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Skwuruhl

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Skwuruhl last won the day on October 22 2023

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  1. Do you mean that adjusting the slider with arrow keys adjusts it by semi-random amounts or that it's like, by 0.0095 instead of 0.01 and just gets rounded?
  2. I updated my mod to use chat commands to set sensitivity to 6 decimals of precision. https://www.nexusmods.com/warhammer40kdarktide/mods/38
  3. Mod is updated. I haven't verified that sensitivity still scales with tangent of FOV but I imagine it still does. Edit: we good
  4. Newest update has 3 totally divorced sensitivity options. While holding a melee weapon, while holding ranged weapon, and while ADS/alt fire with your ranged weapon. Appear to just be the old sensitivity but now more customizable. Still only 1 decimal place, need to update my mod for the new options to be more granular.
  5. Ok apologies in advance for the bad MS Paint but (also I meant right triangles, not right angles)
  6. To clarify the differences in equations and what you might actually be trying to calculate: You are, presumably, trying to find the number of degrees in your vision that your monitor takes up. This truly is your most "realistic" FOV. To do this you need to use inverse trig functions, namely inverse tangent, as it uses the 2 legs of a right angle to calculate an angle. The first leg is from the center of your screen to the edge. It's important that it's just from the center and not edge to edge because we need the triangle we construct to be a right triangle. The second leg is from the center of your screen to your eyeballs. This forms a right triangle with the opposite leg being from center to edge of monitor, the adjacent leg being center of monitor to eyes, and the hypotenuse being edge of monitor to eyes. Finally we can plug in our values to an equation which will split out the angle from the center of our monitor to the edge, measured from our eyes. atan( 0.5 * Screen_Width / Viewing_Distance) Finally we can put a 2 in front to double the angle to our full monitor. And thus: https://www.wolframalpha.com/input?i=2*atan(0.5*20%2F15.748)+radians 64.83° horizontal degrees. Now obviously this is far too low to use as your FOV in a shooter, but that's just the nature of this method. This method works best for games where your "point of view" is actually your eyes, and your monitor is just a "window". Driving sim games are the prime example of this. In FPS games your "point of view" is actually the character you're playing as.
  7. I strongly recommend MDH/MDV 0% as it's mathematically equivalent to scaling sensitivity by zoom level. That's to say if when you ADS everything appears 3x larger, your sensitivity will be 1/3rd. e.g. with my sensitivity I have 46cm/360° in hipfire. At 71° vFOV the red dot has 1.23546x zoom (tan(71°/2)/tan(60°/2)=1.23546). With the calculator set to MDV 0% it recommends 56.83116cm/360. 46cm * 1.23546 ~= 56.83116cm. Another old example I made for Overwatch: https://imgur.com/a/szjlq
  8. Re op: doing this sort of thing isn't really new, it's something racing game players have been doing for quite a while. e.g. https://dinex86.github.io/FOV-Calculator/ The reason that it doesn't really work for FPS games is that for a racing game you're trying to emulate a windshield and not a 1st person point of view in the FPS sense.
  9. Config options in general only show up if you've changed the setting in-game. But if a setting is missing you can just add it, generally. Nothing will break if you reorder stuff either.
  10. props for figuring out the sensitivity equation for this game bc it's nightmarish. I couldn't for the life of me figure it out. It's like a 2-step equation split at 0.5.
  11. A lot of games, in addition to their faulty default zoom sensitivity equations, have inaccurate listed zoom levels for their scopes. For example in Battlebit the Slip is listed as the 2x scope but in reality the FOV is just 60/2 which results in wildly varying real zoom levels depending on your FOV. For example if you have 71 Vertical FOV this comes out to actually being 2.66x zoom. Even if you have 60 FOV it's 2.15x zoom. A feature that quickly helps you identify the real zoom of various scopes would be greatly appreciated.
  12. ADS Horizontal/Vertical should be set so that "1x Sensitivity" is 100. Iron sights have the same FOV as 1x sights as far as I can tell but they just use 100% of ADS Horizontal/Vertical and not 1x Sensitivity.
  13. https://www.nexusmods.com/warhammer40kdarktide/mods/38 https://github.com/Skwuruhl/darktide-granular-settings Adds one additional decimal place to sensitivity and FOV. FOV range is also changed to 65 to 105. As a side note: ADS sensitivity in Darktide scales by focal length (or mdv 0%) by default. You might've seen my post on the Darktide forums about it. Idk who else would've been posting about it lmao.
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