Fallout 4 Go Prone Modl

Dolores Xiang <[email protected]> Sat, 2 Dec 2023 22:16:54 -0800 (PST)
Newsgroups alt.comedy.slapstick.3-stooges
Message-ID <[email protected]>
Abstract:Road traffic injuries are a major cause of morbidity and mortality=
 worldwide and currently rank ninth globally among the leading causes of di=
sease burden regarding disability-adjusted life years lost. Nonthaburi and =
Pathum Thani are parts of the greater Bangkok metropolitan area, and the ro=
ad traffic injury rate is very high in these areas. This study aimed to ide=
ntify the environmental factors affecting road traffic injury risk prone ar=
eas and classify road traffic injuries from an environmental factor dataset=
 using machine learning algorithms. Road traffic injury risk prone areas we=
re set as the dependent variables for the analysis, with other factors that=
 influence road traffic injury risk prone areas being set as independent va=
riables. A total of 20 environmental factors were selected from the spatial=
 datasets. Then, machine learning algorithms were applied using a grid sear=
ch. The first experiment from 2017 in Nonthaburi and Pathum Thani was used =
for training the model, and then, 2018 data from Nonthaburi and Pathum Than=
i were used for validation. The second experiment used 2018 Nonthaburi data=
 for the training, and 2018 Pathum Thani data were used for the validation.=
 The important factors were grocery stores, convenience stores, electronics=
 stores, drugstores, schools, gas stations, restaurants, supermarkets, and =
road geometrics, with length being the most critical factor that influenced=
 the road traffic injury risk prone model. The first and second experiments=
 in a random forest model provided the best model environmental factors aff=
ecting road traffic injury risk prone areas, and machine learning can class=
ify such road traffic injuries.Keywords: road traffic injury; environmental=
 factors; machine learning

I was wondering if and how Arma3 will tackle the problem of grass blocking =
the player's vision. I mean specifically in the case of where the player is=
 prone in a field of grass. When not sighted in, the slight transparency of=
 the grass allows the player to see some motion and detail of other units (=
very little but some), but as soon as the player sights in, the grass detai=
l immediately makes it impossible to see anything. This is particularly ann=
oying in engagements where the enemy is clearly in front of the player but =
because of the weird positioning of the player's head, going prone effectiv=
ely blinds the player and puts him at a disadvantage instead of achieving t=
he desired effect of giving the player a better firing position.

Fallout 4 Go Prone Modl
Download Zip https://tradlenjutod.blogspot.com/?vf=3D2wHIL3



Perhaps a partial solution would be to "lower" the height of the grass or r=
aise the player's viewpoint so that grass doesn't completely block the play=
er's vision when prone. This could also be changed in a way such that playe=
rs can be made more aware of whether they are "hidden" (sinking into the gr=
ound from far viewing distances) or if they are completely exposed by havin=
g "tall" grass that is similar to the way grass functions now in that it is=
 high enough to block the player's vision but that is because the player is=
 partially concealed. "Low" grass would behave as previously mentioned allo=
wing the player to clearly see and engage targets in front of them.

Yes my primary concern is being prone and having grass totally concealing y=
our vision while you are completely exposed. I'm not so much bothered by th=
e fact that you can't see and can be seen as that is a perfectly realistic =
scenario. My main concern is that with the grass height in its current stat=
e, you SHOULD be able to see rather than not.

I've uploaded some screen shots to help clarify the issue I am talking abou=
t. The scenario presented includes two soldiers facing each other at about =
50m distance apart. One soldier is prone and the other is standing. I creat=
ed this scenario at the following location if anyone wants to check for the=
mselves or with different graphical settings: 036-103

From the prone position, you can clearly see there is some sort of opacity/=
transparency effect on the grass. This is most noticeable from the unzoomed=
 to the zoomed view where the detail on the target and background objects a=
re blocked by the grass where they were previously more visible. In the sig=
hted in view, everything which was visible is now obscured by grass. Hence =
what I mean by needing to raise the POV (head position) of the player so th=
at they don't seem to sink into the grass.

From the standing position, you will notice that zooming in increases the o=
pacity/transparency of the grass so that details of target and objects in t=
he background become more clear. I think this is acceptable since increasin=
g magnification will generally make details more visible and the current im=
plementation seems to simulate this well enough. However, the issue still s=
tands that the prone observer should be able to see the standing target and=
 not have details obscured as they zoom in or sight in.

You could argue that yes the prone player's weapon is underneath the grass =
line thus its realistic that the player can't see anything when sighted in,=
 but in a real life situation you could elevate the rifle and body slightly=
 so that you can see. Granted when implementing this elevation feature, som=
e care will have to be taken so that the player isn't elevating unrealistic=
ally high from the prone position.



Why on earth would BI implement an artificial solution to allow people to m=
agically see through solid objects? The AI are blinded when going prone in =
grass since 1.6 or so, so it's no longer that unfair.

We could use a way to peak above a grass layer without going into kneel, bu=
t if the grass is to high too shoot while prone, that's just too bad. Veget=
ation is a factor that any half-decent player or soldier will take into acc=
ount. You can't fight from prone in a thicket in real life either. Luckily,=
 Limnos doesn't seem to have the consistently towering grass of Chernarus.

I never go prone in grass, ever, it's much wiser to get into firing positio=
ns behind walls, trees, rocks, bushes and elevations in the terrain. I see =
soooooo many arma players in Youtube videos making idiotic decisions when m=
oving through hostile territory, there are so many noobs here that I'm goin=
g to dominate in MP...

Some sort of solution is needed, because, if you wish to reference "RL", yo=
u can move your head about by inches either way to get peeks through the gr=
ass, which you cannot do in ArmA, except maybe by swiveling your entire bod=
y to make your viewpoint move I suppose, but that would only be left-right.=
 Personally I would like a "peep up" move where my avatar can raise ow lowe=
r his view by a small amount. This would be good in all poses, not just pro=
ne, but obviously prone specifically is the topic here. There is an unused =
TrackIR axis all ready for the job :)

Well this is pretty much exactly what I have been saying? I'm not sure why =
you are so confused especially since I added "POV (head position)" so that =
you wouldn't be. I have never endorsed separating the player's POV from the=
 head/eyes so not sure why you would make these kinds of assumptions for a =
milsim. The reasons I say "seem to sink into the grass" is because 1) when =
changing the level of zoom (position of the head/POV NOT moving), the detai=
ls visible to the player change making it appear as if the grass is now hig=
her or the player "has sunk into the grass" and 2) The scenario was setup s=
o that the differences were visible from the prone and standing position; i=
f I had stepped back a few more meters it would appear to the prone player =
that he "has sunk into the grass" and is concealed (default unzoomed POV wi=
ll show only grass, no standing player) while he is still visible to the st=
anding player. Thus it often "seems" as if the player has sunk into the gra=
ss while he in fact has not. Not sure how I can make this any more clear to=
 you if you still do not understand.
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