen 3 OMNI-VII) And yes, I can pic-or-it-didn't-happen if you really want. :P -
Bullet proof vests and Night Vision goggles.
Land Squid replied to Smoothshoes's topic in General Discussion
It seems like everyone equates Soviet or ex-Soviet era countries as being about half an AK-47 above stone-age. The Soviets developed night vision technology right along with the U.S. since the 50's. While we did hold a bit of a lead in the technology that is a far cry from it not existing or being available. Today you can get surplussed Soviet NVG's on ebay for a couple hundred bucks and building your own night vision system has become a bit of a niche hobby all across the world. Cue up a zombie apocalypse and it isn't any stretch of the imagination that people are going to scrounge this stuff, be it from government holdings or privately own companies that deal in the stuff regardless of country. P.S.: I've built my own AN/PVS-4 scope before and have owned and been issued others. The tech just isn't that super-rare/expensive anymore. -
To address the issue regarding a server crashing (and staying crashed) immediately after you switch to it, how about a server delay list system? Join a new server? No delay. Take a break, and rejoin the same server without joining another one first? No delay. Leave the server you're on and join a new one? No delay. Try to go back to a server you left (after joining a new one) less than 30 minutes ago? You have to wait until 30 minutes after the time you left it. Server you're on crashes? Treated same as rejoining the same one after taking a break. Basically whenever you join a server, its IP gets tacked onto your character in the hive. Rejoining the same server means that the timer and blocking effect hasn't been activated yet and its IP address remains tacked onto your character file. Should you join a new server, the new one's IP gets tacked onto your character, and the previous server's IP starts it's 30 minute timer and join bocking effect. After the 30 minute timer expires, that IP address is dropped from your character file in the hive. For most players they'll have at most 2 IP addresses appended to their file. You'd have to be majorly server hopping to grow the list but eventually the timers will still run out and those excess IPA's will drop off the file leaving only the address of the last server you were/are on. In this way you are not impeded from joining any new servers, but you are prevented from joining back into a server that you've recently left (and have joined a new server).
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I like it. Have the character fiddling around with something on the ground. The backpack can be relocated from their back to in front of or beside them. Should they not have a backpack it can just be absent from the animation and the character continues messing with something on the ground.
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Basically, lets make a list of all the player placeable items we'd like to see available for building up player made camps/settlements... Tents: slight change so they can be placed between/under trees. Campfires: same change as for tents. Army Tent: The large tents located at the various military encampments in the game. Provides protection from the rain and lets the players dry off and warm up. Hesco Barrier: The version that is a bit taller than player height. Takes a lot of explosives to breach or a very long time with an E-tool. Good exterior wall to protect those inside the camp from snipers. Lockable Doors and Vehicle Gates: Barred from the inside and open able to be opened from there (or blown up/crashed through). Put a couple doors on the sides of the base so you can send out people to deal with that pesky sniper, or a large set of gates to drive your vehicles out through. Watch Tower: Similar to the deer stands, but sandbagged to better protect the occupant. Sandbag Bunker: Perhaps another option when using sandbags? Community Raincatcher: Made with a barrel and tarp, serves same purpose as a water well. Spotlights: As mentioned in another thread. Camp Lights: Kind of like short, portable street lamps, about 3 meters high. Ground Lights: To make landing markers for helicopters or to help guide ground vehicles towards the camp entrance. Blue (doesn't interfere with nightvision but is still plenty visible to those without). Generators: To power the above. Weapon Racks and Supply Crates: Same purpose as tents really, to store scavenged items, but placeable inside of Army Tents and allows the easy differentiation of what they contain. Weapon racks perhaps only able to contain main weapons, and up to 20 per rack. Fuel and Supply Trucks: Not placed items, but vehicles that you would take into towns/factories to fetch larger ammounts of fuel and gear that you would then use to refuel and supply vehicles back at your base (those helicopters and offroad vehicles need a lot of fuel to keep em running). Vehicle Shelters: Either the large tents designed for field maintenance of vehicles or being able to build the quonset hut hangars (but perhaps smaller) out of corugated steel sheets and framing. Used perhaps to amplify repairs made to vehicles (so it takes less scrap metal to repair a part?) or just cool structures in order to store your vehicles. Cots: Only placeable inside of Army Tents or Vehicle Shelters where it's (relatively) warm and dry. Players can lay down on them and rest for a while and perhaps regain some blood (only up to the point where they are no longer suffering extremely destrimental effects like heart-beat-shake and loss of color vision?) or cure some negative effects (such as the pain from some injuries) after a set time. Increases hunger and thirst while you're resting so you better have some breakfast ready when you get up! So lets hear what else people would like to see for camp gear/structures!
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Crashed Hueys - where did they go?
Land Squid replied to Phanlo's topic in DayZ Mod General Discussion
I found one crashed UH-1Y Venom last night. It still didn't allow you to pull any gear out of it. (Going into map->units->player and clicking on Gear wouldn't open anything.) -
I like the idea for the armbands. Could have several uses, from designating a clan, to who's the medic or the team leader on an expedition, etc.
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As I understand it existing M24's are being rechambered to .300 WinMag across the Army with newly procured rifles already in that chambering.
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I would say you can cook them without specifically boiling them' date=' but hell, theres this too... http://www.youtube.com/watch?v=2mEy-yYq3oQ&feature=fvwrel [/quote'] And I just learned something new, very cool.
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Letsee. Revolver that costs less than $80, $30 worth of steel and some time on a lathe. Oh and we're in a supposedly former soviet country where they ISSUED the damned things to the local forces and secret police. Yeah, I think we'd fine one or two.
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Nope. That's an M1895 Nagant revolver. It gas seals at the forcing cone so you don't have the cylinder gap problem that prevents you from effectively suppressing most revolvers. Silenced versions were used by the NKVD and Soviet special forces. Look up the Bramit Device if you're curious. Also a suggestion for a silenced carbine: The DeLisle. It's a Lee Enfield that's been rebarreled to .45ACP with an integral suppressor and uses 1911 magazines. The guy speaking in a conversational voice is louder than the damned thing!
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As I understand it the radar only displays things when you have line-of-sight on them. I've watched the blips vanish as we passed behind an obstruction and then reappear when we emerged on the other side, so the point about cars being hidden is pretty much moot. If they are hidden they already do not appear on the radar. Additionally this has already been suggested (search button anyone?) and it was stated that it was an aspect of the Arma II engine and thus couldn't really be removed.
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As for finding all the different items, I'd nix that. In my CLS bag I already had everything I needed to start an IV bundled together so I didn't have to go digging for half a dozen different things. For the sake of simplicity (tossing a bit of medical realism out the window at the same time) I'd make a blood-draw kit a tool item (goes at the bottom of the inventory) and make blood bags be replaced by empty bags when used, rather than just disappearing. Drawing blood from a player may result in just a partial blood bag (after all, if you draw 3000 blood from player A, it shouldn't add 8000 blood to player B when you administer it to them) that only helps the recipient by the amount drawn.
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Having trouble with those damned street signs or are you just tired of constantly alt-tabbing out to check your dual English/Russian map? Learn to read cyrillic! Hope this helps some folks, I've been trying to learn it for a while (before DayZ) and figured this might benefit some others.
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Bare minimum with no care about ancillary damage or infection? Catheters, IV tubing, and an empty blood bag. Optional items that make doing it suck a whole lot less: antiseptic, surgical tape, rubber strap, cotton swabs or gauze, a bag stand and all of the items above still in their sterile packaging.
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DayZ Wiki and allowed weapons / equipment
Land Squid replied to memphisbelle's topic in DayZ Mod General Discussion
Satchel Charges definately spawn now, and also I can confirm I've found many M67 Frags. Found a Rucksack once, when I very first started playing, in one of the coastal towns back during like patch 1.5.3 or something. Haven't seen any since. Unknown stuff: I picked an L109A2 frag (looks like an M67) off a dead player once. Have not seen this spawn on it's own yet. I also recall seeing an M203 40mm HE grenade once. Unsure if those are currently spawning anymore as well. -
Yeah, I found one as well. They still aren't on the loot table though. That thing must be out of date.
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*raises hand* I'm once of those who are Red/Green deficient in my vision, specifically anomalous trichromacy (though unsure if it is protanomaly or deuteranomaly, been a while since I was tested). I frequently have difficulty in the game seeing waypoint markers (green on green) or any red text on green background. An easy fix (at least in my case) would be to change the waypoint markers and name tags to a bold blue color, and switch the icons from a green to red shift, to a blue to yellow or blue to white shift. Or as Wildcard mentioned, for those people with some of the rarer color deficiencies, perhaps a white to black transition instead. Something else I've just been working around (simply through the immensely time consuming close scrutiny of everything I look at) is the monochromatic green vision experienced when using NVG's in the game. I know this breaks the "realiasm" in the game but if the NVG's could be switched to a user choice of monochromatic red, yellow, blue or gray scale, (personally I'd probably go with blue or gray) that would be tremedously helpful.