To compare, I tested in ARMA 2 and ARMA 3 the cyclic rates of assorted weapons. In these two older games, rate of fire works properly.
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Aug 9 2023
Aug 7 2023
Jul 4 2023
Jun 17 2022
In T165204#2325473, @StJimmy wrote:What about if the focus is lower or you couldn't do it at all except when you walk or stand still. That way you could better focus when you go slowly. Focusing should be hard when you move especially sprinting.
This way you can engage better from further away but it's easier to miss stuff from further away when you're moving fast.
May 25 2022
Here is some good information I found in a US Army machine gun manual (TC 3-22.50 HEAVY MACHINE GUN M2 SERIES). The manual states that:
In T165204#2315664, @GlutenFreeVapes wrote:Big no on this. You are making every players eyes be as strong as 8x scopes.
May 23 2022
Added more comparison images. Compare to viewing at such distances in real life.
May 22 2022
Mar 25 2022
Feb 21 2022
Nov 7 2021
In T161727#2252929, @Volern wrote:I cannot check the old game to check what the fire rates of the guns used to be to check if its always had to be a multiple of 0.33 so I could be completely wrong about it being different from the old engine to the current.
Nov 6 2021
It means 99% of automatic weapons will have to be covered by only four cyclic rates: 450, 600, 900 and 1800 rpm.
Apr 21 2021
Hi @Geez with recent changes to 1.12 there seems to have been a typo where 7.62x54 (Mosin, SVD) airFriction now has -0.0001, this was probably supposed to be -0.001.
Apr 20 2021
Since recent changes to these numbers, there seems to be a typo in airFriction of 7.62x54mmR (Bullet_764x54). Too many zeroes.
Apr 14 2021
Apr 13 2021
This initSpeedMultiplier is also on the SKS, apparently. Real life, only 5% faster. In DayZ, 50% faster. Is this a typo maybe?
Apr 10 2021
Apr 9 2021
By contrast the initSpeedMultiplier on the Repeater rifle is reasonably correct. Winchester factory figures show a 1.48x increase firing the same .357 ammunition in a 4" revolver vs a 20" rifle.
Jan 9 2021
@Geez I think the 18 points of damage for the .22 rounds is fine, because six body shots to kill player is reasonable for such a weak round. And it already kills player in one shot to head(brain).
Jan 8 2021
Oct 13 2020
That's interesting, and does this 320 km/h limit affect Expansion planes and helicopters as well? Hopefully this is a temporary measure until the underlying issue is fixed.
Oct 12 2020
Feb 13 2020
I did additional test and weapon with supposed 1700 rpm (reloadTime = 0.0353) fired at about ~890, the same as described above.
Jul 29 2019
Buckshot and slugs don't have specific assigned colours, it depends entirely on the manufacturer. For example, standard Remington 12 gauge shells are green, and standard Winchester 12 gauge shells are red, whether they contain buckshot, birdshot, or slugs. You could even buy various 12 gauge shells and make a rainbow from the collection.
Dec 10 2018
You forgot to account for deceleration of the bullet; something which DayZ simulates. In real life, muzzle velocity of the M4A1 with M855 ammunition is 2900 ft/s (884 m/s), but the bullet at the muzzle experiences a deceleration of 900 m/s², or 92 Gs.
Nov 5 2018
Jun 30 2018
Jun 2 2017
In T125245#1613872, @jakon72 wrote:As far as realism, ammunition is M80 ball, not the most accurate.
Is there a chance that we could see different types of .308 ammunition in the future? Maybe not just different types of .308 but variants of other types of ammo as well? That would be amazing and would add a lot of depth to the combat in DayZ.
Jun 1 2017
May 31 2017
The Winchester Model 70 has dispersion = 0.001 and the hunting scope adds -0.00025 for a final dispersion of 0.00075, or 2.6 MOA.