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Showing results for 'Vehicles'.
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Unfortunately, Nvidia's recommendations aren't all that. I've found that the best strategy is to max out all of the GPU related settings and minimize the CPU related settings. Even with an i7, it probably makes sense to make some modest adjustments to your draw and shadow distance, in your config file. Then, assuming that you have suitably powerful hardware, you can bump up some of the CPU settings bit, by bit until you find a good compromise. Keep in mind that all servers are not created equal and your fps is linked to server performance. Also, the current 0.54 (experimental) build does not have brilliant fps, perhaps due to all of the vehicles and animal AI that have just been implemented. Prior to 0.54 it was extremely unusual for my i7 / GTX780 to drop below 50fps, even in the big towns. In 0.54, it routinely drops into the twenties.
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ArmA 3 isn't complete. Tanks flip upside down when trying to cross over one half meter stone walls, the sights on the Holosight and DMS sights are corrupted unless you apply workarounds, wheeled vehicles wreck when running over a chicken wire fence, lets not forget that running 10 feet tires your character to the point he needs a five minute rest. ArmA 3 was abandoned and they tried to cash out with BS l;ike karts and helicopters.
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Gamers Crowd: Overpoch Origins 69.162.114.163:2302/2303[SNAP BUILD/AI/Vector Build/Missions/WATD MORE!]
djshocker replied to djshocker's topic in Mod Servers & Private Hives
Custom stuff added to traders as well as vehicles! -
We currently have 2 PVE DayZ mod servers running OverPoch Visit us at www.eswarfare.com Join our TeamSpeak 167.114.118.98:9987 (ts3.eswarfare.com) 167.114.118.98:2302 - Chernarus 167.114.118.98:2312 - NAPF List of mods but not limited to: -AI Missions -Trader Safe Zones -Snap Build Pro -Printable Vehicles -Oil Farming -Self Blood Bag -Lift / Tow -Single Currency -Gem Crafting -Custom Web based Server Launcher (Access at www.eswarfare.com) -Custom Batch File Server Launcher (Download from www.eswarfare.com) and more
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Gamers Crowd: Overpoch Origins 69.162.114.163:2302/2303[SNAP BUILD/AI/Vector Build/Missions/WATD MORE!]
djshocker replied to djshocker's topic in Mod Servers & Private Hives
Make us your destination for some REAL apocalypse fun! Adding some NEW weapons and vehicles to the server this weekend! -
chopper loot and vehicles are really obvious and easy to find if you know the two circles to drive your v3s around
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Backpacks / ammoboxes / weapons / mags / protector cases / tents are persistent on persistence enabled servers. Anything else is not, weapon attachments, clothing,, melee weapons, boots, consumables, tools. Also vehicles are persistent on persistence enabled servers. ^Anything written above can be put inside a backpack for it to carry over restarts, by but not being persistent I mean they won't stay on the ground. Inside a backpack, it's all good. NOTE: If a server writes "PERSISTENCE ON" or "PERS ON" at its name, this doesn't mean that server is 100% persistent. You must experiment this on your own aswell. Get a taloon backpack, put some stuff inside it. Drop it, come 3-4 hours later, if It's still there then that server is persistent. Keep in mind non-official persistence enabled servers can change their persistence status if the owner of that server decides to so do. It's a double end sword. Although, most servers which write persistence on are persistent servers.
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Reduced dust cloud trails behind vehicles when raining.
lt dan posted a topic in DayZ Mod Suggestions
I consider violent thunderstorm as a good opportunity for attacking, or moving in dangerous areas. A simple detail that would only improve immersion and gameplay would be to make the dust clouds smaller (or shut them off completely) during rain.- 1 reply
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OmegaForce Dedi Overpoch Fully Militarized
Arcana replied to BioHorror's topic in Mod Servers & Private Hives
Change Log 1. Missions crates have been beefed up - Big time. ( still working on these.. there is over 10 mission configurations, so this will take time) 2. M1A1 to armed vehicle missions. 3. T70 to armed vehicle missions. 4. The MV-22 missions have been updated to have 1 single really fucked up apache. Bring parts.... and fuel. 5. ALL Skins from Epoch arma2 and Overwatch are now in game. (yes stalker included) . 6. AI in missions will wear stalker skins a lot. Once you loot the skin right click it to wear it.. Then let the magic begin. 7. Snap building pro was updated. 8. Plot pole for life - Added. 9. Vectors have been updated. 10. Rubies will now spawn in most missions (Its random) 11. 100 Meter range Plot Pole. -- PLANNED for very near future.... Eye scan doors and vehicles. Fast trading (advanced trading) Animated aircraft. Server credits PROPRIETARY mission system that will spawn units in cities as a patrol randomly, sometimes they are there, sometimes not, and they will be aligned to your humanity. If you are a hero, they will be a hero until you fire on them. -
KHF DayZ Epoch Chernarus (1.0.5.1) All Features + Welcome Gift
Kamelhaendler posted a topic in Mod Servers & Private Hives
Join our new 24 Slots English/German Server! KHF DayZ Epoch Chernarus (1.0.5.1) IP: 31.214.220.13:2302 Custom functionalities: Indestrucitble bases Snap + Vector Building Added extra loot Added extra vehicles Custom Buildings 4 Static extra Missions Deploy Bike (with toolbox) Door Management Fast trading Admin hosted events Abandoned Safe Safe Chopper Landing when losing connection Crack Safe's with Hotwirekit (10% Chance) Anti Combatlog Classic functionalities: DZMS and WAI Missions Military Bases Lift & Tow Auto Refuel & Repair Self Bloodbag Take Clothes No weight Godmode & Anti Backpack Traders Admins: Kamelhaendler Hermione Dangerous fanatic789 -
Personally I hope they let modders do whatever the fuck they want. Just make sure there is always vanilla servers available as well. Some of the features in Standalone and recent DayZMod updates came from the modding community and it will always be where fresh content and mechanics appears. Restricting that will only damage the game and make it so that it's lifespan is significantly shorter. As long as we can mod; - new maps - new weapons - new clothes - new vehicles - new items (food, medicine etc) - spawn parameters - textures - loot tables (eventually) Its fine by me.
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Here's an Idea I've had for a little bit, now that I've been given time to think. I think that there should be a more realistic way to loot things. I will only talk about clothing and weapons, but this should apply to everything in their own context. The current looting system in the game is good, don't get me wrong, DayZ will be equally as awesome whether or not they implement this idea in the future. But here's what I've been thinking. I believe that clothing should only be found in closets, lockers, dressers, cars maybe, shelves, and drawers. Not like it is now, where you find them neatly folded up on the floor like a scene from Left Behind. You should be able to approach a locker or any other container for clothing (and other items) and open it. You should then be able to press TAB, and like the inventory of a tent almost, there will be at least one or two sets of clothing. They could be rotten, decayed maybe, ruined or pristine. They'll be hung up on coat hangers for you to take from, and boots/shoes will be on the bottom of the inventory. You should be able to open a desk drawer or something to find a pistol, which brings me to the next little thing I wanted to add. Pistols and Rifles, I believe, should always spawn with a magazine/clip a few meters away. Military weapons should also spawn locked up in a gun locker, which you will need either a lockpick, or a crowbar/axe/blunt tool to open. No soldier leaves an AK-74 just lying around beside their cot, even if they are potentially lesser trained than Western military's. It's just a universal rule. YES, we can have some SKS' or AK's lying around beside vehicles that crashed on the road, or an overrun roadside checkpoint, or in the Helicopter Crashes like we have now. Feel free to add on to the suggestions, there's a bunch of more things I could add, especially regarding food items and everyday objects, but I figured you guys might want to share your opinions instead of reading a wall of text, giving beans, and leaving. (Since I would like this suggestion to be considered by the developers) Again, it's nothing that will ruin the game if not implemented.
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Yes it does. There's been many many topics and suggestions on rail vehicles, from the ridiculous idea of fully automated trains picking up new spawns with NPC conductors protecting the train, down to the humble pump car or 'rail skateboard' I mentioned earlier. This is the said handcar from the above post. Those handholds on the end that make it look like a stretcher are for the crew to use to de/rerail. I use one very similar, I usually stand in the middle when I take visitors out on it so I can work the foot brake without breaking my leg from the pump handles going up and down, also when I'm solo on one so I can easily look in whatever direction I'm going (as well as so I wont pop a wheelie). And you can get some pretty decent speed on it (the faster you go the easier it is to maintain speed). Raced our train once while on a siding to 'show off' for the passengers, matched speed and was almost passing it before I had to hit the brakes. Granted it was against a switcher with a max speed of 15mph that was slowing down to come into the station but still pretty impressive considering I was solo and am out of shape.
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i guess because arma II or arma III does not have infecteds... and no, sorry i don't remember the anti-material rifles etc stuff.. i have only started to play DayZ 3 years ago... and at the time i was really not interested what was happening with mods etc.. i just wanted to play the vanilla mod. Anyway, i think mentioning ARMA II is useless. This game is old.. Arma III has already all the things from ARMA III, so it would be quite stupid to recommend anyone to get ARMA II - even from the mod-aspect. But it is just my vopinion though. If you disagree with me, it is fine. Also don't worry, in vanilla-dayz:s there will be not really the issue you are talking about. I would say when the developers have opened the mod-support incl. mod-tools for DayZ:S, there will be surely some mod for these people, which tend to play DayZ with more military-weapons and vehicles... like in a modern BF. i would probably try it too. All i hope is that vanilla-dayZ:s will be great as we wish and that a BattleRoyale-mod or mode will be released for it. If only creating own games would be so easy...
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I always found it weird that people were completely drawn in by the cut throat and frustrating nature of the game... only to gravitate towards huge amounts of weapons and vehicles to make the deathmatch easier. That game already exists a million times over.
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I agree, lowering the height of the player inside vehicles would help. It would be nice to have seat height adjustment for vehicles or some way to move around your head while driving, Sturmovik even let you open the window and move your head out of the window for having a better visibility.
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Greetings Survivors, Last week the 0.54 update rolled out to stable branch. As noted on the official DayZ forums – a percentage of the active user base are experiencing abnormal behaviour with this update. That said, work progresses internally on a hotfix for 0.54 aimed at addressing: Crash to DesktopLow-Poly TexturesLow FPS in gameConstant “Receiving” loading screens during gameplayWhile the programming and QA team members assigned to this hotfix push their work to experimental branch for testing, the rest of the team continues on with work on 0.55. The 0.55 update should be a fantastic one for the users of stable branch – with work focusing on things ranging from: Animal A.I. iterationHorticulture expansionsCooking expansionsOperational Fluids for vehiclesTraps/Snare expansionsTesting of Central Economy controlsAnd so much more..Work continues on larger engine based tasks such as replacing the renderer, work on the new player controller, new audio engine module, and related tasks. On an exciting note, as we look forward to what will be required to support Steam Workshop modding for DayZ teams have begun analysis work on both requirements for new content to be created, and legacy DayZ Mod content to be supported. On the legacy side – we’ve worked closely with Sumrak, the author of the Namalsk map for Arma 2 / DayZ Mod and have completed a basic analysis and test multiplayer session on Namalsk in DayZ. The road to supporting a proper ecosystem on Steam Workshop will take time – but our goal is to have a strong set of tools, documentation, and examples by the time DayZ hits 1.0 and leaves Early Access. We’ll be reaching out to more DayZ Mod content creators over the coming months to gather feedback, and discuss exactly what modding DayZ will look like. As always – head over to the official DayZ forums – Developers are present to discuss ideas, take feedback, and interact with the community. Brian Hicks / Lead Producer Back in the days when I was trying to survive and figure out how everything worked in the DayZ mod and apart from many other things I was also amazed with this simple one - during the idleness, infected were choosing their destinations on the fly. At first seemingly irrelevant mechanic makes out for me the dynamic stealth game which is authentic in any case. I cannot count how many times it makes my heart race when infected suddenly changed their direction while I was trying to sneak around them or how I was waiting for ages hidden nearby just to pick point the moment when to move to my desired location just to realize that more infected were coming to that area. This unpredictable behavior made me fear them, trying to minimize my appearance to become successful - to survive in a hostile environment and luckily find and get what I needed. Fast forward to the present, from the DayZ release infected was one of our main issue and we were very aware of it. Many of you have been disappointed how they work and lack of the visible progress. Hopefully we will revive your faith for proper working infected soon. With the most of the new AI, sensors and animation systems now being in their place we can finally begin to transform infected to the real menace as they always meant to be. Of course initial implementation based on the new systems will resemble the current state at first as we need to settle things down, catch and solve the most annoying issues and make proper foundation. So please don't expect instant switch to infectsomenauts. I can see you are getting afraid again, but hey we are still deep in the development and you can experience these changes hands on which is part of fun being involved in the early access to the game. I want to assure you that more advanced things will be rolled out continuously later as we progress with their implementation alongside with further development of AI, sensors, pathfinding and animation system. So what to expect from the new infected in general? At first which is very important is clearly the performance which allows us to add more of them in the environment. Very first test showed us that server performance is pretty solid even with 1500 infected on the map which is 5x more then it's usual on the stable these days. The infected are designed to be a threat for the survivors as their senses are more sensitive, they are moving fast on short distances and can be lethal in the close combat. You can encounter them mostly in the residential areas, the larger the area - the more infected are present. Areas can be purged which encourages to barricade structures and establish bases. After some time infected will be approaching the area again. As we want to promote stealth approach to encounters you can minimize chance of being seen or heard by wearing darker or camo clothes and light shoes, slowing down your movement, lowering your profile in crouch or prone, avoiding usage of lights and making noise and so on. Fortunately you can also distract them when they are wandering to unwanted destination with throwing the items witch makes noise, light or are somewhat attractive to them. You must be aware in such situation as they are quite interested what's going on around them. When you are focused they will try to hunt you down with no mercy while easily forming packs down the road. Even the doors or barricades cannot be trusted once they want to feed on you. They have fast acceleration but can slow down overtime or lost interest if you get too far after they eventually stumbled. In combat they are using different types of attack, based on distance and force, which makes the combat with them more interesting. To wrap up brand new infected they will also have new visual and audio appearance which will be released gradually and will replace old models, textures and sound effects. We get together 50 different types of males and females infected, and they will be dressed in clothes you can find around so they will no longer look inconsistent with survivors. Some of them will be generic citizens, villagers but you can also look forward to different workers, clerks, policemans, soldiers, firefighters, paramedics, prisoners, patients, journalist, survivors.. and plenty of others. Soon we will be doing rehearsal with adepts for infected voiceactors and I'm quite happy where sfx direction is heading as it will delivers some shivers and goosebumps. The dawn is around the corner... see you in Chernarus folks! Peter / Lead Designer Standup Notes for the week of 3 Mar 15 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Animation:Infected Attack AnimationsV3S AnimationsGestures bugfixingSupport for new Player ControllerSupport for new Infected SystemsDesign:Plant PestsBarrel configs & scriptsDiseasesSupport for new infected systemsTrigger systemsManual TransmissionCookingCentral economyBugfixingProgramming:Inventory refactorizationLoot distribution per buildingsZombie/Animal AICharacter controller (animations & physics)Vehicles - Manual transmission and bugfixingFlaregun ImprovementsSecurity Bugfixes
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ballistic vest utility - extra plate.
stielhandgranate replied to Wookieenoob's topic in Suggestions
Yes. I like the idea of dropping the plates and losing protection from rifle rounds while losing weight. Not sure what the plates could be used for until they add customization for vehicles. -
who's seen the abandoned soviet underground bases?
igor-vk replied to Wookieenoob's topic in General Discussion
That base looks awesome. Like it fell out of STALKER shadow of Chernobyl. Did those ugly hangars got deleted in later updates? Few more wrecked vehicles wouldn't hurt. -
Have vehicles been implemented in SA yet?
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Bullet resistant protection actually giving bullet resistant protection
cornholio308 replied to cornholio308's topic in Suggestions
Sorry for not replying in awhile, busy with studying. Let me just say something that I've previously said. Your personal style of playing is completely and utterly besides the point. If you prefer to play the game a certain way then by all means enjoy that way of playing but do not try tell me your way of playing should be the only way of playing, IF YOU ARE SO GOOD AT BEING STEALTHY THEN IT WOULD NOT MATTER HOW STRONG CONFRONTATIONAL PLAYERS ARE AS THEY WOULD NOT BE ABLE TO CONFRONT YOU, NO? I have clocked in 1000hrs on the standalone already "I know, no lifer! :rolleyes: " my point is, I have experienced most if not all ways of playing. And as someone stated I am very much a social player. My sense of satisfaction is from meeting people, having them try to kill me and fail in glorious fashion or just group up and socialize like human beings and have an authentic believable world to explore. If you can sit there and try give reasons why anything from our own world should not be in this game that is trying to do one thing and one thing only, Give us as much real life items and variables to create our own stories. Then you are just scared out of your mind of change and want to hold all the cards in your hand "your play style". DayZ is trying to mimic the bodies need for hydration and nutrients, Firearms try to mimic the real thing. Vehicles try to mimic the real thing, everything is trying to mimic the real thing. If I said dayz would be better with more content then someone would try argue why it shouldn't be in the game, but why? Sometimes its due to you believing its not possible. But what I can see happening here from the opposition of the vest behaving realistically is just fear of a "as stated before power creep not in favour of your playing style" So I think anyone who is logically thinking can agree. This is not a debate IF the vest should be in the game. It's a matter of, does the development team have the same thought on the matter. I mean they have added the vest to the game, That's the first step. But do they actually know how the vest should perform? Or are they actually aware but have their own idea of how it should perform? It would be wonderful if they could take a moment to let us know what is happening here. Let's not forget the only reason this game is being made is because of our money that we gave to you in return we can use this software "game". I am not trying to sound like a self centred brat but the facts are the facts. There are many development teams now "the most well known would be Cloud Imperium Games that is currently developing star citizen" that have no issue taking time away to clear up where the game is headed and what is being changed without acting like a money craving machine like EA and other such developers that really try their best to hype the hell out of their games and hide any information about the game like it was a conspiracy. Now I'm aware they might not have people hired for this purpose and it can be tedious however to add a vest that is a pretty big deal considering this form of protection has only really worked in one of bohemia interactive's games is a little odd not to explain what is happening with it or what will become of it in my opinion. -
OmegaForce Dedi Overpoch Fully Militarized
Arcana replied to BioHorror's topic in Mod Servers & Private Hives
At OmegaForceGaming, the PvP is fast and real. The vehicles are powerful, and the bandits are ruthless. We are not your average OverPoch server. We are Militarized. We don't back down from a challenge. We get you geared up and into the fight. And yes, all our vehicles come with ammunition :) IP Address: 192.187.97.124:2302 Public TS : ts3.omegaforcegaming.com Features: Dedicated Server With Speed and Performance Unmatched By Most Other Servers Fully Militarized Server With Nearly Every Vehicle and Weapon Available Intense PVP Battles Select your Spawn Point Spawn in on the ground or HALO Pick your class Loadouts Insane Amounts of Loot (Assault Weapons in Nearly Every Building) Starting Gear (Includes a 10oz gold) Exclusive Map Edits (NOT FOUND ON ANY OTHER SERVER) 2 Custom-Made Racetracks For Events Trade Rubies and Topaz to Obtain Powerful Vehicles All Armed Vehicles Spawn With Ammo Walking Zombies AI Missions with Insane Loot Drops Group Management System Choose Spawn Class Choose Spawn Location ALL Vehicles SAVE on Restart Frequent, Admin-Hosted Server Events Indestructable Bases Indestructable Locked Vehicles Tow and Lift on Every Vehicle Safe Zones At Major Trader Cities except hero/bandit One-Step Building Snap Building Pro Build Vecktors Change View Distance Deploy Bike Self-Bloodbag Drink From Fresh Water Sources Boobytrap Bodies with Hand Grenades Take Clothes Bury Bodies to Gain 500 Humanity Protected By The Latest Infistar Anti-Hack Engine And Lots More Donator perks available WWW.OmegaForceGaming.com -
It is a problem and it's obvious too - like sitting in vehicles where your sat too high and can only look down through them - just sit in the VS3 and turn your head to the window closest you - you eyes are level with the top and it was like that, infuriatingly in Arma 2. Why are the windows so frikken high, or so frikken low??? LOL it's like the devs said, yep, that's just how we want them so you can see out of them. They have a stance system in A3 they need to stick in DayZ. When Zombies get introduced we're going to need to just peek over things - right now you crouch and then to look over, you stand right up straight like a dork.
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I had this problem as well... On my server no new vehicles where spawned until I realized that destroyed vehicles (damage=1) are not deleted from the object_data table in the cleanup-routine. Now I simply call a php script that deletes all destroyed vehicles from the table upon startup (I´m too lazy to get into stored database procedures...), so their "spawn-slot" is cleaned up for a fresh vehicle. Maybe I´m getting some things wrong about the spawning logic, but it works for me. edit... and you have the raise the max number of the vehicle class in object_class and maybe tinker around with the probability there.
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Ok well first you said 434/436 and there's a lot of players on 434. Ask the admins about respawns. The original vanilla settings don't respawn vehicles right after restart, and 436 is hardcore so it might be on these settings. Back in the day on the public hive you could crash a chopper and the burning hulk would still be there after restart, then it would randomly respawn at one of the spawn points sometime within a few days I believe. Frankly I think the whole respawn immediately after server restart thing is pretty much a carebear setting. You can crash a plane then log out next to the hanger at server restart and have a guaranteed functioning and fueled plane when you log back in.