Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Search the Community
Showing results for 'Vehicles'.
Found 41870 results
-
Contents This Week Dev Update/Hicks Dev Update/Mirek Community Spotlight Dev Update/Hicks Greetings Survivors, Over the last two weeks the team has been hard at work tackling bugs and final missing functionality on intended .61 milestone goals. Not to mention a few additional improvements not listed on the milestone goals, such as dynamic shadows, network sync improvements, and expanded improvements in the audio technology side of Enfusion. The test / fix / regression process between when a build is feature ready for experimental and functionally ready for experimental can be a bit of a grind here in the office (especially when you consider the branching that occurs so that the stable candidate can be worked on, while the rest of the team continues work on .62 and forward), but as always I'm proud to say the team has been relentless. To give you an example, just over the last week the QA, Programming, and Design teams have squashed bugs such as: Client freeze on server connection Isolating remaining issues with new synchronization system Audio configuration issues w/ interior and exterior surfaces Infected hit detection issues Reload / Chambering not occurring when player initiates animation Chambered ammo not being depleted when firing (ooh boy that one is nasty!) Dynamic shadows not behaving properly with certain geometry within Chernarus Client side control failures under certain animation states (clients locked into one direction after jumping off of certain terrain) NavMesh problems with Infected (ignoring some structure geometry) Character gear loss under certain crafting, and connection scenarios Client crashes when using Exp Debug window Dynamic events not showing on client side Virtual Machine exception related to containers Infected being blocked by collision with corpses Server crash caused by animal behaviour Server delay registering clients after initial connection This is just a brief look at some of the issues tackled over the last week - and does not include issues the team is still working on. Countless issues are tackled before the player even sees the next testable build - and I hope this gives you all at least a small example of the work that goes into getting a build to experimental. Unfortunately the reality of development is its never quite as easy as just making the desired functionality, and pushing it to the experimental branch. Past that - Miroslav will be talking to you guys this week about exactly what he hopes to see from the upcoming improvements to network synchronization, and while I might have a bit more caution to my optimism I can safely say I am excited to see how it will behave under a larger testing pool. Keep in mind as well, he specifically calls out that there is a high chance the initial experimental builds for .61 won't be spawning vehicles - as he and his team are currently working on the synchronization improvements for them specifically. Looking at the .61 milestone goals for this Status Report: 0.61 Milestone Goals: Server Login Queue Ready for experimental branch testing - no current issues preventing this at this time. Merge of New Audio Technology from Arma 3 Eden Update. Technology successfully merged into DayZ branch. Ready for further testing on experimental branch. Update of Weapon Sounds for New Audio Technology. All current firearms configured - Audio team is working on completing SFX for future firearms, as well as working with design and programming team to tackle configuration, and surface effect issues as they pop up in QA. Dynamic Spawning of Infected. Programming team is currently working on plugging animal spawning into this system. Once this is functioning properly they will continue working on adding the additional functionality of per-player impact on the quantity inside a defined area. Predators (Wolves) We're cautiously optimistic here. While we're seeing improvements on our end, there is still a high chance this milestone goal will be pushed to a future build. Network synchronization improvements could make this viable for .61. Testing, and regression will give us a better idea. Past the milestone goals for .61, as you all know we have several improvements we're aiming to also be present for that build. Including but not limited to: Experimental Branch Debug Monitor Network Synchronization Improvements Dynamic Shadows And for those who don't keep an eye on our development board - we've pushed a few updates there to give you an idea of what some of this can be expected to look like: Uploaded via our Trello account: http://trello.com/c/pYtKJ7y9/123-experimental-branch-debug-monitor Lastly, I completely understand the frustration many of you may feel in the lull between build publishes to experimental, and stable branch. There is a saying that goes around the community that after two months of a build being available, it starts to get long in the tooth and the community is eager for the next, and this is entirely true. However, it is not just the community - we (the developers) are just as eager as all of you out there playing, and participating in DayZ's development, as hard as that may seem to believe. As we move closer to beta, the builds we push out are less about initial prototyping and more about large changes to DayZ's engine. Enfusion is a massive change for us on so many levels, and it is because of that that these builds seem to take longer to push out. We're all massively grateful for those of you who continue to ride through the storm with us, and help to shape the final product that DayZ will become. I'm personally very excited to jump into .61 experimental when it goes live, and start a new series of adventures in Chernarus. - Brian Hicks / Creative Director Dev Update/Mirek As we are moving closer to 0.61 experimental, we're mostly stabilizing the build (catching crashes, tweaking character selection from the main menu and new infected/animal spawner). But there will also be one big thing we would like to enable in 0.61 experimental which Brian mentioned in the last status report a bit. We were reworking major parts of the network code and completely changed synchronization of player controlled entities, which should deal with position desynchronization. This means that there won't be any weird deaths (on stairs, near the edges of roofs, etc.), character won't be blocked somewhere else on the server side (infected or other players won't hit you from large distances and if the player is inside a building, he won't be blocked outside), the game should behave much better under stressful network conditions and it should deal with a lot of issues that were present in the game since EA release. I have to admit that these changes aren't applied on vehicles yet, so vehicles won't probably spawn in the first iterations of experimental builds, but once we will enable them for vehicles, they should fix most issues like lagging and freezing, when a vehicle is in proximity of another vehicle. Also, please don't expect everything will be amazing, we still have some animation issues and a couple of other bugs, especially related to ladder movement and it's very likely that more will appear after the experimental release. It's even possible that the network changes won't hit stable if a lot of issues appear and instead will be postponed to 0.62, because we don't want to block 0.61 stable release for too long. - Miroslav Maněna / Lead Gameplay Programmer Community Spotlight Kind of like the last time around, we'll see if we can help players who are looking to join a community which is not necessarily english speaking. We were approached by Dopeyferes who asked if we would have time to look at a couple of his videos as well as showcase his channel, and of course, we were more than happy to do so. Outside of having really nice videos of DayZ on his channel, he is also part of a larger hispanic community that plays DayZ among other titles. So, if you are looking for a spanish speaking community, I'm quite sure that he'll be able to help you out if you contact him via his Facebook page, or if you for example join the Steam Group that he is a member of. Of course, Dopeyferes also has a Twitter account where you can follow his updates and he streams from his Twitch account as well. We do have yet another community lined up for the next status report, but in case you are part of one that you would like to see highlighted, just send some info to [email protected] and we'll be happy to have a look. - SMoss / Community Manager
-
Howdy, Lets get this started! Our website. dayzdecay.com 2 Helicopters 65 Vehicles 2 Planes Night/Day Style GMT+2 We offer side-channel until we grow (again) then disable on further date. Server IP : 5.39.98.216:2302 Discord https://discord.gg/D8Zm5MJ We are a pure vanilla server and we hope to provide a good experience for players.
-
LOTS of people are experiencing this...as it is a known issue with vehicles in the current build. Call it De-sync with an attitude. The fix is to wait it out until the devs address the problem. (it is officially on the list of pending bug squashes).
-
I'm fully expecting to see a DayZ SA version of Arma 3 Epoch or Exile. I.e. Traders, currency system, tower building system, simple missions and tons of vehicles and weapons ported from other Arma games. Do I want to see that? I don't really know...
-
It is possible to "total" a vehicle if it takes too much cumulative damage. You can tell, because the entire body takes on a dark tinge and you no longer get the option to get into it. As nl said above, gas tank punctures are also a common possibility. And on a few other occasions I have seen vehicles that were carefully driven, but driven quite a lot, get "worn out" to the point that the clutch seemed to have failed. You can still accelerate, break, shift, but very little, to no power makes it to the wheels.
-
Yes vehicles are buggy and there are issues with persistence. This is the time to learn to drive in DayZ. I am sure most of you are pretty good at it by now BUT some of you aren't so here we go. First some general tips that apply to all vehicles then some more specific tips for the V3S and the Transit Bus. 1. Always drive on pristine tires when you can, the better tires you have the better traction you get 2. For all vehicles carry a lug wrench and a tire repair kit at a minimum 3. Whenever you stop and you happen to find a fuel can, refuel at that time. Keep the tank topped off. 4. NEVER, EVER drive in Mute, you need to hear the engine to know when to shift. Get to know what neutral on the vehicle you prefer sounds like so you know when you are in it. 5. "E" is NOT forward, it is up shifting to higher gears (1-3), if "E" were forward these vehicles would be automatic, they aren't, none of them are. Also Q is NOT reverse, it is downshifting. The reverse gear is one Q downshifting from Neutral. 6. If you loose momentum going uphill hit S to stop rolling backwards, down shift to neutral and start again in 1st gear (or, 1 E shift up from Neutral) Then, serpentine up the hill, (make little "s" turns) listen to the engine, you'll know when to shift. 7. Hitting pretty much anything will damage and may even ruin your tires and battery. You can use a wrench to get better quality parts for the Hatchback and the sedan by cannibalizing other vehicles you come across. It has been my experience that a pristine or worn hood offers some protection to a battery in case of a collision. 8. If a zed has agroed on your vehicle and CONTINUES to act agitated, kill that zed. Otherwise, once you get in, start up and begin to move the vehicle could flip on the zed 9. When removing tires, stand back, some vehicles will pop and turn you into a bloody patch on the ground when they kill you by scrapping over your lifeless body (lost and UMP and a fully decked out smersh vest to this on a bus) 10. Shift+w will give you a boost in speed. Just try not to use it too much since it does seem to eat fuel much quicker. The V3S 1. You don't need a glow plug but you do need a truck battery. 2. Find and store the following in your truck, a tire repair kit, lug wrench and a crow bar. The crow bar can be used to pull apart duel wheels if you need a front tire in a pinch. 3. If you only have two dual wheels available put them on the furthest back axle from the cab. 4. You can drive a V3S with only one tire in the front and a pair of duels wheels in the back but don't expect to go very fast 5. I have not found a way to put duel wheels back together again after separating them, if anyone does please advise, then we could tear them apart, fix them individually and put them back together again. 6. Tire states matter but not as much as they do on the Sedan and the Hatchback. If you wreck though, double check the tires, especially if you start sliding as if you were on ice. The Transit Bus 1. You need a glow plug and a truck battery to get this bad boy working. 2. If possible, hit railroad crossings at full speed. You may bounce across these damn things and keep going otherwise it's very, very likely you'll high center the bus on the crossing and get stuck. There is a chance that even if you hit it at full speed the rear of the bus can get hung up and you'll still be stuck. 3. Again, Tire states matter but not as much as they do on the Sedan and the Hatchback. 4. She's awful slow to get moving but, well to quote General Buck Turdgison from Dr. Strangelove "If the pilot's good, see, I mean if he's reeeally sharp, he can barrel that baby in so low... oh you oughta see it sometime. It's a sight. A big plane like a '52... varrrooom! Its jet exhaust... frying chickens in the barnyard!"
-
I hear vehicles keep their cargo, but have not confirmed.
-
Oh please Jebus , make the vehicles actually persist properly next update , these vehicle bugs really ruined .60 for me ! Haven't played in over a month ! Otherwise looks good , I hope they don't cut wolves from .61 seeing we are already incredibly far behind but oh well do what you gotta do .
-
'lets hope so' thats all we can do.. balancing should be on the top of the list imo.. why add more guns/vehicles (motorized) aircraft?! when half the stuff they have now.. barely works (ever tried to get a v3s up a hill thats 5%? goodluck) its the point of 'when' will we see progress what bugs me.. lets not forget people.. its almost the END of august.. when was this thing supposed to be 'in beta' januari of next year-ish? goodluck getting that in order.. 0.61 isn't even a thing.. and judging by the post hicks is making about the wolves being broken in more ways then an octopus on meth.. that'll get pushed to somewhere around 0.62-0.63 if you don't mind me saying folks.. and don't say it won't because nobody wants a PACK of wolves that behave like glitched zeds.. that'll be death incarnate the minute they spot you.. no matter if you have a akm with drum mag or an M4 with a 60 clip. xD
-
There's a massive list of things that I would like to see make it into the game. Most prominent among them are constructable vehicles. This means go karts/make-shift motorized wagons on the ground, and ultralight aircraft like ultralight planes, mozzies, and auto-gyros in the air, and maybe even a raft for the water if the ocean ever becomes an important region. The main reason why I want actually constructable vehicles is because trying to balance how many prefabricated vehicles spawn on a given server is downright paradoxical. On highly populated servers all the vehicles quickly become hoarded by various groups and individuals, making them somewhat impossible to come across; on high pop servers the number of available pre-fabricated vehicles needs to be increased do have desirable availability vs scarcity levels. If this server should then go into low pop for a time, or just be regularly of low population, then prefabricated vehicles become too easy to get. The exact desirable balance of availability and scarcity of vehicles depends very definitively on the current population of the server and their play-style/in game behavior. Thusly, if players were able to spend time gathering resources and tools in order to construct something make-shift for themselves, there would be a soft cap on the maximum number of vehicles in a server instead of a hard cap, and regardless of fluctuating population levels, the prevalence of these vehicles would always reflect the amount of time and effort people put into constructing them, making their numbers dynamically and organically controlled. When these vehicles are totaled, their wreckage would simply de-spawn at server restarts. It's also central to this concept that these constructable vehicles be somewhat underpowered compared to their factory made counterparts so that they do not completely infringe on the value of owning them, go karts obviously have crappy top speeds compared to a sedan, but the go kart could still have utility. Likewise ultralight aircraft will get you flying, but none of them can transport much extra weight, or a second passenger; they're personal transport and scouting only basically, while a little bird can actually be put to work. I'll learn the Enfusion language myselfwhen modding tools come out if I need to in order to make this a reality, but hopefully constantly campaigning for them will either motivate an actual modder, and in my dreams, the devs themselves.
-
I only use the bow for getting vehicles off from fences, road objects and just messing around. Seems fun to use one though, how about the cross bow? same effect?
-
I talk about future items coming to DayZ, which have been found within the game files or posted by the development team! Weapons - 0:12 Clothing - 2:04 Equipment - 2:49 Vehicles - 3:54 Base Building - 4:09 Environment - 6:02 Character - 6:29 Player List - 6:50 Placeable Objects - 7:00 Animal - 7:36 Source: https://www.reddit.com/r/dayz/comments/4p4k6d/wip_content_added_to_the_060_changelog/
-
Trucks is there a trick to them now?
Arthur Dubrovka replied to sneakydude's topic in General Discussion
Vehicles are cute right now but not really worth the time to get them repaired. I like it if it's hard to maintain a car but for now they're to bugged. In same time you can visit every high tier area and walk back to your camp before one car is repaired. Let's talk about it again if stamina system is working ? Edit: maybe it would make sense to ad an unflip and push option till the game goes beta so it wouldn't be so painful if you get stucked by a railroad crossing the street - like in some arma 3 mods -
A doctor's suggestions for DayZ's medical system
Whyherro123 replied to bacter's topic in Suggestions
-ahem- Much of this has been suggested before. The Devs haven't implemented any of it. The medical system has barely been touched since it's implementation. Do "vitamins" actually do anything? Does the "Injection bottle of sodium bicarbonate" do anything? As an aside, what the fuck are we going to be using Sodium Bicarbonate for, heartburn? I don't think acidosis is going to be that big of a problem Does using a syringe on yourself or another player do anything? AS far as I know, the answer to all of the above is pretty much "no". Yet we get more guns and vehicles.... -
Sounds great. Looking on the brighter side of the predator delays, maybe it will give enough time for full batches of animations to be completed before .61 drops. Any idea when vehicles will stop getting worse? I miss .55 when they at least worked consistently.
-
Enfusion Q&A with Lead Engine Programmer Filip Doksanský
emuthreat replied to SMoss's topic in News & Announcements
Good morning, and thank you for the opportunity to learn more about the future of DayZ. Firstly, how much "headspace" are you planning on leaving for modding/post 1.0 design additions; 20%, 50%, perhaps? Will the game be just barely capable of meeting the release goals, or will it have plenty of room to grow? Trains: Chernarus has lots of them, and the tracks go around 3/4 of the map. Will they ever be operable? Is the engine even set up in a way that would allow for the switching of tracks and loading large items into the boxcars? Similarly, will the portside gantry cranes ever be usable; perhaps for loading shipping containers onto a flatbed truck? Modifying the existing environment and structures: Along with barricading the existing buildings, what kind of ways will players have to leave their mark on the map? For instance, will spray paint ever be used for such obvious purposes as leaving messages for travelers, or marking-out turf? If fences, picnic tables and roadway signs will eventually be destructible, will there be any way to move them more subtly, such as swapping road signs to disorient other players, or moving the tables to an ad-hoc campsite? Vehicles, Hauling, Towing and Recovery: Will there be any considerations made for more complex vehicle interactions? Would it ever be possible to attach a chain to the back of a vehicle, and affix it to other movable objects? Would a daisy-chain of dumpsters and tables dragging behind a vehicle just have too much demand on the system to be possible? -
Enfusion Q&A with Lead Engine Programmer Filip Doksanský
sanguine00 replied to SMoss's topic in News & Announcements
Thanks for taking the time to answer some questions! I have two: As many modders may want to ramp up the quantities of items and vehicles above what is available in the "vanilla" games, do you take into account modding when optimizing Enfusion's performance? What major milestones (Player controller, animation system, etc.) are left to be met before you can say that Enfusion has been fully implemented in DayZ Standalone? -
Started to transport my camp to the middle of the map for event server on saturday night. Bus did a whole 360 on me, and killed me. 3 ak101's 1ak 2 mp5 a ton of ammo, full ammo can, gillies, all the bus was full of equipment for a server event. You know what i can say about/to your game devs ............... Best you remove vehicles as arrows, objects spins them or pushes them across the map. Because right now i don't think you guys know how to deal with them. Safety tip of the day Don't get attached to your gear folks as the vehicles will kill you. In this case the bus on the railroad tracks spun, with the tires in my hand and went a full 360 degrees.
-
Q is NOT reverse, Q is DOWNSHIFTING, reverse is one Q down from neutral. This means E is upshifting, usually from 1st gear up to 3rd gear, each press of the E required to shift the higher gear along with a corresponding Q to shift to a lower gear. If you loose momentum on a hill you have to DOWNSHIFT with Q back to 1st gear to get going again, you don't need to build up speed to get going uphill either. Listen to the engine, it'll tell you what to do. You should have all the tires though too. Spares are useless ATM. Practice, you'll get it, If I can get a Bus from the coast up to Zelengorsk by way of Pavlovo then you can get a truck up a 1CM hill. BTW, the speedos are in KPH not MPH so you are going slower than you think.. Vehicles don't suck, vehicle persistence sucks right now, not vehicles.
-
The beginning of the beta is drawing nigh, and I've been thinking a lot about the potential diversity of what the modding community will be able to offer in terms of content and game-play. Because the Enfusion engine is a simulator already endowed (or about to be endowed) with many different varieties of internal simulated systems or "features", which are designed to be as modular as possible (think lego blocks; they are designed to be easily modified and manipulated), the numbers of ways that they can be recombined and re-purposed to me seems really far-reaching. Just to give an example of what I mean, a modder could very easily make a full blown "hunting simulator" game by removing zombies, adding some animals and refining their behavior a bit, and creating a mission generating G.U.I (graphical user interface) that would facilitate positions of player spawning, selecting various hunting challenges, load-outs, trophies, etc... A totally different approach could be to make a round based FPS, or even an offline story based FPS (like half-life or wolfenstein). Once vehicles are tweaked modders could even pretty easily make a full blown racing game; add a few vehicles, make a track, erect world barriers, set-up race-related triggers, and an effective GUI. A clever and comprehensive mod can take a given game and turn it into something entirely different. When it comes to the future of mods for DayZ, things like team-death-match are a given, as are new maps, and additional content added into what DayZ already is, but what I'm curious about are what kinds of mods would be reasonable to create with the Enfusion engine that would drastically and fundamentally change the type of game that end-users play?. To help with brainstorming, here is a rough list of the individual modular systems that are already implemented or confirmed for the beta: Environment: Accurate time, day/night, and solar/lunar cycles (I think the star map is accurate too) Temperature and weather Sound simulation Light simulation Interact-able world objects (doors, storage, traps, apple trees, anything you can blow up, etc...) Interact-able objects (clothing, tools, weapons) Ballistics simulation Vehicle physics simulation (land, air and water) Structural construction and deconstruction (tents, barricades, walls, doors, barbed wire, etc...) Radio simulation (broadcasting towers, receivers, hand-helds, simulated frequencies, etc...) Electricity simulation (generation, distribution, application: lighting, tools, electrification, etc...) AI governed NPC's (wildlife, zombies, etc...) Agriculture (all-be-it accelerated) Item spawning-distribution-economy control simulation What did I forget??? Explosions? Player: Food/cooking and nourishment simulation Illness and cure simulation Melee combat simulation Weapons combat, usage and maintenance simulation Physical injury and medical treatment simulation Elemental exposure simulation (Too hot, too cold, too wet, "My feet hurt", etc...) Stamina consumption/weight/movement/speed simulation (get hurt and limp appropriately, carry too much and run slower/get tired faster, etc...) Clothing/storage simulation Direct voice, text, and radio based communication simulation Vehicle operation and maintenance simulation Incapacitation and restraining of players (cuffs, tranquilizers,, etc...) Physical player manipulation (dragging unconscious bodies, forcing handcuffed persons around, loading them into vehicles, etc...) What did I forget this time??? Death? Considering the above features in addition to new features that could theoretically very feasibly be added in by modders, What sorts of possible mods can you come up with that would be a drastic departure from the way DayZ itself is played?
-
Trucks is there a trick to them now?
Whyherro123 replied to sneakydude's topic in General Discussion
1) Vehicles suck. Seriously, they are so weak and lacking in power it isn't even funny 2) you know you have to shift gears, right? 3) Build up speed before you try to go uphill. All vehicles have this problem, but the trucks are the worst. -
Also if the helis drive like that troop v3s or whatever truck is like, i do not want a vehicle ever. That has to be some joke?? because arma vehicles drive great. Sure we should slow them down some but still they handle on a dime. Isn't this the same coding arma 3 has?
-
That's great, always that little hidden text that explains the world :) There is some concern about the way aircraft, if able to rebuild them and keep them for a length of time, same with vehicles etc... at your base. Heli pads made of straw weaved so fine a 747 can land on it :) At the point of not trying to sound off with concern, but will there be some ability to lock out bases down? and or the vehicles we spend so much time getting.
-
You're right that DayZ players will vote with their feet, and the servers offering the most desirable features and balances, like aircraft spawn numbers, will garner the most amount of traffic. What you're not realizing is that regardless of what vehicles and what weapons actually get added into the game, there is always going to be a subset of servers which caters to your exact sensibilities. Don't like choppers? Fear not, tons of people (30% of the player-base roughly) seem to not want aircraft of any kind, so in addition to a crap ton of servers jacking spawn numbers, there will be a bunch of servers (although admittedly not as many) which turn off aircraft altogether. Don't like military crap? Fear not, most of the player base does not want to see full blown militarization. The devs have said they aren't building military attack vehicles like tanks and armed choppers so really you should not be worried about over-,militarization. Even if militarization was a major concern, there will still be servers which turn these things off to cater directly to the 30% of players who vocally desire it. The most armored vehicle we are getting is an unarmored humvee. Having played extensively in a Chernarus where "there's only 1 chopper", I can very confidently tell you that unless you despise the existence of choppers altogether, 1 chopper is not enough choppers cause you'll likely never touch it (Oh but you will see it alright!). The precise number of helis that servers ought to spawn depends on their exact average population levels (higher pop, needs more choppas), and because server populations constantly fluctuate, it is pretty much guarenteed that there are always either too few or too many choppers on any given server at any given time. In order to play it safe, the devs are going to have the default spawn numbers be very low, so that there will always be either not enough (2 choppers on a filled sever) or just the right amount. This is seen by many to be superior (immersion and meta-game wise) to having choppers be too easy to get, and I tend to agree, as do many other players, but only for a time. When players get it into their heads that they want to fly, for whatever reason, in a chopper scarce environment, they realize that they might be spending several months on a fruitless endeavor. At this point they can either turn off DayZ and turn on an actual flight simulator (IL-2 Sturmovic FTFW), or they can join a heli-splosion server. Really the problem won't affect you much. Vanilla players wanting reasonable access to some sort of flight are going to be forced to migrate or petition their communities to make changes. Until that happens, the particular aching in my old DayZ bones is absolute sign that when aircraft do hit, you won't have to try hard to not find one. The fact that "herp-derp-fixed vehicle spawning numbers" give rise to this inherent stability problem of [aircraft numbers/server pop] combined with the reasonable and safe approach to have aircraft numbers on the limited side rather than the plentiful side means that the incoming implementations of Vanilla already will be catering directly to people who dislike the idea of aircraft. This is the "just a dash" approach. I will probably sound like some passionate wind-bag for saying this, but I feel that the Vanilla should at least try to cater to the desires of the majority when it comes to implementations of those features which are integral to how the game can be played. Too many aircraft creates negative cycles of interaction and is a destructive force, but not enough and an arbitrary limitation is placed on how players can choose to play the game. More choice; more diversity. More diversity; more interesting interactions. More diverse interactions; more entertainment. Remember that just because players flock to servers which inflate their aircraft numbers above the default doesn't mean that the game will be ruined for people who hate aircraft or even that they will have to compete for space on the few purist vanilla servers. Servers that are popular will see more servers like them get created to harvest the excess population, whether they are "aircraft off" servers or "free chopper day" servers. The scope of this issue is that around half or maybe even more than half of the player base are very quickly going to be playing on servers which use settings other than the default vanilla settings, which draws into question the efficacy of the default vanilla settings themselves. The balance/stability issues that are inherent in a static heli number environment whose demographics constantly change (who is on and how many are on) is the cause, and so any remedy to this setback would be fairly desirable for about half or maybe more than half of the player base. --------------------------------------------------------------------------------------- I see that you did some googling on the Little Bird :D <3 +1 Thumbs up!!!! You're right that the little bird has a long ass flight range, and also requires a heck of a lot of fuel. did you know that it runs on aviation fuel!?!?!?! LIKE WTF!!!! It's Kerosene based but it's not quite kerosine. I don't know how to make the stuff but I'm sure they only store it around airports. In addition to that the devs are doing their best to make the most in-depth maintenance setup possible, which in my opinion is totally awesome and can only be a good thing toward reducing the problem this post describes. Look at the labels of these recently released DayZ assets closely ;) https://trello-attachments.s3.amazonaws.com/55a549a222bb191211fb70bc/1097x819/8a7b55d58e26efe88064cd4f216a4e5f/air_oil1.jpg I totally agree with you that owning and operating a little bird is going to be an extreme chore; a task fit for ten of DayZ's finest men. But let me introduce you to an aircraft that was in the mod which might change your mind about utility and feasibility: DAS AUTO-GYRO!!! (It gyrates automatically!!!!!) Auto-gyros, this kind , can be built literally from scratch (in the real world) if metal and machining tools are available, and people have been building them in their garages for over 50 years. They run on very common and small single engines which function on diesel, not aviation fuel, and they don't really require much fuel overall either. They are able to taxi or be pushed along the ground with a very thin profile, meaning they can be stored/hidden just about anywhere. (the above video shows the gyro taxi'ing through a skinny forested path.) They can take off in extremely short distances, and also land in extremely short distances. They can glide silently for a very very long time, and are considered one of the safest kinds of aircraft because of it's ability to land, un-powered, with ease. They cannot travel at break-neck speeds (relative) to the Little Bird (100kmph compared to 270kmph) and they cannot climb very fast (3 meters per second compared with 10 meters per second), and they tend to not be able to carry a second passenger. On the mod, when I was in possession of an auto-gyro I felt like I was in complete control. I could perch it on a different mountain each night, or push it into a random forest, or inside a building. Do you not feel like having an auto-gyro (or a mozzie, or a fixed wing ultralight plane) would be advantageous?
-
I'm not entirely sure, but I think it's safe to rule tanks and APCs out, at least in the traditional sense. I do vaguely recall talk of being able to modify vehicles, even perhaps up to Mad Max levels, so we can probably expect up-armoured cars, but I imagine it won't be anything like you see in modern up-armoured civilian vehicles. I wouldn't be entirely surprised if they include HMMWVs, but that seems a bit unlikely to me. They did have rocket launchers in the mod, and given the plans to allow vehicle modification, I actually sort of expect to see them come in eventually. Perhaps not armour-piercing, anti-tank weaponry, but RPGs for clearing out buildings or disabling civilian vehicles with a bit of armour are probably in the cards. I think we can almost certainly expect M203 and GP-25 launcher attachments. Just speculation, of course.