Jump to content


Premium Members
  • Content Count

  • Joined

  • Last visited

  • Days Won


Skwuruhl last won the day on July 21

Skwuruhl had the most liked content!

1 Follower

About Skwuruhl

  • Rank
    Math Wizard

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

1,294 profile views
  1. Skwuruhl

    What's your preferred conversion method?

    Reminder that viewspeed is which makes literally 0 mathematical sense
  2. Skwuruhl

    Warhammer: Vermintide 2

    Completely overhauled version of the mod that gives customization to zoom sensitivity via monitor distance or zoom ratio. https://steamcommunity.com/sharedfiles/filedetails/?id=1498189723
  3. Skwuruhl

    Warhammer: Vermintide 2

    Updated mod to not require a different sensitivity to match hipfire. Your hipfire sensitivity will now be the same with and without the mod.
  4. Skwuruhl

    OW ->>> Fornite

    It scales your sensitivity directly by the zoom ratio. So say you zoom in by a factor of 2 (that's to say objects on your screen appear 2x larger), your sensitivity would also then be scaled by a factor of 2. A couple examples in Overwatch https://imgur.com/a/A0NQG https://imgur.com/a/szjlq
  5. Skwuruhl

    Perceived sensitivity

    Alright I've been meaning to make a post about it for a while so: I think it's better to look at 0% as zoom ratio. Like it's not "wrong" (well, mostly) to call it 0%, but imo it's not as accurate. Forget the whole 0% part of it for this post and just consider the zoom part of it. First, if we ignore the 0%, where do we get the equation? Aside from "the apparent size change" the definition of zoom is the ratio of focal lengths. The equation for focal length is However we don't know the working distance only, that it's the same between FOVs. But remember that we only need the ratio of focal lengths to get the zoom ratio, therefore: And then simplifying And then you have the equation. You can observe this in-game: In Overwatch when you ADS enemies appear to be 2.63 times "farther" away: https://imgur.com/a/szjlq They also become 2.63 times larger: https://imgur.com/a/A0NQG Scaling sensitivity by this is consistent to how your mouse movements change as an enemy is nearer/farther from you. For example, ignoring zoom entirely for a moment, consider an enemy 10m away moving at 1m/s around you. This means they'll have an angular velocity of 0.1 radians per second. This is the rate at which you'll have to rotate your camera in order to track them. Now consider the same enemy 5m away moving at the same speed: their angular velocity will now be 0.2 radians per second, 2x the mouse movement required to track them. Additionally since the enemy is half the distance from you, they'll appear to be 2x as large, same as the change in mouse movement. @DPI Wizard demonstrated this in his video: https://youtu.be/00dhyUfcLSY While scaling sensitivity by zoom ratio, if you stand x times farther away with the same x times zoom, then enemies will appear to be the same size and take the exact same mouse movement to track.
  6. Skwuruhl

    Warhammer: Vermintide 2

    Mod to make zoom sensitivity scale by zoom ratio: https://steamcommunity.com/sharedfiles/filedetails/?id=1444804153
  7. Skwuruhl

    Killing Floor 2 ADS Match Tool

    The issue with commas is in the output, you shouldn't need to edit the code at all. When you get the output paste it somewhere and change all the "," to "." then copy it again. Alternatively you could try the python version.
  8. It would just be cm/360 match. To track the player you're taking some physical mouse movement for a certain rotation rate. Having the mouse movement and rotation speed the same across zoom levels means having the same cm/360. What you can do instead is match based on the apparent speed of the player onscreen. For 90 and 45 fov this means the player will appear to move 2.42 times as fast since the zoom ratio between the two is ~2.42. This is 0%, for which a better name would be something like zoom ratio scaling rather than 0% monitor distance scaling. No current method really "works" for converting between first and third person. The difference in camera location (and probably other things) makes them just... not work. I personally match hipfires with cm/360, then do ADS by the zoom amount. Although there are games that also change camera position when ADS so that kinda ruins that too. If ADS is in first person then you can scale that from your usual in first person games. I never realized this but it's actually pretty cool and seems kinda obvious now. If you stand 2x as far away with 2x zoom then the target is the same size and takes the same mouse movement to track them. This lets you set outside the sensitivity range: Granted I can't test right now to see if it's actually broken or people are just bad at following directions.
  9. Skwuruhl

    Killing Floor 2 ADS Match Tool

    Updated the python version for the removal of the "fov" command from the game. You now just have to memorize what weapons correspond to each key.
  10. Skwuruhl

    Getting flamed on reddit

    I mean you already have two small numbers with 1% rotation: 0.065 cm = 0.72 degrees as an alternative for 0% (since there isn't really a distance to display anymore) you could list the zoom ratio. like hipfire 360° distance: 32.4843 cm FOV: 103 ads Zoom: 2.6357x 360° distance: 85.4849 cm FOV: 51 You could even just always have the zoom amount listed.
  11. Skwuruhl

    Getting flamed on reddit

    Base length still doesn't make sense here. I'm not even really sure what it's supposed to be? I think what would be more clear is something like hipfire Crosshair Movement: 10.4589 inches Mouse Movement: 1.8295 inches Degree Movement: 51.5 degrees ads Crosshair Movement: 10.4589 inches Mouse Movement: 1.8118 inches Degree Movement: 25.5 degrees This way it's somewhat more clear that 10.46 inches on the monitor is a 1.8 inch mouse movement across both zoom levels.
  12. Skwuruhl

    Getting flamed on reddit

    @DPI Wizard you probably want to fix or remove the "1 inch mouse movement" thing. No matter what you type in as the match distance, it will say that 1 inch mouse movement will be matched on screen at the same distance. Also the "1 inch mouse movement" changes in hipfire by just changing match distance. For example in the image 1 inch mouse movement in hipfire is supposedly 4.5474 inches, but if you change it to 100% then the same mouse movement in hipfire now supposedly moves crosshair 6.4339 inches.
  13. Honestly even with gamepad the sensitivity difference between acog and ironsights is absurd in this game.
  14. Since Rainbow Six Siege lacks two sensitivity sliders for the different zoom levels I wrote a python script to somewhat get around that. The script calculates an XFactorAiming based on your FOV and desired vertical match distance that will very accurately line up with two corresponding ADS sensitivity values. This is so that you can somewhat quickly change your sensitivity in-game based on if you're using an ACOG or not in the current round. Coefficient is vertical match distance where 100% is entered as 1.0 XFactorAiming value is set in Documents\My Games\Rainbow Six - Siege\<random shit>\GameSettings.ini under [INPUT] As an example with my settings: FOV=70.53 Coefficient=0 ACOG ADS Sensitivity: 57 Ironsight ADS Sensitivity: 94 XFactorAiming=0.015511 After setting XFactorAiming in my config all I need to do in-game is set 57 ADS sensitivity when using an ACOG and 94 when using anything else. https://github.com/Skwuruhl/siegeads
  15. Skwuruhl

    Conan Exiles

    Sensitivity config is located in Conan Exiles\ConanSandbox\Saved\Config\WindowsNoEditor\Input.ini as AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.104911,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.104911,Exponent=1.000000,bInvert=False)) Not only can it be set with more precision but to values outside the in-game max and min. Additionally FOV is located in Game.ini in the same folder. Also idk if it's just my imagination but vertical sensitivity feels different to horizontal.