Posted May 19, 20222 yr Wizard Too much smoothing/acceleration combined with a maximum turn speed makes this game currently unsupported.
May 19, 20222 yr 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.
August 6, 20231 yr Author Wizard On 7/24/2023 at 6:47 PM, 1una said: anything changed? 11 hours ago, Angelofthefallen said: bump Still the same issues. The biggest issue is the negative acceleration due to a max turning speed.
April 10, 2024Apr 10 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.
April 11, 2024Apr 11 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.
January 23Jan 23 Author Wizard 4 minutes ago, StateOfUnrest said: Any chance this could be reveiwed again please? It was just checked 9 days ago with exactly the same issues. I noticed a new setting regarding mouse movement, but it has not impact on the issues.
January 25Jan 25 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...
January 26Jan 26 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.
February 9Feb 9 There is a mouse aiming sensitivity curve in arma reforger. Could this help you troubleshoot?
February 9Feb 9 Author Wizard 3 hours ago, Zani said: There is a mouse aiming sensitivity curve in arma reforger. Could this help you troubleshoot? This is the option I was alluding to a couple of posts up. And unfortunately it does nothing to help the issue.
March 9Mar 9 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.
March 9Mar 9 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.
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