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Game request archive
Name: RV There Yet Website: https://store.steampowered.com/app/3949040/RV_There_Yet/ Status: Released Release date: 2025/10/21 Availability: $8 USD Found config in C:\Users\smmar\AppData\Local\Ride\Saved\Config\Windows. I would expect the usual need to Input.ini for mouse smoothing etc.
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Dead by Daylight
Killer Y sensitivity is wrong btw. Not 100% sure on fov
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Convert to Feedback
That's definitely true for 3rd person games with 1st person scopes like fortnite since there's no clean conversion between 1st and 3rd person scaling. For games where it isn't matched though, that's already a choices people make with the Hipfire / Look dropdown menu. As an example if, I wanted to match my 360 distance between ow and cs despite the different FOVs, I've already decided that I want everything "different" in that regard. It is definitely a per case thing so it being a toggle instead of a default thing would make more sense.
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Convert to Feedback
Would it be possible to either by default or with a toggle make it so converting from one game to another matches the scopes of the second game to the hipfire of that game instead of the first game? e.g. https://www.mouse-sensitivity.com/?share=0ab2bf389ebba2ed3945279f69610901 Here every bf6 scope gets 0.999998 instead of 1.0 because they're getting compared to OW hipfire instead of bf6 hipfire.
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Dead by Daylight
Sorry for the spam but the value did delete itself again after I closed the game. Only the values under [/Script/EnhancedInput.EnhancedPlayerInput] will stick, and AxisConfig doesn't work underneath EnhancedInput. Idk maybe it'll work fine for other people. I'm just gonna stick to using this: Edit: it appears that the mouse smoothing toggle still has to go under the old header. I'm just using read-only atp
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Dead by Daylight
Oh man that's so bizarre. I tried it again and it's working just fine for me now. This game is so buggy. I wonder how many sensitivity scalars this game has going on lmao. We have the normal UE one with AxisConfig and then the AxisMappings one and I'm sure there's a couple more for survivor and killer that we don't know the names for. Also a minor quibble since I'm already replying but you forgot to mention that the axisconfig lines also go underneath [/Script/Engine.InputSettings]. I'm sure most people could figure it out but just mentioning it.
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Dead by Daylight
That's very odd because I couldn't get that one to work on non-WS versions. They changed to a new version of unreal at some point and moved a lot of the stuff to [/Script/EnhancedInput.EnhancedPlayerInput]. Idk why winstore was still using the old stuff. Every time I tried using it on Steam it wouldn't work and then would delete it. Side note that the wiki claims that without the gamepad stuff added you'll get passive stick drift even with no controller since there's no deadzone value or something. idk I didn't test that bit myself. I might also suggest making the killer the "base" sensitivity rather than survivor for a couple reasons: Killer is 1st person and some killers have skill shots so sensitivity being precise is more important With the more narrow sensitivity range it'd be easier to map killer onto survivor but not vice versa. I also theorize that there's a config value out there for deathslinger ADS speed but I could only begin to guess what it is.
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Dead by Daylight
Okay nearly all information on this is super oudated so I had to dig around to figure out what's going on. For Steam you need to change a keybind (you can change it back) to populate %LOCALAPPDATA%\DeadByDaylight\Saved\Config\WindowsClient\Input.ini Afterwards, underneath [/Script/EnhancedInput.EnhancedPlayerInput] add: bEnableMouseSmoothing=False AxisMappings=(AxisName="LookUp",Scale=-0.3201,Key=MouseY) AxisMappings=(AxisName="Turn",Scale=0.3201,Key=MouseX)Replacing Scale with desired values. Above values are for 43.2955cm/360 on killer at 0 sensitivity and about the same for survivors at 25. Edit: forgot windows store/game pass: this one was easier. Edit %LOCALAPPDATA%\DeadByDaylight\Saved\Config\WinGDKClient\Input.ini and add: [/Script/Engine.InputSettings] bEnableMouseSmoothing=False AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.022407,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.022407,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.050000,Sensitivity=1.00000,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.050000,Sensitivity=1.00000,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.050000,Sensitivity=1.00000,Exponent=1.000000,bInvert=False)) AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.050000,Sensitivity=1.00000,Exponent=1.000000,bInvert=False))Values are for same sensitivity as above.
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Satisfactory
In the years since they added a toggle for mouse smoothing. Every problem listed by @lamens was caused by this. Unbelievable to me that it's something enabled by default in unreal games considering how awful it is.
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Deadlock
Seems that they changed zoom sensitivity too. My rough measurements of FOV still line up though. Edit: smth seems fucky. It's working now?
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Warhammer 40,000: Darktide
Use https://www.nexusmods.com/warhammer40kdarktide/mods/38. Just be sure to set them in order of look_scale then look_scale_ranged then look_scale_ranged_alternate_fire as you desire. For ease of use the less specific commands change all sensitivities that fall under their category.
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Killing Floor 2
They just all share a sensitivity multiplier of 0.597184. The actual scope FOV will vary based on the actual weapon model, as far as I can tell. Unless I've missed something in the code the FOV seems to be something it happens to be because of their screen within a screen implementation and not anything actually configured. e.g. if the scope is big on screen then there will be a lot of zoom. Edit: further clarification on this. The actual physical scope shares an FOV. Like whatever is at the far edge of one scope will be at the far edge of one of the same configuration. The difference is that some scopes are "bigger" so they have more "zoom" in the sense that they make enemies on your screen larger. But the size of the scope is dependent on the weapon model and view model FOV, to the best of my knowledge.
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Killing Floor 2
I was updating my python script and dug into the exact code for scope sensitivity. Any given scope has static multiplier calculated with PlayerIronSightFOV / FieldOfView * ScopedSensitivityMod * 0.01333 with variables pulled from each scoped weapon's relevant KFWeap .uc file. e.g. the railgun: (70/23 * 16 * 0.01333) = 0.6491130434782608695652173913043478260869565217391304347826086956... Also the Husk Cannon is 50 FOV base, not 60. Hopefully comprehensive list of Non-Scoped FOV: Minigun: 82 Microwave and Flamethrower type weapons: 80 Pistols: 77 Blunderbuss and most SMGs: 75 Grenade Launchers and Scorcher: 73 Everything else, including the thompson, mp7, and medic smg: 70 Lever/Bolt-action, Gravity Imploder/Sonic Gun/Thermite Bore/etc., and Frost Fang: 65 Riot Shield: 64 Husk Cannon and Mine Reconstructor: 50 Scoped weapons: All have PlayerIronSightFOV=70 ScopedSensitivityMod=8 and FieldOfView=12.5 (multiplier=0.597184): FAMAS FN FAL Cranial Popper Storm Cannon Mk14 EBR M99 Parasite Implanter ScopedSensitivityMod=12 and FieldOfView = 18.5 (multiplier=0.605254): Both crossbows ScopedSensitivityMod=16 and FieldOfView = 23 (multiplier=0.649113): Railgun
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HELLDIVERS 2
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?
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Warhammer 40,000: Darktide
I updated my mod to use chat commands to set sensitivity to 6 decimals of precision. https://www.nexusmods.com/warhammer40kdarktide/mods/38