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uiki

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uiki last won the day on March 30 2018

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  1. Hmm, we finally got 1 sensitivity for all scopes.. I wonder how it works.
  2. @DPI Wizard New patch on test servers (going to the live client in 12 hours). Devs actually listened and changed the vertical sensitivity slider. It's 0.7 by default now, ingame.. so you can change it to 1.00 directly ingame to have 1:1 sensitivity. That's miles better than before. Also, they added 3x and 6x sensitivity sliders, you might wanna check them
  3. So it's basically the same as before. Did you measure it? thanks in advance for your work. Pretty weird they choose to do it this way instead of having 1:1 aiming at 1.0 multiplier.
  4. @DPI Wizard https://imgur.com/a/mdN6NdB I think it's time to do more tests XD
  5. I hope you don't mind, i posted this stuff on reddit and on the official forums to get the most visibility possibile. Anyway, someone said that their map panning was broken after editing their Y axis. To fix it just add this 2 lines to input.ini AxisMappings=(AxisName="UI_MapMoveX",Key=MouseX,Scale=1.000000) AxisMappings=(AxisName="UI_MapMoveY",Key=MouseY,Scale=-1.000000)
  6. Yeah, I was thinking about that. Turns out the input.ini i got in the exe directory is generated by adding -INPUTINI=input.ini to launch options and then launching the game once. I think it prints all the available commands to use in that ini......... you can do it for every ini there is in the appdata folder. Some stuff i'm not really sure we are supposed to see....
  7. Using the mouse scale commands kinda breaks all other binds... to counter it, you can just set gameusersettings.ini as read only put this in input.ini [/Script/Engine.InputSettings] AxisMappings=(AxisName="Turn",Key=MouseX,Scale=1.000000) AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-1.428571) AxisMappings=(AxisName="WorldMapZoom",Key=MouseWheelAxis,Scale=1.000000) I don't really have time to test a full game right now but it seems to be working fine. Can't say if it's precisely 1:1 with 1.428517 as Y scale but it's way, way better than default.
  8. @DPI Wizard Oh my god, it works. AppData\Local\TslGame\Saved\Config\WindowsNoEditor There's an input.ini. I put in the commands found in the input.ini that i found in the other directory. [/Script/Engine.InputSettings] AxisMappings=(AxisName="Turn",Key=MouseX,Scale=1.000000) AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=-5.000000) (5 just to test it) Saved, read only.... and the vertical axis ingame is 5 times the horizontal one. Now the question... what's the correct value to have 1:1 vertical and horizontal sensitivity? I'm guessing that all the other commands about fov are working as well..
  9. @DPI Wizard I noticed a new input.ini file (after the skins update) in the main directory where the .exe is steam\steamapps\common\PUBG\TslGame\Binaries\Win64 There's a bunch of interesting stuff there, mainly default ue4 commands, stuff like bEnableFOVScaling, FOVScale and both mouse axis... can you take a look at it? maybe we can change fov scaling now.
  10. Well.. i opened a topic on the official forums and it got a total of 0 replies, while the one talking about skins and keys is full of people........ Is there something we can do via ini? i mean.. ue4 has the scale axis x/y command already built in if i remember correctly from unreal tournament but i didn't mess with it. It should be something like this AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.002472,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.002472,Exponent=1.000000,bInvert=False)) but it's not working with different sensitivity or exponent values in gameusersettings. I'm not at my pc atm, someone can try adding it to input.ini with different values and forcing it to load via launch options with -INPUTINI=input.ini to see if it still works. edit: doesn't work.
  11. Wow, so it's really different and by a substantial amount. I don't have the option to set different dpi for vertical and horizontal on a gpro, i'm just hoping for some devs to see this and maybe fix it.
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