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. eebf2c3492