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Everything posted by fig0451
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I seem to have two characters depending what hardcore server I'm on, here's the recent one:
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Since the latest patch, I've been able to hit within about a 8 inches of my point of aim at 700 meters with a mosin with a long range scope and a compensator. Probably good enough to hit a stationary target if you aim at the center of mass (roughly a person's sternum). Have not tried hitting a moving target at that range. Also, with the compensator and a PU scope, the thing is deadly accurate, within 2 inches, at 300 meters.
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This. A million times this. I can't understand how this hasn't been fixed yet. It would literally involve going through a few files and changing a few numbers. Anyone who can operate Notepad could accomplish this task in maybe 10 minutes, max. Add another 10 minutes (max) to commit the changes. BAM! Done. In general, another great ballistics post Gews. Unfortunately, the devs seem to just not give a flying fuck about making the weapons properly. Really hoping they'll do something useful with thirty million dollars, like hire more people, or lay out a more comprehensive development plan.
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Just wanted to bring more attention to this. It's been happening to me and everyone I know who plays DayZ on hardcore. Currently unsure if it's specific to hardcore or not, but it seems that for a significant amount of people, every time they join a server it resets their character back to the coast. Here's the bug thread: http://feedback.dayzgame.com/view.php?id=7291 Edit: In case this isn't clear, this began with the latest patch.
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... what?
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I should probably also qualify that I'm on PST and usually play sometime between 6pm and midnight. Anybody know of any regularly populated 1st person servers that actually play something other than broad daylight?
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Which DayZ Standalone resources do you use?
fig0451 replied to marsmars's topic in General Discussion
www.izurvive.com Nice map tool, can switch between Sat Imagery and Topographic. https://docs.google.com/document/d/1vPWUgdELQUB7ZKubAVqfNRXwWlDEKvhSM67KKcK14OA/edit Reddit Rescue Force's Medical Field Manual. Most complete medical guide I've seen yet. -
I'm in favor of getting rid of the dot so long as that comes with removing the silly amount of zoom that comes with the pistol iron sights.
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Disclaimer 1: I'm in no way suggesting this should be implemented ASAP, just throwing it out there as a long term development idea. Disclaimer 2: I've never handloaded a round in my life, and have gathered the info below from the internet and from friends who have reloaded or know reloaders. It is entirely possible that I've missed some steps, or have described something completely ass-backwards. If something sounds wrong, please post about it and I'll edit the OP. While reading through a thread on the 5.56 supressor, I realized that 5.56 subsonic rounds, while they do exist, are stupidly rare. So stupidly rare that it would be unbelievable to actually find them lying around. It would really only be reasonable to make them yourself, thus, handloading. So handloading requires, being as thorough as I understand here, a press, cases, primers, gunpowder, bullets, manuals or some kind of knowledge of how to handload various cartridgese properly, calipers to measure the completed cartridge+bullet length to ensure it's correct, a case neck brush which may be necesarry for fitting the bullet into the cartridge, anvils/shellholders for loading the primers, funnels and spoons/dippers for actually putting the gunpowder in the cartridge, scales for measuring the amount of gunpowder, lubricant for getting the bullet into the cartridge, and maybe a bullet puller for taking cartridges apart. So thats obviously a lot of components, let me propose a simplified list of ingredients here. Machines/Tools: HandpressBullet PullerAnvils/ShellholdersScaleMelting PotBullet Casting MouldsRaw Materials: Empty Cases of various calibersGunpowderBulletsPrimers (probably vary per caliber)LeadHandpresses There are lots of different kinds of handloading presses, and there exist presses which are small enough to fit in a backpack. Given that a pistol takes a 2x2 slot, there are handpresses which handle both the neck and the primer that could reasonable be sized as 3x2 such as this one below: There are also larger presses that could be sized 3x2 which look like this: These ones need to be mounted on tables, so implementing that style of press may be more difficult, perhaps you could have a small table as part of this kind of kit, or perhaps this kind of press could be somehow 'deployed' on tables, or perhaps only the the first press style should be implemented as this one may prove too complex to dev. How would the actual process of making a bullet work? Well, the handpress would need to be capable of accepting different parts, like the M4. Making visual distinctions between various states would probably be a waste of time, but they do need to have various parts able to be exchanged. A Handpress would have a slot for: Anvil/ShellholderPrimerCartridgeGunpowderBulletOnce you've got all those things, 'Use' the handpress, maybe there an animation for it. The primer, cartridge, gunpowder and bullet would be removed from the Handpress, and you get a working cartridge in your inventory. Given that these are fairly mechanically complicated, I don't think that crafting these makes sense. I'd say they could be perhaps rarely found in small villages where people might have been handloading pre-zombie-apocalypse. Another alternative is that larger, stationary presses could be placed around the map in various spots like the water pumps. Maybe these could operate faster than hand reloaders, to counteract the downside of staying in a known location. Bulletpuller Basically, these pull cartridges apart. They look like this: I'd say 1x1 or 2x1 inventory size. Combine this with a working cartridge, use it, and you get a bullet, a cartridge with a primer in it and some gunpowder. For simplicity's sake, lets say these can pull apart cartridges of any caliber. Same as handloaders, these should spawn in small villages. Anvils/Shellholders These hold the primer into the bottom on the shell so the primer can be pressed into a cartridge that doesn't have a primer in it. Anvils look like this: Shellholders look like this: I say combine the anvil and the shellholder into one thing for the sake of simplicity of the whole process. Inventory size 1x1, stackable to some amount. Like the handpress and bullet puller, these would spawn in small villages where people might have been handloading. Scale Not bothering with a picture here. Your stereotypical gram sensitive scale. You need this to measure out your gunpowder to the correct amount. Requires battery. Found in supermarkets. 2x1 or 2x2 inventory size, not stackable. You'd combine your scale and your gunpowder, then do an action on the scale to measure out grams exactly. Melting Pot A big pot made of something with a fairly higher melting point than lead. Not sure is actually used to melt lead, but you get the idea, whatever that is made out of, we need a big pot for it. Butane burns hot enough to melt lead (as best I can tell), so combine the portable cooking stove with butane and the melting pot, and you can now throw your lead in there and melt it for casting. Bullet Casting Moulds Things that you cast your bullets in once you have molten lead. These could come in different calibers, or could be simplified into a caster with different caliber moulds, as seen below. These would be maybe 2x1 in your inventory, non stackabe. Function would be once you have your portable stove with your melting pot with molten lead in it, you equip this thing and 'use' it on it to cast a bullet of whicever caliber. Empty Case These could spawn potentially anywhere where somebody had been shooting at something pre apocalypse. Maybe on city streets, maybe near military bases. Come in various calibers. Also, these should spawn when you fire a weapon where the action ejects the case. For something like a revolver, you could remove the empty cases from the gun or if a better reloading system is implemented, the cases would drop to the ground on reload. If this system proves to be too server intensive, perhaps when reloading your gun/magazines, that's the only time when cases pop into your inventory. Not perfect, less realistic, but seems like a lot less work for the server item system. 1x1 Inventory size, stackable with like calibers. Gunpowder Not quite so sure what this would look like in your inventory, maybe just a pile of powder? Maybe in a bag? Could possibly be found in small villages where handloading is going on, maybe in military bases as well. Bullets (just the actual part that flies out and hits someone) Not totally sure about these either. You could seemingly find them in small villages with the rest of the reloading equipment. Primers As with bullets, you could seemingly find primers with other reloading equipment. Possibly at something like a hardware store? Lead You could find in scrap heaps of industrial areas, maybe just lead pipes or fittings or something. Maybe you just find some kind of raw lead item, maybe various items composed of lead can be added. Phew! Ok, sorry that took so long, but I wanted to be thorough. Comments, questions, critiques away!
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How many people do you kill in a life on average?
fig0451 replied to Mays (DayZ)'s topic in General Discussion
Haven't killed anyone yet. Could have killed quite a few people, but instead I've made a few new friends, and watched even more run across a field through my scope. -
The Mosin can't hit properly at a steep elevation?
fig0451 replied to crazyandlazy's topic in General Discussion
I'm going with that redchain on the screen. That means you're lagging like crazy. -
Please lets not do this in another thread, they already have one for this lol.
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AFAIK right now the pistols are zeroed in at 200 meters, which makes absolutely no sense, and is responsible for this kind of stuff.
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You say there were 5 guys, but in your story a total of 7 people are killed. Did you miscount?
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Only because bullets move about as fast as paintballs in BF4.
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Types of Guns: Read if you don't know the typesi
fig0451 replied to Space Milk's topic in General Discussion
Ok, to make this thread more interesting: What category is the VSS in? -
Best way to lose zombies that are chasing you?
fig0451 replied to CrocoDan's topic in New Player Discussion
Just run as fast as you can in a straight line. They'll stop following you when you're about 400 meters ahead of them. -
The forums have recently been updated to include a Suggestions subforum, but I cannot figure out how to move my threads from General over to Suggestions. Help!
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In my experience items on the ground last for about 30 minutes to an hour, bodies last for maybe 15 minutes at most. Totally anecdotal.
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At the moment it's just letters put in a server's name or rules. There is no actual PvE only enforcement system. People will still kill you on PvE servers.
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Forum Question: How do I move threads I've created?
fig0451 replied to fig0451's topic in Troubleshooting
Ah ok, I'll just post them here and hope a mod sees this. Mods! Please move these two threads to Suggestions: http://forums.dayzgame.com/index.php?/topic/161676-suggestion-feign-death-zombie-walk/ http://forums.dayzgame.com/index.php?/topic/161095-idea-ammo-handloading/ -
Not painting grass and weeds for scopes or binoculars is LAME...
fig0451 replied to CaptGentry's topic in General Discussion
That could work, but I believe the solution this guy outlined on the ARMA3 forums would be far easier to implement. -
Not painting grass and weeds for scopes or binoculars is LAME...
fig0451 replied to CaptGentry's topic in General Discussion
Yes, it would. In fact, it would actually mean rendering grass up to as much as 2.5 km, which I think is the current view distance setting. This would drive most people's computers into the ground. The other already seen solution, as previously mentioned, is to bring back the ARMA2/3 way simulating concealment at a distance, which is basically to raise the terrain about a foot. Not perfect, but better than nothing. Novel solutions?: Maybe render player models semi-transparent at a distance when they are in a grassy area? Better mid to high range terrain textures with more noise and color variance? This may notwork at all graphics settings though. Probably the best one I've seen is this: http://forums.bistudio.com/showthread.php?148861-Rendering-grass-at-long-distances-My-thoughts-about-it Wherein player models at a distance in grass have a low res grass texture painted over them that makes that part of the player transparent. You'd go from this: To This: -
http://forums.dayzgame.com/index.php?/topic/161661-accuracy-comparison-dayz-vs-arma-2/ It's basically all fucked up and retarded right now. Its almost as if all the guns we are currently using do not even have rifled barrels.