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About chambersenator

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    Helicopter Hunter

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    Day Z, ArmA, Blacksmithing

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    Old timer, been playing DayZ since April of 2012.

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  1. I've heard that arming varies depending on the type, manufacturer, and year of the rocket, and some have a safety pin along with the cap, some only arm after the launch charge is fired, and some are fully armed once the safety cap is removed. I'll see if I can find a link to cite for that.
  2. So we know the RPG-7 will be in the game. Of course, the ammo will be rare, the launcher heavy and cumbersome, but who needs the launcher when the rockets have so much potential on their own? You see, the rocket for the RPG-7 has its detonation trigger at the tip, of course. There is a little protective cap that you remove from the tip just before firing, since without it, it will go off if it gets enough force applied to it. So, if all you have is the rocket, you have yourself an incredibly dangerous weapon even if you don't have the launcher. Now, what sorts of things can we do with it? 1. Throw it. If done right, this is not as suicidal as it may seem. Since you want it to land with the tip hitting the ground first (and as far away as possible), a rooftop or a cliff's edge seems a good place to throw them from. Once we can fire from vehicles, throwing them from the back of a moving V3S might be a good way to take out that car chasing you. If you're on the ground, and have no other choice, you'd want to throw it underhand with a decent arc with as much force as possible - throwing it overhand just makes it spin end over end, and it *might* not go off. Of course, there is always just taking the F11 route and just slamming it down at your feet, taking everyone else nearby with you. 2. Launch it old school via improvised ballista. A regular bow or crossbow ain't going to cut it, unless you want to have a front row seat to your own dismemberment. You need to go bigger - like *at least* 3x-4x the width and strength of a crossbow for something you could carry short distances (obviously not something you could shoulder or just carry around anywhere) and use it for a high-arc path that probably maxes out at 30ft (perhaps useful for camp/base assault/defense), or go even bigger and mount it to the back of a vehicle like the V3S, and scare the hell out of everybody. In either configuration, something like that is going to require quite a bit of crafting and materials. 3. Incorporate it into a tripwire-triggered trap. It would be hard to conceal in most situations, but as long as you have a way for the armed rocket to drop several feet once the tripwire is triggered, there's not going to be much left of anything that was there just before it went off. 4. IED. If placed properly, and covered by another object to both conceal it and increase it's trigger area (such as a car hood, log, board, sheet of corrugated metal, or something to that effect), driving or maybe even running over it could set it off (perhaps as a base defense to prevent the entry or removal of vehicles from inside). 5. Something in your way, such as a pesky wall, building, or pedestrian? Have no interest in surviving to see the next sunrise? Tell your squad to get out of the vehicle. Have them attach one or more rockets to the front bumper or hood. Approach your target at high speed. Spawn on the coast. So after reading that, one might consider that maybe this particular weapon might be just a little too OP, if we would be able to use it in such a manner. To a certain extent, I agree, but I think there are ways to balance that out. Obviously, making them about as rare as a SVD or VSS spawning with a full mag right beside another full magazine is the obvious first step. Rockets should have and 'armed' and 'safe' action to them. In their armed state, they should be incredibly dangerous to just have jostling around in your backpack, and should have a small chance of going off if you fall or dive to the ground. Even when the safety cap is on, **and** once the devs have a new system for handling inventory damage in place, there should be at least a *small* chance that if the rocket is in your inventory, and is hit by one of the heavier caliber rounds (perhaps .308 or 7.62x54r, for example), it may detonate. While this is probably an incredibly mind-bogglingly rare chance of this happening IRL, if done properly would seem to be a fairly decent risk/reward balance. I would hope that we would see at least some of these possibilities later on in vanilla DayZ, but of course, I don't think we'll see this particular item's full potential until modders get their hands on it. What do you think?
  3. Looks like there is a new exp patch released today that has a potential fix for TrackIR. Those with head tracking systems should try it out and report any issues to the bug tracker, or at the very least, post a detailed comment in the relevant thread HERE.
  4. No, the sky (including the sun rise and set position, and the moon phases) will return to following their regular IRL patterns at a later stage in development. Right now I believe they are locked to a singe day of the year (or a small series of days, due to the accelerated time scale) that repeats every server restart. Every few months, they adjust it to match the current season. You may have noticed that now the risk of freezing to death is lower, but by mid summer overheating will again be a concern. Also the sun is rising a bit closer to the east and setting closer to the west compared to a few months ago (due to Chernarus' position on the globe - presumably the area where the eastern part of the Ukraine is - the sun will never rise and set directly to the east/west). I'm fairly certain the stars will shift in the sky to be oriented to the proper angle for that particular day the server is simulating. When the servers are released from this sort of "Groundhog Day" loop, the moon will have it's regular cycles back, and moonless nights will be significantly darker. It's also very probable that later on in development, server admins will once again be able to set their server's date to one of their choosing to some extent, as they were able to back in the mod era. Right now, it makes sense to have everyone on the same time frame so that it does not interfere with testing by adding more variables to consider when trying to isolate the causes of bugs or problems.
  5. I know it's a relatively little thing in the big scheme of things, but I've been looking forward to this for a long time. I just checked it out, and the stars are significantly improved - and unless my eyes are deceiving me, I think they are even twinkling a little bit! After all these years running around in Chernarus, I don't really need to navigate by the stars, but I love the fact that it now seems a much more feasible option for those that want to. The only thing that interferes with that now is the limitations to how far one can tilt their head up. However, I understand the purpose of that limitation, and wouldn't want to argue removing that just so I can see a few more stars.
  6. I just did - usually you need to quit Steam and restart it, and the update should show up in your download queue.
  7. Nothing in the OP's question says anything about asking the devs to do it, only if such a list exists. For example, it seems all the stable branch changelogs are all listed here. It's not exactly what the OP is asking about, but it's a ton of useful information that could be combined with the info on the dev blogs to create something very close to what the OP is looking for. If anyone is up for such an undertaking and has the time available to do it, I'd love to see it.
  8. Too late. If I remember correctly, in addition to what's shown here in this trello post, I think the devs have mentioned including things like brake lines and fluid, fuel lines, and engine belts too. I don't have any problem with that, though I could see why some people could find it overly challenging. I would also favor having both diesel and gasoline fuel (which one could differentiate with a simple smell test) and consequences if you don't check to make sure you use the wrong fuel. As for the fuel requirements for aircraft like the small plane (odds are it's a piston engine, so you could probably get away with regular gas for short periods, since we don't have to worry about icing and long term engine wear) and the little bird helicopter (IIRC, it has a gas turbine engine, so it would require Jet-A fuel, or at least kerosene, but I have seen claims of turbine helicopters using gasoline in dire situations, but I can't say if that is possible), I don't think we need to take things that far. At most, if there was both diesel and gasoline in the game (but not kerosene), I wouldn't mind if those were restricted to one fuel type. If you're dislike of those things stems from the difficulty as a lone wolf to get a car up and running, consider thinking about it this way - bringing a vehicle back to a fully functional state is more of a group activity, but stealing that fully functional car is perhaps more suited to a lone wolf. I lone wolf a great deal, and when I'm in the mood to search for camps/bases, I try to pick up a battery and some spark and glow plugs along the way, just in case I happen to find a hidden vehicle. If I find a camp/base first, I can just ditch the car parts if there's anything worth taking.
  9. Tire changes are already ridiculously fast. We don't even need to use a jack to raise the car up. Two, there's not a whole lot a second person would significantly speed up the process (other than holding an extra tire, which they can already do), except for maybe holding onto the lug nuts while the animation is in process. For more complex base building structures, that might be worth considering, but there's a fine line between 'additional players may speed up construction times' and overly micro-managing a relatively small portion of the game unnecessarily.
  10. Once the core elements of this are completed, would I be wrong in thinking this seems to imply that some form of ArmA 3-like 'weapon resting' mechanic would be considerably closer to inclusion in DayZ? Even considering that, at least as I understand it, this part is only half of the equation - the other being adapting/checking the compatibility of various building and object models from SA and various past BI titles (which will no doubt be a very involved process in itself). Given the knowledge that an eventual redesign/overhaul of so much of the code was needed, and the fact that any work done to shoe-horn a weapon resting mechanic into the old system would be wasted once the new system was in, it makes complete sense that it wasn't worth working on. That said, since you are starting with a (relatively) blank slate when it comes to the relevant code for this, what are the dev's opinions on how to best approach finding a balance between weapon sway and (potentially) weapon resting in this new system, and what might be the most challenging elements? They seem to go hand in hand, and I'd assume they should naturally be developed together (even if sway gets to where it needs to be long before resting works reliably everywhere). To me, the current amount of sway is acceptable, as long as there will be a reasonably functional resting mechanic to balance it out before DayZ hits 1.0.
  11. While modding SA is still a long way off, an BI has not released any official info, specs, or tools for modding SA, I think there is value in having a forum category to start talking about the subject. The three main reasons I think it's worth creating now are: To have a place for people interested in any of the different aspects of modding SA (be it concepts, coding, animation, or modelling) to share ideas and info, and to bring together people with different skills to combine their efforts. Modeling discussion. Making quality models takes time. A lot of time. Why not use this time while we wait to consider what kinds of assets can be created and tested in ArmA 3 that should hopefully require little to no conversion? If one avoids weapons, vehicles, and certain types of clothing, as they are probably (AFIK) the assets with the most amount of differences in SA from A3, which would lead to a great deal of conversion/porting issues until we know more, that still leaves us with a ton of possible things to create. Discuss the topic of how the player base and BI can work out the best procedure for submitting, collecting, and distributing mods and asset collections. While the end results would end up in the Steam Workshop, figuring out the most efficient ways to get to that point is worth talking about. Take modeling, for example. If there is a way to have a few 'community asset' packs available of player-submitted models that all mods can use, such as 'industrial items,' household items,' and 'farm items,' we can hopefully avoid ending up with 10 different models of the exact same item. Not only would that make detecting and debugging problems easier, but it would also help modelers make a wider selection of items. While it's perfectly fine to have 3 different kinds of coffee pots, for example, having 16 different models for 'loose wires ripped from an old TV' is overkill. Community asset packs also may help address some of the issues/headaches that involve rights/usage/attribution.
  12. The fuel truck will be really valuable for those lucky enough to have a helicopter or the light plane when that time comes. It's the time when the they both are at their most vulnerable. A wise squad would place it far from their main camp, so that their landing and takeoff does not reveal the location of their main camp to nearby players. Given that the rate of petrol consumption has been brought to a much more realistic rate (a decision I am very happy about), they will be less useful for cars and trucks, at least until we have to deal with leaking fuel from damaged petrol tanks and bad fuel lines. Additionally, I really hope that if it was added to the game, you would be able to do two other things with it - fill both jerry cans and barrels from it, and if you so choose, empty the tanker and fill it up with water to fill containers with water as well. This increases the need for players to be able to do a 'smell test' action on the containers to determine what's inside, so that if you're not careful, you might end up ruining your vehicle's engine by filling your petrol tank with water. That said, the vehicle I have always wanted to see see in DayZ for years is an Ice Cream Truck. So I can go around the wreckage of civilization, playing creepy Ice Cream Truck music, and become known as "The Bad Humor Man"
  13. If there is nothing preventing separate, unrelated people to share a single private hive across different hosting companies if they choose to do so, I don't have a problem with the idea of restricting player-run servers to private hives. I disagree that the majority of private hives are whitelisted and require applications. There are many that do, but unless I see actual numbers, I cannot buy the idea that they are the majority. There are plenty of private hives that are open to all, and some that only have restrictions at certain times. Why exactly would this not be possible if both of the servers were private, and sharing the same hive, with one open to all and the other whitelisted/passworded? This way, players who want to become more involved get to keep whatever gear they have from the open server and move to the 'member' server. If a server's existing community is at risk of being ruined just because they have to re-gear (if you end up having to move that server to a private hive), what's going to happen when the next server wipe comes? If you've managed to create a place that has a reputation for the quality experience it offers, do you really believe they will abandon that just because they can't loot other servers when they can't find the particular loot they want? Even if the doom-and-gloom scenario of public servers being a KOS-fest and drive off those who like the RP aspect happens, wouldn't that actually help drive players to servers just like yours, as it makes what you are offering all the more valuable? As for the promotional/marketing point you made, I understand the difficulties of marketing a server and attracting new players. All server admins have to deal with it, whether or not they are on the public hive or not. If it was just your server being restricted to having a private hive, I'd agree that the change would make things very difficult. However, if all player-run servers are on private hives, I see it having more benefits than the way things are now. I see it leading to more cooperation and cross-promotion events between different server communities, and higher player population for all involved. Lastly, I would strongly recommend to the devs that if this did come to pass, that it would be done at the same time as a public hive reset. To do this change without wiping the public hive would unduly penalize the server owners that have to switch, as it would make some of the public hive players have to decide between their gear they have on the public hive and the particular server that they enjoy playing on. I would hope that would be a non-issue for most players, as a well-admined server is 100x more valuable than whatever loot you may have on the public hive.
  14. They can, and many do (at least when they are all run by the same people) . Though I don't know if there would be an issue with servers are using different hosting providers. I know in the past, the Gents of Novo had linked their hive to at least two separate, unaffiliated groups. The hives would have to be all wiped and then linked beforehand into a new hive, as AFIK, two existing hives can't be merged/combined into a third one.
  15. Whoops, my bad. To make an actually relevant comment: I prefer the new Chernogorsk, though the industrial areas on the east side of town, and the area on the northern side of the main coastal road still needs some rework and rearrangement. Right now, it feels about 85% of the way to being really good. Those areas in particular still don't 'feel right' in a way that's hard to describe. I don't think it's a priority thing right now for them to go back and give the town a once over. To me it feels like the devs should take a look at it after all the other map stuff is done. Out of all the cities in Chernarus, I think Chernogorsk will be one of the most difficult to really make it as great as it can be, as a lot of it boils down to a lot of little changes in concert with each other, as huge chunks of the city are perfectly fine. My issue with it is how all those parts of the city work with each other so that it has both a realistic feel and offers a balanced, wide selection of ways it can be used by players. Another thing is, that even though it's on the coast and for the most part would not see the kind of high-end PVP in "vanilla SA," that doesn't mean it shouldn't be deemed "not worth" designing it with that kind of thing in mind. TL;DR: It needs work, but I like where it is going.