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WalkTV

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  1. goddammit, you know I looked at this thing like 100 times and somehow missed that every single time
  2. Hello, First, I am trying to get this sort of aiming sens: https://youtu.be/8sU35c2vfOI 1:1 tracking of a moving target in center screen at all zoom levels, so I can transition between hipfire and ADS and track targets without changing sens speed/feeling. From my understanding from instructions, that should look like this in the calculator: Monitor horizontal distance, with 0% and scale of 100%. I don't need to convert fov or feeling from another game, I just want the 1:1 aiming based on my hipfire sens in the game I'm playing. So for example, if I have a base hipfire sens of 40 cm/360 at whatever fov(in this case, 120 16:9 hdeg), I want multiplier values relative to that. However, I can't get the calculator to matchup with what I'm expecting. Here is my input: I found online the formula for this calculation is as follows: cm / (tangent(zoomFOV/2)/tan(hipfireFOV/2)) with fov in degrees The game I'm currently trying to match that in is XDefiant, but I've also tried it for other games such as Apex, Insurgency:sandstorm, and a few others and never seem to get values I'm expecting. Since I am inputting XDefiant's hipfire value as my input, I expect the calculator to calculate the values based on that. It appears to be doing so, but the values are not as expected based on the given FOVs. using the formula above, for example, the value for the 1x scopes(holo, irons, red dot, etc) aka multiplier 1 are incorrect. I would expect it to read as: 40.2233 / (tangent(100 degrees/2)/tan(120 degrees/2)) = 58.45 cm/360, but the calculator shows it at approx 65 cm.360. For 8x zoom, I would expect it to read as = 40.2233 / (tangent(100 degrees/2)/tan(120 degrees/2)) = 386 cm/360, but the calculator shows 651 cm/360. When I try out the calculator values in game, they feel too slow, and it feels further and further slower the higher zoom I go(I am aware xdefiant specifically lacks granularity in multipliers for individual scopes, but this holds true across all games i've tried to get this sort of aim in) Any1 able to explain what I'm doing wrong or misunderstanding? Am I supposed to be using this instead? This seems to have much closer values to what's expected, and feels better in-game as well. The output values are as below: the 1x value is almost very close to what I was expecting based on the formula I found online, and the 8x value is closer, as well, although a bit higher. These values feel very close to what I'd expect in-game. Thanks for helping.
  3. Finishing up the final touches on my self designed mouse shell, based on PCB from HSK+ pro 4k. Have a few changes from later prototypes(grey version) I'll be rolling into the final(pink) design, including smaller, rounded feet, improved buttons(detached so can be printed separately for higher quality) and improved stability/strength without added weight. sensor position and length will not be rolled up). Over all, it took me approx 20 Iterations from first prototype to what will be the final iteration, pictured grey is prototype #19. This is not an ad I am sharing this because I think it's cool and people will like it, I spent a lot of time on it and I'm proud of it now that the project is drawing to a close. It features: Extreme light weight: total weight is only~16.5g-18g (depending on side buttons/battery/sensor position) Exceptional clicks, extremely low resistance thumb, pinky, foregrip, and LMB/RMB sized and spaced to the most perfect relaxed grip for yours truly. A much wider grip than most mice, especially fingertip grips, allows for me to naturally grip the mouse with no tension whatsoever. I can play for any amount of time and feel absolutely no fatigue. UHMW tape/dots for mouse feet, perfect for skypad(much better than PTFE IMO!) Wilson Grip tape for the grips. Extremely cheap and easy to replace, but functions excellent as a grip. Everything that comes with the PCB, including wireless capability, 4k polling rate, and and a solid sensor. side button optional(I have a design that works for it, but prefer to not use the side buttons to reduce weight) Ability to reposition the sensor. The grey version pictured(most recent test bench, mouse I'll be personally using going forward) has the sensor moved very far down towards the wrist, which lowers the relative sens of my wrist aiming compared to my arm aiming, allowing for more precision without giving up any sens on the arm. Pink version is opposite - sensor is extremely far up, ideal for wrist aimers.
  4. Is the script you use to move the mouse for this test/video/example something you are able or willing to share? Or a similar one that always turns the same speed based on monitor. While this might be off topic, in the past I calculated Apex Legends to get that sort of 1:1 aim based on the fov/zoom values and got the following numbers: mouse_sensitivity "1.2" mouse_use_per_scope_sensitivity_scalars "1" mouse_zoomed_sensitivity_scalar_0 "1.319" mouse_zoomed_sensitivity_scalar_1 "1.33" mouse_zoomed_sensitivity_scalar_2 "1.409" mouse_zoomed_sensitivity_scalar_3 "1.435" mouse_zoomed_sensitivity_scalar_4 "1.454" mouse_zoomed_sensitivity_scalar_5 "1.462" mouse_zoomed_sensitivity_scalar_6 "1.4654" mouse_zoomed_sensitivity_scalar_7 "1.467" but they are different than what the calculator is showing. So I am not sure if I am using the calculator incorrectly(these settings: ). The above values feel extremely close to 1:1 (what you were showing in the video), but having a script to validate that would be really helpful. Using the calculator values made it feel as if it was too slow for the 1x/iron sights(calculator gives these values ) On trying to do the same thing in halo Infinite, I did notice that we don't seem to have the granularity to have perfect 1:1 aim as in the video in halo infinite, it seems either too slow(1.3), or too fast(1.4) for the scope multipliers. 1.4 was the closest I was able to get, however, using the calculator values for halo also didn't quite feel right(in the case of 2.5x sense, it recommends 1.1 multiplier instead of 1.4, which feels way too slow). The results are output here Overall, my goal would be exactly what you showcased in that video, so aiming while ADSing at any zoom sensitivity feels the exact same moving left/right and up/down. But I can't seem to replicate those results in apex legends or halo infinite based on the calculator input/output.
  5. no I just restarted the game after changing the setting
  6. disable Steam Input in the Halo Infinite game properties within Steam Library Ok, disabling the steam input made an noticeable difference in how the aiming felt, thank you for replying with that
  7. OP and a few commentators specifically mentioned it also applies to KBM. However, glad to see they were wrong and there isn't a difference. Just more misinformation to correct.
  8. Am reading that there is a discrepancy with the vertical/horizontal sensitivity for halo infinite - allegedly, having them equal makes vertical sens about half of horizontal sens, so you'd need double vert sens to have "square" aim. Has this been tested/confirmed anywhere? In the calc vertical sens isn't mentioned, so I think this may be overlooked. Link included below - it's mostly about controller settings, but OP and a few others do mention that it also applies to KBM.
  9. Hello, I noticed there's no sens option for 8x/15x, which are ingame. Any chance these are getting added eventually?
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