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SтezviiX

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  1. @DPI Wizard Thanks a bunch! Kind of a shame that it's just a hack on MW2's part, but at least I can replicate it.
  2. Does anyone understand how the MW Legacy ADS Sensitivity Type in MW2 2022 works (i.e. the math and methods behind it)? I would like to use that same formula in other games as it feels really natural to me but I can't figure out how to set up the calculator to mimic it. Any insight would be greatly appreciated!
  3. Yeah... you're right. I just ran the math. Lmfao! I'm dumb, disregard. Funnily enough, if you use Hdeg FoV values to calculate, the results differ from MD-V 100%... is that just the wrong FoV type to use?
  4. @DPI Wizard Here is a post on the Quake Champions subreddit that outlines and details a sensitivity conversion method that I haven't seen before. It's dubbed "FoV Match." The formula contained therein is based off of QC in particular and is outdated as it comes from a time in which the game used arbitrary lookup tables for its zoom sensitivity ratio. Following is the formula reworked to be used with any game: Zoomed 360 Distance Value × (Zoomed FoV in Vdeg ÷ Base FoV in Vdeg) = New Zoom Value Terms: Zoomed 360 Distance Value - Zoom Sensitivity converted from base sensitivity via the 360 distance method. Zoomed FoV in Vdeg - FoV of the zoomed state measured in vertical degrees. Base FoV in Vdeg - FoV of the base state measured in vertical degrees. The method claims to convert sensitivity whilst keeping flick muscle memory at any monitor distance percentage and it feels as if it does exactly that, and I find that it somehow maintains tracking muscle memory as well, just not quite as well as the zoom ratio method. I know this is a simple method and it's easy to calculate on one's own, but I'd really appreciate it if it could be added to the calculator for ease-of-use and simplicity's sake as it would make the website a one-stop-shop for me as well as give other users a new option to experiment with. Thanks!
  5. That's the old way of doing it and it causes certain problems... the new and correct way (that is listed in the OP) of doing it is described here and it works perfectly.
  6. There are a lot of redundant "ghost" cvars in all Bioware game config files. The active cvar is prolly in another place. I don't remember were exactly. I do know that the sensitivity control cvar in Mass Effect 2's config works, though.
  7. Very nice. Thanks for adding this! @DPI Wizard Also, I'm pretty sure there is control over sensitivity in the coalesced.bin file. Could that be added for more granular control?
  8. More or less, yes. You have to use a specific tool to edit the coalesced.ini or at least a tool to correct it after editing or the game fails to launch. Other than that, same sort of options are buried therein.
  9. Awesome! 2 should be possible as you can disable all of the the acceleration and smoothing bullshit in the coalesced.ini.
  10. You should add Mass Effect 2 and Mass Effect 3 to the calculator!
  11. 0% aim feels good but moment is bad, 360° distance movement feels good but aim is bad. Need some form of in-between.
  12. What is the best conversion method for converting sensitivity from a first person shooter to a third person shooter with vastly differing fields of view? I want to convert my Quake Live hipfire sensitivity to Gears 5 hipfire. My FoV in QL is 105.94 vertical and it's 100 horizontal in G5. My QL sens. is 1.037268 @ 900 DPI. I need to prioritize a balance of both ease of navigation for wallbouncing as well as aiming muscle memory. Any suggestions?
  13. @DPI Wizard Quake Champions is receiving an update soon that will completely change zoom sensitivity. Will you update you calculator to reflect this when the patch goes live? PTS Patch Notes: https://bethesda.net/community/topic/361717/august-pts-update-4-august-21-2019?langu
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