asgkatz
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Everything posted by asgkatz
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Kinetic energy is a poor measure of effectiveness. Compare KE= 1/2m*v^2 to momentum P=mv. Significantly different weighting of the variables, but regardless inertia and momentum are going to be extremely important because the impulse of energy is important, how long the energy is delivered over. A small high velocity round may do a lot of damage on impact but compared to a heavier slower round the delivery of KE is going to drop much more quickly. If you hit a large bone maybe, for example, the small fast round may do a lot of damage to the bone, but might fail to penetrate it and cause further damage. The heavier round might damage the bone less, but is more likely to continue through and continue its trail of damage.
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Can't see shelves or the long case that is in front of door to the back part of the supermarket. They usually appear at very very close distances (they aren't appearing at like 50 meters). Not sure if this is a bug or graphics/graphic settings issue. Most of my settings are on very high. Certainly wouldn't think render distances would come into play when we're t alking about like 50 meters. This was several times in Zelenogorsk (so I'm not sure if its all markets) and I haven't noticed it in any other buildings so far.
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Can't see shelves through supermarket window
asgkatz replied to asgkatz's topic in DayZ Mod Troubleshooting
So bug then? -
Anyone have any idea what some of the sights are zeroed at (the ones that aren't adjustable)? Aimpoint M2/M3, Holo sight, iron sights? Just curious. Also, by no means am I a programming expert but why can't all guns be zeroed? Seems like it wouldn't be terribly complicated.
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Are you sure its 200? Most of those rifles are listed at 300 or 400? And while a shot past 200m may be more difficult without a magnified sight any 5.56 rifle is certainly effective out to a good 800+. But regardless any iron sights should be able to be zeroed to some extent (or have two sights as in m16/4's with carry handle and flip sight). I don't see why CQB sights couldn't be zeroed either I'd imagine they have settings for such changes.