March 19, 20197 yr Wizard Find a short-term solution for your long-term problems! Join the community on Discord!
March 19, 20197 yr Getting different values for X and Y sensitivity for the config file - does this maintain a 1:1 ratio for X:Y even though these are different?
March 19, 20197 yr Author Wizard 6 minutes ago, VaniLa 4 GoriLa said: Getting different values for X and Y sensitivity for the config file - does this maintain a 1:1 ratio for X:Y even though these are different? Yes, they are different because Y is 70% of X Join the community on Discord!
March 20, 20197 yr Something seems off with the calculated sensitivity - the sensitivity is lower in-game than the 360 distance suggests. For example, converting from Apex Legends: Calculator says I should be seeing a 13.7 in 360 in-game for Satisfactory, but I'm getting ~18in 360 with the above settings in config. Please let me know if I can provide any more details that may help take a look. Thanks! Edited March 20, 20197 yr by VaniLa 4 GoriLa
March 20, 20197 yr Author Wizard 3 minutes ago, VaniLa 4 GoriLa said: Calculator says I should be seeing a 13.7 in 360 in-game for Satisfactory, but I'm getting ~18in 360 with the above settings in config. Please let me know if I can provide any more details that may help take a look. Thanks! Sounds like your FOV is still 90, make sure it is applied correctly (if you set it in-game I've noticed that the change is not always applied). Note that the config file FOV is in a different file mentioned in the FOV notes. Join the community on Discord!
March 20, 20197 yr 13 minutes ago, DPI Wizard said: Sounds like your FOV is still 90, make sure it is applied correctly (if you set it in-game I've noticed that the change is not always applied). Note that the config file FOV is in a different file mentioned in the FOV notes. Confirmed that mFOV = 119 in GameUserSetting.ini and I am still seeing the 360 around 18in with the calculated sensitivity that should be giving me around 13.7in.
March 20, 20197 yr 3 minutes ago, VaniLa 4 GoriLa said: Confirmed that mFOV = 119 in GameUserSetting.ini and I am still seeing the 360 around 18in with the calculated sensitivity that should be giving me around 13.7in. One additional note: the calculated MouseY seems pretty close to what the MouseX should be to get the 360 distance at what it says I should be getting. Definitely could just be a coincidence, but thought maybe these were flipped so that NewMouseX should = OldMouseY and NewMouseY should = NewMouseX * ~1.43.
March 20, 20197 yr Author Wizard Looked into this now, and it's actually the exact same bug as with KovaaK's FPS Aim Trainer! You probably have this file on your system: %LOCALAPPDATA%\Unreal Engine\Engine\Config\UserInput.ini With this line: bEnableFOVScaling=False This overrides the games default value which is "True". Delete or edit this line to say True and the calculations will be correct Join the community on Discord!
March 20, 20197 yr 1 hour ago, DPI Wizard said: Looked into this now, and it's actually the exact same bug as with KovaaK's FPS Aim Trainer! You probably have this file on your system: %LOCALAPPDATA%\Unreal Engine\Engine\Config\UserInput.ini With this line: bEnableFOVScaling=False This overrides the games default value which is "True". Delete or edit this line to say True and the calculations will be correct Thank you - is there a way to calculate my adjusted sens without deleting this file and leave bEnableFOVScaling=False? I would prefer to have this off if possible. Thanks again for all the help!
March 21, 20197 yr Author Wizard 19 hours ago, VaniLa 4 GoriLa said: Thank you - is there a way to calculate my adjusted sens without deleting this file and leave bEnableFOVScaling=False? I would prefer to have this off if possible. Thanks again for all the help! The fact that the game reads this file is a bug, so it might be solved in a patch. If you prefer to have it on for now you can get the correct sensitivity by multiply your calculated sensitivity by FOV/90, so in your case 0.019907*119/90 Join the community on Discord!
April 19, 20197 yr Hello! I have similar problem to Gorila. This are my settings Problem is that in game it is not actually 27,344 to do a full circle, it's way more i would say about 31 cm +. You talked about userinput.ini at Unreal Engine, but problem is i dont have such a folder and i dont have userinput.ini file on my PC. I went to my input.ini in FactoryGame folder, changed values of mouse x and mose y to what the calculator shown. Am I doing something wrong?
April 19, 20197 yr Author Wizard 4 minutes ago, lamens said: Problem is that in game it is not actually 27,344 to do a full circle, it's way more i would say about 31 cm +. You talked about userinput.ini at Unreal Engine, but problem is i dont have such a folder and i dont have userinput.ini file on my PC. Does the 360 distance change if you change the FOV in the game? Join the community on Discord!
April 19, 20197 yr Yes it does. At around FOV 115 it's close to what it sohuld be so ~27 cm. Edited April 19, 20197 yr by lamens
April 19, 20197 yr Author Wizard You doing it correctly, so something else is going on here. Do you get ~27cm in Apex with sensitivity 1.9? Join the community on Discord!
April 19, 20197 yr Yes that seems correct. I used calculator for Subnautica and there it works correct too.
April 19, 20197 yr Author Wizard 4 minutes ago, lamens said: Yes that seems correct. I used calculator for Subnautica and there it works correct too. Very strange, just verified that the Satisfactory calculations are correct (it's basically a standard UE4 sensitivity in the config file). Is the in-game sensitivity in Satisfactory 1.7? Can you detect any acceleration, i.e. different 360 distance depending on how fast you move the mouse? Join the community on Discord!
April 19, 20197 yr 25 minutes ago, DPI Wizard said: Very strange, just verified that the Satisfactory calculations are correct (it's basically a standard UE4 sensitivity in the config file). Is the in-game sensitivity in Satisfactory 1.7? Can you detect any acceleration, i.e. different 360 distance depending on how fast you move the mouse? What fixed things for me was deleting the mentioned overall UE folder, but also adding bEnableFOVScaling=True to the Satisfactory user input file. Calculator matched expected settings after that.
April 19, 20197 yr 30 minutes ago, DPI Wizard said: Very strange, just verified that the Satisfactory calculations are correct (it's basically a standard UE4 sensitivity in the config file). Is the in-game sensitivity in Satisfactory 1.7? Can you detect any acceleration, i.e. different 360 distance depending on how fast you move the mouse? Yes In game its 1.7. Checked acceleration and it has something to do with it. If I move my mouse REALLY slow, with 27 cm i will get even 400+, if i move it fast i will get around 180-200. Is there a way to turn this off? Cant see any ingame options about it and ofc in Windows its turned off.
April 19, 20197 yr Author Wizard 12 minutes ago, lamens said: Yes In game its 1.7. Checked acceleration and it has something to do with it. If I move my mouse REALLY slow, with 27 cm i will get even 400+, if i move it fast i will get around 180-200. Is there a way to turn this off? Cant see any ingame options about it and ofc in Windows its turned off. This is stupid haha... We got the "opposite" problem now. Some UE4 game has re-created the generic folder here, and it's actually helping by disabling acceleration. Try creating the folder(s) %LOCALAPPDATA%\Unreal Engine\Engine\Config (make sure to create the "Unreal Engine" folder with a space). Create a file in the Config folder called UserInput.ini. Add to this file: [/Script/Engine.InputSettings] bEnableMouseSmoothing=False Save it and launch the game, and acceleration should be disabled. There's probably some Satisfactory file you can put this into as well, but I'm not sure which one and exactly where yet. Join the community on Discord!
April 19, 20197 yr Author Wizard 1 minute ago, lamens said: After adding this Still have ingame acceleration maby I did something wrong? No, looks like you did it correctly. Some other config file must be overriding it on your system. I'll do some digging and see if I can find out what's causing this. Join the community on Discord!
April 19, 20197 yr Author Wizard 17 minutes ago, lamens said: After adding this Still have ingame acceleration maby I did something wrong? Did some testing now, and it should be enough to add the config line to the top of your Input.ini file: I tried this earlier, but the line disappeared so I didn't think it worked. But I had the value set to True, which is the default value so the game just deleted the line. Set it to False and it should work! Join the community on Discord!
April 19, 20197 yr OK i give up. Im totally lost now. Seems that after putting this line in mouse acceleration stoped. But seems that mouse sensitivity is changing while playing. I don't understand it. When I got into the game it looked like everything is fine, but after few minutes of playing i tested again and now i was doing 390-410 with my 27,3 cm. Played few miniutes again and again I was making 360 in 27,3 cm. Tested with mousepad and witout. Same strange results. Then i went to Apex and checked if its the same there, but nope. Every time i turn around it's egzactly the same discance. So or game have some strange bug or I don't know what is going on. Anyway thank you for your help and sorry for my English. Will have to play as it is.
April 19, 20197 yr Author Wizard It's probably Satisfactory being a bit buggy, so you will just have to play as it is and hope they fix it Join the community on Discord!
September 15, 20241 yr On 4/19/2019 at 9:34 AM, DPI Wizard said: It's probably Satisfactory being a bit buggy, so you will just have to play as it is and hope they fix it In the years since they added a toggle for mouse smoothing. Every problem listed by @lamens was caused by this. Unbelievable to me that it's something enabled by default in unreal games considering how awful it is. Edited September 15, 20241 yr by Skwuruhl
Create an account or sign in to comment