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iBerggman

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Posts posted by iBerggman

  1. Thought I'd post this in case anyone else needed the config key value for mouse wheel scroll up/down since the in game control menu doesn't seem to pick up the scroll wheel inputs:

    Go to the Input.ini (Path:%LOCALAPPDATA%\Witchfire\Saved\Config\WindowsNoEditor\Input.ini) and chance the "Key=XXXXXX" of the actionmapping you want to "Key=MouseScrollDown" or "Key=MouseScrollUp".

     

    For example I wanted scroll up to select my primary and down for secondary:

    ActionMappings=(ActionName="PrimaryWeapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollUp)

    ActionMappings=(ActionName="SecondaryWeapon",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=MouseScrollDown)

  2. 27 minutes ago, mitti said:

    I only use legacy because the feel similar to cod4 and Apex etc. I want my sensitivity to scale with the zoom similar to older titles not artificially implemented monitor distance 1:1 regardless of the sight/zoom. the new way doesn’t feel right after years of muscle memory. It is perfect at 80 fov but that’s too low unfortunately and hard to try mess around with in public matches to get it right by changing zoom sens etc 

    Is your ads field of view on "independent" or "affected"?

    Independent on legacy/zoom ratio/0% would definitely make the ads feel uncomfortably slow due to it zooming in so much compared to the higher hipfire fov. Other than that I don't know, I thought the mouse input felt pretty much the same as MW2019, not that I really played that all that much but oh well.

  3. 8 minutes ago, Traxilla said:

    Nikita "The COO" Did a podcast a long time ago, where some streamers asked him about uniform sensitivity. He asked what the issue was, and they pointed out the VUDU scope as an example, where the sensitivity on it was way too fast, Nikita responded that he would fix the issue, which turned out to be that he just lowered the sensitivity on that particular scope, which in turn again made it unusable because it was too low. So i'd say your assessment is on point honestly.

    Just now, DPI Wizard said:

    I'm all for realistic games, but design choices like this just result in a terrible user experience. It's not "realistic" to not know how to turn around a corner when sprinting. The delay between sprinting sensitivity and walking sensitivity is horrible, this is not how humans work :)

     

    The best thing to do really would probably be to compile a proper write up on how a monitor match/usa system could be implemented complete with the explanations for why it works as well as formulas required for the coding and post it to reddit and hope it gains traction there. Honestly, I'm not sure they're even aware there's a "correct" way to scale the sensitivity based on fov. I've only really been following the development of the game since I started playing in December last year but I've noticed that proper well written/thought out suggestions on reddit tend to get noticed fast by the devs and often make it into the game.  If anyone has too much spare time there's a project for you to take on 😅

  4. Honestly though, until Nikita gets rid of the "this game is not supposed to be fun" quirks like turn speed reduction, sprinting sensitivity reduction and nonsensical sensitives for different fovs I don't really even see the point in using the calculator at all let alone adding more scopes than perhaps the PK-06, Valday and maybe one of the Vudus since in the end you're not going to have a correct sensitivity anyway? Unless you never change scope or edit the .cfg between every raid ofc, but who has the time or patience for that? The game also seems to reset any 2+ decimals you set in the .cfg as soon as you change any setting in the menus so at this point you're probably best of just using the 0.0X decimal that works for as many sights you use as possible.

     

     

  5. 12 hours ago, fortunate reee said:

    hybrid style aim: wide swings with your arm and small adjustments with your wrist 0 to 45 degrees(or whatever your reliable wrist flicking range is)  wrist anything above with your arm

    Good point about the wrist movements range, if this ends up working for you I'd recommend you really make sure that your sensitivity is high enough that it allows you to do as much screen movement you need without over extending the wrist laterally. I used to play on ~60cm and even lower and found that pretty often I would try to do more movement than my wrist allowed which would make my wrist tire quickly and this is what can easily cause injuries if you keep it up over time. I thought I preferred to use my arm as much as possible but I've realized that certain movements just feel more intuitive to do with wrist movements so I always found myself using both (sometimes without realizing at first) even if I tried to only use arm movements . I've since been working on raising my sensitivity, currently I'm sitting around 47cm and it's a lot better, every now and then I still run out of wrist range so I'm thinking 40cm might indeed be the way to go if you can get used to it. This is once again one of these things there isn't really a set answer to so you'll just have to figure it out on your own, that being said 40cm (at ~106.26/103 fov) should be a good starting point.

  6. 1 minute ago, DPI Wizard said:

    Scaling seems completely arbitrary, just a fixed 360 distance with no correlation to the FOV, and a multiplier for this 360 distance. It's what it seems like for now at least, I'll get a better overview with more analysis.

    Yeah it's a shame really, honestly I don't think they changed anything else than adjust that multiplier for the low magnification so they feel more in line so I'd assume everything else should still be the same as before. The good thing is this should just be the start, they're supposed to be completely reworking the sights so that for example the mildots actually work like they should so hopefully proper sensitivity scaling is on the to-do list as well, pretty much all the mechanics in the game are placeholder after all. 🙄

  7. 57 minutes ago, DPI Wizard said:

    Update with ADS and 30 mm scope now, will add more as I get them.

    Is that the 1x or "4x" magnification on the TAC30? I'm curious to see how the 1x scaling compares to the dedicated 1x sights.

  8. Just now, Jeffy14 said:

    Would be great to know please.
    I am not sure how it will work.
    I just tried because the patch is now live but the options are the same.
    Let me know your thoughts please.
    Thank you very much
     

    The only thing they really changed as far as sensitivity goes is that the aiming sensitivity scaling is now also applied to the 1x/low magnification option for scopes rather than just the 6x like it used to be. There's still no option to individually change the scaling on a per fov basis but atleast the 1x on the Valday and Vudus are usable now since they were ridiculously slow compared to the rest.

  9. Patch 0.12.5 is being installed right at this moment, it apparently contains fixes to the sensitivity of scopes, mainly better sensitivity support for sights with multiple zoom levels. 

    Might be a good time to check the Valday and Eotech Vudu 1-6 scope if you have access to them since those are probably the most used ones. @DPI Wizard

  10. 6 hours ago, mused said:

    i've looked through in-game settings, local, and shared. didnt really see anything that mentions  total change in turning speed according to your armor. i'm a bit confused at what and where im supposed to change this. dont really see total change turning speed either

    It's not an in-game setting, it's a field in the calculator that allows you to calculate the hipfire sensitivity that will cancel out the turn rate reduction of the gear you're using. You have to Inspect the armor and helmet and put the sum of the turn speed reduction into the "Sensitivity 1" field in the calculator, if you for example use a 6B43 Zabralo armor with a Change turning speed of -21% and a Altyn helmet with -17% and -8% from the faceshield you'd put 46 for correct hipfire.

     

  11. Tbh I gave up on trying to have an accurate conversion for anything besides hipfire and even that doesn't really feel to be worth doing since the slowdown from sprinting and so on makes it feel completely off for a lot of the time anyhow. Somehow the correct ads sensitivity feels a lot faster than you'd expect too, especially on the 1x sights so in the end I decided to just do it by feel. I thought the PSO 1M2-1 worked well enough for 1x too even though it's quite a bit slower than what's correct so I ended up raising it a bit and will probably keep using that until they release the optic overhaul.

  12. I suppose it's worth mentioning that on the last TarkovTV dev stream Nikita mentioned that an optics overhaul is one of their high priority "tasks" so at this point it's probably best to only add the scopes people regularly use, they'll also be working on moving to a monthly update schedule so things could change a lot in the (near) future.

  13. 8 hours ago, idriveby said:

    Help please, first one seems to work fine? 

    Then I try to take the changed settings and use them for other games, or in this case just copied as the same.

      Hide contents

    94RzrX.jpg

    hyfYVW.jpg

     

    Doesn't seem to convert it for other games at the previous 9 inches, tried those settings to battlefield 5 and it was crazy high

    Is 0.41 your in game sensitivity? In that case you should put that in the multiplier 1 input box instead. Sensitivity 1 is the option to account for the total turn speed reduction of the armor/helmet/backpack you use. 

    Also, DPI Wizard will have to clarify how it works but since the sensitivities in eft are all over the place you might want to pick one to use as the base just to be sure instead of All since the conversion can only be correct for one of the sights anyway. 

  14. Theoretically stable frametimes should be better for aiming due to it being consistent but I don't have any scientific proof for it, you also have to consider that the overall responsiveness could be (slightly) lower compared to uncapped however as long as the framerate is close to 240 I imagine that it should be fairly marginal on 240hz , compared to 144hz anyway. I think Battlenonsense referred to some test/study in his video on frametimes so that might be something to look into.

    But honestly I don't really know much about 240hz, on 144hz I definitely prefer uncapped over 140fps + Gsync on 144hz 1440p just because it feels more responsive, I've been wanting to try 240hz but I wouldn't really want to trade my 1440p for 1080p and there's no way I'd go with 1440p 240hz since 144fps is already hard enough to achieve. 240hz + Variable refresh sync seems like it would be pretty nice though.

  15. Just a heads up, the config conversion for ads sensitivity seems to have the 0.1 minimum value for the in game conversion applied so it says the calculated value is too low even though decimal values should work just fine.

    I hope 1x sights are next in line? I'm fairly certain the EKP-8-02 has the same ads fov as all the other reflex type sights in the game so the conversion should apply to the rest of them as well unless the sensitivity for some reason differs between them.

  16. 1 hour ago, DPI Wizard said:

    I've noticed, and I'll revisit it now. I'll play a bit and see if I can make some sense of it all :)

    Perfect, lvl 1 traders gives you access to the Cobra EKP-8-02 1x reflex sight as well as the NPZ USP-1 4x scope that both fit straight on the ak variants. The PSO-1 sights are a little odd though, they claim to be 4x but the actual fov is a lot lower than the other "4x" sights in the game.

    If you had an account from before you should be able to claim the new years gift from the profile page which gives you a couple guns as well as a money case and med case that sell for 800k rub or so on the flea market if you were to get to lvl 5.

  17. @DPI Wizard  The game has recently gained quite a bit of popularity thanks to the twitch promotion that got some well known streamers like Shroud and DrDisrespect playing it so I was hoping you could revisit it. I realize nothing has changed as far as the armor based turn speed reduction but I was hoping you could maybe try to add that as an option so we can at least have accurate sensitivity for our base kit, according to reddit it seems the sensitivity value is simply reduced by the combined turn rate reduction percentage but I haven't confirmed if that's actually true.

    I also did some quick testing and it seems the aim sensitivity is consistent between weapon types for 1x sights, testing it quickly with just a measuring tape I got the same result for AR, SMG and Sniper using a 553 Holo Sight so it seems it's only the ironsight sensitivities that differ a lot based on weapon type. As far as I can tell the 1x sights aren't affected by the turn rate reduction of armor/helmets either, I've only tried with a turn rate reduction of less than 20% though so I might be wrong about that not affecting ads sensitivity.

    Judging by the pictures in this album the ads fov might actually be the same for all of the 1x sights as so those should work fairly well as a base for ads sensitivity, I'm only lvl 10 in game atm so I haven't used the high powered scopes much so can't really say about those but judging by this image the fovs seem to be fairly close to each other as well so maybe it would be nice with the 4x as an alternative option, although they're all picture in picture rendered anyway so they're not really going to feel correct anyhow. High powered sights seem to have some weird behavior at different fovs too where they are further away from the screen the lower the game fov is so I'm not sure if that's something that would have to be accounted for as well. The 1x sights seem to be pretty consistent all over though so I'd say those would be a really useful addition to the calculator.

     

  18. The problem is that it's not only the armor that affects sensitivity, different guns also have varying ads sensitivities with smgs and high powered scopes generally being a lot faster than rifle ironsights so with the current settings there's really no viable way of dealing with that. If it was only the armor I suppose you could get around it by calculating how the turn rate reduction affects cm/360 but that's not going to be enough if you use a loadout with say a 1x AK and a scoped Mosin since there's no way to deal with that difference.

    It probably won't get changed either because every time someone bring it up the thread is filled with "muh realism" so we'll just have to find a way to deal with it.

     

  19. 12 hours ago, DPI Wizard said:

    I'm currently adding calculations a lot of scopes and noticed that the Legacy/Relative ADS sensitivity is bugged, it's always "Relative" and the coefficient is applied regardless of setting. 

    Well, I suppose that would explain why earlier I thought Legacy felt too fast for 0% when comparing by switching between Legacy and Relative at 1.00 ^^

  20. 5 hours ago, schubi said:

    i wonder ... ads field of view independent or relative ?

     

    I think the little bit of extra zoom independent gives you could be beneficial, usually I tend to prefer affected since the zoom can be a little jarring however I feel like the game is slow paced enough that it isn't really an issue. The ads time is so slow anyhow that you're not going between hipfire and ads as much as in previous games.

    I've been playing a lot of gunfight so I've been using independent since I feel it's easier to get headshots with weapons like the ironsight k98 although I'll probably be going back and forth a bit before I can make a final decision. 

  21. Has anyone tested if the sensitivity values are the same for PUBG Lite? The game was recently released globally so it's a lot easier to access now. The config file can be found at \AppData\Local\ShadowTrackerExtra\Saved\Config\WindowsNoEditor and seems to follow the same structure as the one for normal PUBG so it would make sense if it was the same.

  22. 49 minutes ago, Israel said:

    whats the difference between affected and independent on the ADS Field of View section?

    It tells you what each setting does in game on the right fyi. Independent means that the ads fov will always be the same no matter the hipfire fov while Affected will change the ads fov to be more in line with the hipfire, on higher (100+ hfov) fovs Affected might be more comfortable since the slight zoom in you get with Independent can be a little jarring.

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