Be sure to check the notes on how to edit the encrypted config file.
Be sure to check the notes on how to edit the encrypted config file. Edited March 3, 2019 by DPI Wizard
solonimbus 1 Posted October 22, 2018 Replying to your post here so I stop cluttering up the request thread. This is really interesting, thanks. When I first tested this I figured slowly turning 10 counts at a time was good enough, but now I see scripting a slower smooth movement can make you turn significantly less. That's plain old positive acceleration, which explains why you have the calculator putting out higher values. Except... my results aren't consistent across sensitivities. Using even the slowest movement, at high sensitivity (1000 counts / 360) the calculator's value is still too high. But at lower sensitivity (10,000 counts / 360), turning slowly enough can make the calculator's value look way too low. This is pretty mysterious to me, but my best guess is that it works as if there is a yaw of .00452, and then also some weird stuff happens at low speeds and low sensitivities. That could explain how the scoped weapons can sometimes have noticeable acceleration and jittery movement. Link to comment
Wizard DPI Wizard 3,885 Posted October 22, 2018 Wizard Try scripting 1 count at the time with 10ms delay, and you should get a pretty consistent result. There is some acceleration that will happen from time to time either way though, so it's very hard to get a good reading of the sens. Link to comment
solonimbus 1 Posted October 23, 2018 Right, that's what I did, for the high sensitivity at least. I mean that the discrepancy is different depending on the count size (or whatever that's called, "in game sensitivity"?). Link to comment
stereo3D 41 Posted October 23, 2018 (edited) did you actually measure a difference with viewaccel on and off? it might only affect gamepads, because i don't notice it. in MoH 2010 viewaccel also affected mouse input and it was very obvious. also it would be really helpful to have support for m_targetingModeMouseViewScalePct= in the calculator as well. Edited October 23, 2018 by stereo3D Link to comment
Wizard DPI Wizard 3,885 Posted October 25, 2018 Wizard On 10/23/2018 at 7:23 PM, stereo3D said: did you actually measure a difference with viewaccel on and off? it might only affect gamepads, because i don't notice it. in MoH 2010 viewaccel also affected mouse input and it was very obvious. also it would be really helpful to have support for m_targetingModeMouseViewScalePct= in the calculator as well. No, didn't notice anything different in the measurements, only the smoothing had an effect. I included it in the info anyway in case it does something in certain cases since it seems to be mentioned everywhere. It seems to be in a gamepad portion of the config file indeed. I take a look at m_targetingModeMouseViewScalePct. Link to comment
stereo3D 41 Posted October 25, 2018 have you fiddled with the in-game sliders? looks like they are additional multipliers for x- and y-axis. not sure if it's worth adding support for them, but the notes should probably tell the user to leave them at default. one big problem is that mouse movement at lower sensitivities gets ignored. with MouseSensitivity=4.427166 and 1000 DPI it won't let me aim upwards unless i move the mouse pretty quickly. Audile 1 Link to comment
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