Jump to content

Gray Zone Warfare

Use the config file for best accuracy.
Read more...

World of Shooting

See the game notes for instructions on how to disable smoothing.
Read more...

Robin Hood - Sherwood Builders

See the game notes for instructions on how to reduce smoothing.
Read more...

Gas Station Simulator

See the game notes for instructions on how to disable smoothing.
Read more...

Mortal Shell

See the game notes for instructions on how to disable smoothing.
Read more...

formula for error when away from mm %


Recommended Posts

I'm trying to create a visual to see the different mm% as gradients away from the ring they sit on your monitor, is there some sort of formula for seeing how much error there is in aiming, say I have a sensitivity for 25%, but I aim where mm at 15% would be, is there a simple % error between the two percentages or is there something else? thanks

Link to comment
  • Replies 5
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

  • Wizard

There is a formula for this indeed, but I think it would be quite complicated. I'll take a look at it when I have some time, but other math wizards on this forum might come up with before that.

However it's quite easy to do if you know the outputs and degrees:

For instance if you know mm 25% is:

  • 27294 counts pr. 360
  • 14.04 degrees (not important for the calculation)

And 15% is:

  • 27522 counts pr. 360
  • 8.53 degrees

you can easily calculate that the 25% calculation will equal

(27294/360*8.53)/(27522/360*8.53) = 99.17%

Or 0.83% difference, to move 15%.

You can do this yourself by using the numbers from the calculator, but a formula from scratch will be more complex.

Link to comment

Pretty sure the error % will only be based on pure horizontal or vertical movement (scripted movement). Error % for diagonal movement to any other point on the ring will be too complex to work out, and due to only vertical movement following the geodesic, I don't think you even land on the ring with the correct distance moved anyway. Diagonal movement will behave differently for every FOV.

Link to comment
  • 2 weeks later...
On 9/13/2018 at 11:55 PM, DPI Wizard said:

There is a formula for this indeed, but I think it would be quite complicated. I'll take a look at it when I have some time, but other math wizards on this forum might come up with before that.

However it's quite easy to do if you know the outputs and degrees:

For instance if you know mm 25% is:

  • 27294 counts pr. 360
  • 14.04 degrees (not important for the calculation)

And 15% is:

  • 27522 counts pr. 360
  • 8.53 degrees

you can easily calculate that the 25% calculation will equal


(27294/360*8.53)/(27522/360*8.53) = 99.17%

Or 0.83% difference, to move 15%.

You can do this yourself by using the numbers from the calculator, but a formula from scratch will be more complex.

is that calculation not the same as just doing:

CountsPer360FirstMatch / CountsPer360DeviatedMatch

Or even

SensFirstMatch / SensDeviatedMatch

 

Edited by Skidushe
Link to comment
  • Wizard
2 minutes ago, Skidushe said:

is that calculation not the same as just doing:


CountsPer360FirstMatch / CountsPer360DeviatedMatch

 

It sure is. I started making a formula to do the whole thing, but began to shorten it based on values from the calculator. Didn't immediately see I was left with the same FOV on both sides :D

Link to comment
1 minute ago, DPI Wizard said:

It sure is. I started making a formula to do the whole thing, but began to shorten it based on values from the calculator. Didn't immediately see I was left with the same FOV on both sides :D

Brilliant, so I can just use the calculated sensitivities. I've got a project that should show why low mm %ages are better as you approach 0% but I needed this deviation, thanks

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...