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[UNSUPPORTED] Arma Reforger

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  • Machiಠ~ಠ
    Machiಠ~ಠ

  • DPI Wizard
    DPI Wizard

    The issue is that the inaccuracy depends on polling rate and DPI etc. Here's a quick example where you can see it's completely inconsistent, this movement should have landed on the same spot every tim

  • KugelmagnetEddie
    KugelmagnetEddie

    I just cant believe that there are still games forcing this kind of stuff. theres so much better options to make it less twitch-shooter-like.

  • 2 weeks later...
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  • 8 months later...

Isn't the max turning speed fairly high? I wasn't even aware there was a max turning speed. I thought that hadn't been in an Arma entry since Arma 2.

  • Author
  • Wizard
On 4/10/2024 at 10:18 AM, Kieransky said:

Isn't the max turning speed fairly high? I wasn't even aware there was a max turning speed. I thought that hadn't been in an Arma entry since Arma 2.

No, it's very low. And that's only part of the issue, there's a lot of smoothing as well, making the input extremely variable and inaccurate.

  • 9 months later...

maybe you can do a simple version... something we can work with... like convert the ingame fov to actual fov and do a manual cm/360 setting for our specified gear...

  • Author
  • Wizard
13 hours ago, revdox said:

maybe you can do a simple version... something we can work with... like convert the ingame fov to actual fov and do a manual cm/360 setting for our specified gear...

The issue is that there is no consistency at all. Even with scripts or a robot replicating the exact 100% same movement, you will never get the same result. On top of this it's the added uncertainty of max turn speed, so it's basically impossible to produce a calculation that makes sense. 

  • 2 weeks later...
  • 4 weeks later...
On 4/11/2024 at 6:30 AM, DPI Wizard said:

No, it's very low. And that's only part of the issue, there's a lot of smoothing as well, making the input extremely variable and inaccurate.

I tested this afterward and I really have to disagree, it seems like you can flick your mouse at very high speeds without hitting the turn speed limit. I understand acceleration and smoothing making it unreliable on the other hand. Is there no compromise to be had? It would be nice if there was a way to at least know that my 360 distance was vaguely close to the rest of my games. I'm just wondering if there is any data that can be pulled from the game that's even halfway useful. 

  • Author
  • Wizard
5 hours ago, Kieransky said:

I tested this afterward and I really have to disagree, it seems like you can flick your mouse at very high speeds without hitting the turn speed limit. I understand acceleration and smoothing making it unreliable on the other hand. Is there no compromise to be had? It would be nice if there was a way to at least know that my 360 distance was vaguely close to the rest of my games. I'm just wondering if there is any data that can be pulled from the game that's even halfway useful. 

The issue is that the inaccuracy depends on polling rate and DPI etc. Here's a quick example where you can see it's completely inconsistent, this movement should have landed on the same spot every time. I'm doing 4 turns at one speed, then 4 turns at twice the speed. And in this example they are quite close just so it's visually clear. Playing around with polling rate and DPI settings can make the spin just do about a 180 instead of around 360 degrees.

Also, just moving back and forth for instance 100 counts makes the rotation end up at a different spot every time. So there's no consistency here.

 

  • 2 months later...

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