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Tom Clancy's Rainbow Six Siege


DPI Wizard
Added with both hipfire and ADS sensitivity.

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situation 07 neutralize cell has the acog scope. according to that dev post both fov and sensitivity get reduced by 65 %.

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  • Wizard

situation 07 neutralize cell has the acog scope. according to that dev post both fov and sensitivity get reduced by 65 %.

Thank you, ACOG is added!

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The new patch screwed up sensitivity. The config files doesn't seem to have the same effect as "mouse sensitivity" doesn't exist. It is just horizontal mouse sensitivity and vertical.

 

I assume "mouse sensitivity" just converted into "mousesensitivity horizontal"  but I don't know.

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  • Wizard

The new patch screwed up sensitivity. The config files doesn't seem to have the same effect as "mouse sensitivity" doesn't exist. It is just horizontal mouse sensitivity and vertical.

 

I assume "mouse sensitivity" just converted into "mousesensitivity horizontal"  but I don't know.

Updated the variable name now. Set both horizontal and vertical to the same value for now. Support for vertical mouse sensitivity is planned :)

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My calculations for r6 is :
 
MouseYawSensitivity=12
 
but the config file :
 
YawSensitivity=20
PitchSensitivity=10
DeadzoneLeftStick=15
DeadzoneRightStick=15
MouseSensitivity=12
MouseYawSensitivity=12
MousePitchSensitivity=12
 
Do i need to change all values to 12 ? Or just enough mousesensitivity and mouseyawsensitivity ?
Edited by Dency
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  • Wizard

 

My calculations for r6 is :
 
MouseYawSensitivity=12
 
but the config file :
 
YawSensitivity=20

PitchSensitivity=10

DeadzoneLeftStick=15

DeadzoneRightStick=15

MouseSensitivity=12

MouseYawSensitivity=12

MousePitchSensitivity=12

 
Do i need to change all values to 12 ? Or just enough mousesensitivity and mouseyawsensitivity ?

 

Only MouseYawSensitivity and MousePitchSensitivity. The MouseSensitivity should disappear from the config file when changed in-game I think.

 

Also make sure bot MouseSensitivityMultiplierUnit and XFactorAiming are set to the default 0.02 if you are using the simple calculations.

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Thx for the answer.

The other question is:

 

Aiming down sight sensitivity, i want same sensitivity when i not zoomed in. The default is 50, feels slower. Sorry for my bad english.

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  • Wizard

Thx for the answer.

The other question is:

 

Aiming down sight sensitivity, i want same sensitivity when i not zoomed in. The default is 50, feels slower. Sorry for my bad english.

Try 75, that's matching movement from hipfire at 50% of the monitor distance.

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Hi, I realize that iron sights requires 75 for 1:1 SD.  What is the ACOG setting for 1:1 Screen distance?

 

 

I have been using 75% to match monitor distance, as that is how zoomed in ratios are commonly calculated (such as in CSGO). Uniform Soldier Aiming in Battlefield is also calculated using this method IIRC. Basically 75% matches up with the distance on a 4:3 aspect ratio screen, which is carried over from the Quake and Unreal Tournament days.

 

I am sure the wizard will correct me if I am wrong, but I base all my games off of my CSGO sens and use 75% to match monitor distance for everything.

 

It actually is more accurate to use 1% if you're trying to match hipfire sensitivity in the center of the screen, which is typically ideal for most engagements. The downside to this is, it's not accurate when you're outside the middle of the screen. The default setting of 50% kind of straddles this, giving you a mixture of close to accurate ratio on the edges and in the middle, but it's impossible for the calculation to be perfect except for in "one" section of you FOV, as has been demonstrated in the tutorials on this site.

 

If you use 50% you would have to go and make sure it matched with each scope in Battlefield, if you use 75% you can just check Uniform Soldier Aiming and be good to go, that's the main reason I use 75%.

Edited by Bryan Redding
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I have been using 75% to match monitor distance, as that is how zoomed in ratios are commonly calculated (such as in CSGO). Uniform Soldier Aiming in Battlefield is also calculated using this method IIRC. Basically 75% matches up with the distance on a 4:3 aspect ratio screen, which is carried over from the Quake and Unreal Tournament days.

 

I am sure the wizard will correct me if I am wrong, but I base all my games off of my CSGO sens and use 75% to match monitor distance for everything.

 

It actually is more accurate to use 1% if you're trying to match hipfire sensitivity in the center of the screen, which is typically ideal for most engagements. The downside to this is, it's not accurate when you're outside the middle of the screen. The default setting of 50% kind of straddles this, giving you a mixture of close to accurate ratio on the edges and in the middle, but it's impossible for the calculation to be perfect except for in "one" section of you FOV, as has been demonstrated in the tutorials on this site.

 

If you use 50% you would have to go and make sure it matched with each scope in Battlefield, if you use 75% you can just check Uniform Soldier Aiming and be good to go, that's the main reason I use 75%.

 

I think my post might have been confusing. I meant to say that I used 75 ADS setting, not 75 match at..

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  • Wizard

Can anyone help me find my sensitivity in Rainbow Six? I did the calculation in the site, but when I put this value in the configurations of the game, the sensitivity is much lower than in CS GO, I can not do even a 180 degrees. https://uploaddeimag...agens/sensi-png

Are you setting both those values in the configuration file? That is

MouseYawSensitivity=30
and
MouseSensitivityMultiplierUnit=0.004626
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Are you setting both those values in the configuration file? That is

MouseYawSensitivity=30
and
MouseSensitivityMultiplierUnit=0.004626

 

Yes, those values

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Quick question, is the FoV the same for Holographic Sights as it is with Iron Sights?
I don't like ACOGS I really don't even on BF1 I just run Max FoV on long range by enabling ADS FoV scaling.

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The formula doesn't seem to correctly model the behaviour of XFactorAiming=1. 

 

That setting actually seems to take ADS sensitivity and the sight/FoV modifier out of the equation.

 

It apparently means that the hipfire, ironsight and ACOG 360 distances are the same (which some people seem to like).

Edited by fikealox
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How would I get the ratio between the hipfire and acog to be the same as the ratio in bf1/csgo which is 133% coefficient?

Do I just do measure screen distance from hipfire to acog at 75%?

Edited by jabbothehut
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Am I doing something wrong? I'm trying to make my acog sensitivity match my hipfire using the convert to monitor distance option but no matter what percentage I use the acog always ends up feeling slower than the hipfire sensitivity? 
 

post-4050-0-83545200-1482084525_thumb.png

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Does MouseYawSensitivity & MousePitchSensitivity assume that it's always a whole number like how it is in the in-game options? Or can decimal numbers be used for this command in the config file like MouseSensitivityMultiplierUnit?

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I have been using 75% to match monitor distance, as that is how zoomed in ratios are commonly calculated (such as in CSGO). Uniform Soldier Aiming in Battlefield is also calculated using this method IIRC. Basically 75% matches up with the distance on a 4:3 aspect ratio screen, which is carried over from the Quake and Unreal Tournament days.

 

I am sure the wizard will correct me if I am wrong, but I base all my games off of my CSGO sens and use 75% to match monitor distance for everything.

 

It actually is more accurate to use 1% if you're trying to match hipfire sensitivity in the center of the screen, which is typically ideal for most engagements. The downside to this is, it's not accurate when you're outside the middle of the screen. The default setting of 50% kind of straddles this, giving you a mixture of close to accurate ratio on the edges and in the middle, but it's impossible for the calculation to be perfect except for in "one" section of you FOV, as has been demonstrated in the tutorials on this site.

 

If you use 50% you would have to go and make sure it matched with each scope in Battlefield, if you use 75% you can just check Uniform Soldier Aiming and be good to go, that's the main reason I use 75%.

75% is basically the same as CS:GO and BF1 as long as you have a 16:9 monitor. 0% or 1% screen distance are best imo because it's accurate for small mouse flicks near the center of your screen and "perfect" for tracking something that's directly under the crosshair.

 

Quick question, is the FoV the same for Holographic Sights as it is with Iron Sights?

I don't like ACOGS I really don't even on BF1 I just run Max FoV on long range by enabling ADS FoV scaling.

Yes. Both reduce vFOV by 10%

 

How would I get the ratio between the hipfire and acog to be the same as the ratio in bf1/csgo which is 133% coefficient?

Do I just do measure screen distance from hipfire to acog at 75%?

Yes it's 75%. BF1 and CS:GO match 133% of vertical screen distance, which for a 16:9 monitor is 75% of horizontal distance. Note this is from the crosshair.

 

anybody know the hfov value for the acog?

vFOV is 35% of hipfire vFOV. hFOV won't have a consistent % because of trig.

 

Am I doing something wrong? I'm trying to make my acog sensitivity match my hipfire using the convert to monitor distance option but no matter what percentage I use the acog always ends up feeling slower than the hipfire sensitivity? 

 

attachicon.gifCalc.png

I tested it in-game to be sure and the calculator is right. If it feels slow just use a higher screen distance percentage.

 

Does MouseYawSensitivity & MousePitchSensitivity assume that it's always a whole number like how it is in the in-game options? Or can decimal numbers be used for this command in the config file like MouseSensitivityMultiplierUnit?

Mouse yaw/pitch sensitivity and AimDownSightsMouse all are integers. If you want more precise values you need to use MouseSensitivityMultiplierUnit and xfactoraiming respectively.

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DPI Wizard, Ubisoft recently updated the sights and how far the camera is from most gun apertures. Are the conversions on the calculator still accurate?

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DPI Wizard, Ubisoft recently updated the sights and how far the camera is from most gun apertures. Are the conversions on the calculator still accurate?

 

Hmm, good question. I assumed they just changed how far the gun model is from the camera and left the ADS field of view unchanged, which I believe would mean the calculator should still be accurate?

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