yejosheph Posted April 9, 2024 Posted April 9, 2024 11 hours ago, DPI Wizard said: 35 new scopes are added, I think that is all of them. Let me know if anything is missing. The turn speed is currently bugged, so hipfire calculations might be off. Here's a few things I tested: Backback with 2% reduction - 2% measured. Helmet with 2% reduction - 0% measured. Same 2% helmet with facemask 4% totalling 6% reduction - 6% measured. Body armor with 5% reduction - 0% measured. Same body armor with 5% and 1 plate with 1.5% totalling 6.5% - 1.2% measured. Same body armor with 5% and 2 plates with 1.5% each totalling 8% - 2.4% measured. It seems quite random what works and what doesn't, so it's not possible to account for this in any way without testing each specific setup. Thank you! This explains truly explains a lot.
yejosheph Posted April 9, 2024 Posted April 9, 2024 12 hours ago, DPI Wizard said: 35 new scopes are added, I think that is all of them. Let me know if anything is missing. The turn speed is currently bugged, so hipfire calculations might be off. Here's a few things I tested: Backback with 2% reduction - 2% measured. Helmet with 2% reduction - 0% measured. Same 2% helmet with facemask 4% totalling 6% reduction - 6% measured. Body armor with 5% reduction - 0% measured. Same body armor with 5% and 1 plate with 1.5% totalling 6.5% - 1.2% measured. Same body armor with 5% and 2 plates with 1.5% each totalling 8% - 2.4% measured. It seems quite random what works and what doesn't, so it's not possible to account for this in any way without testing each specific setup. Do you mind telling me your process to calculating sensitivities? I'd like to go through and manually test every armor
Jeffy14 Posted April 9, 2024 Posted April 9, 2024 (edited) 13 hours ago, DPI Wizard said: 35 new scopes are added, I think that is all of them. Let me know if anything is missing. The turn speed is currently bugged, so hipfire calculations might be off. Here's a few things I tested: Backback with 2% reduction - 2% measured. Helmet with 2% reduction - 0% measured. Same 2% helmet with facemask 4% totalling 6% reduction - 6% measured. Body armor with 5% reduction - 0% measured. Same body armor with 5% and 1 plate with 1.5% totalling 6.5% - 1.2% measured. Same body armor with 5% and 2 plates with 1.5% each totalling 8% - 2.4% measured. It seems quite random what works and what doesn't, so it's not possible to account for this in any way without testing each specific setup. Amazing work as always! Thank you very much! Edited April 9, 2024 by Jeffy14
Wizard DPI Wizard Posted April 9, 2024 Author Wizard Posted April 9, 2024 5 hours ago, yejosheph said: Do you mind telling me your process to calculating sensitivities? I'd like to go through and manually test every armor You have to manually measure the 360 distance (with scripts or tools like Kovaaks sensitivity matches) with each armor piece on and see how it compares to the base and what's expected based on the stated turn speed loss. I've tested your specific case with 18% it's actually 10.4%.
yejosheph Posted April 10, 2024 Posted April 10, 2024 22 hours ago, DPI Wizard said: You have to manually measure the 360 distance (with scripts or tools like Kovaaks sensitivity matches) with each armor piece on and see how it compares to the base and what's expected based on the stated turn speed loss. I've tested your specific case with 18% it's actually 10.4%. Hey so I'm using Kovaaks sensitivity matcher and for this 10% kit this is the measurements I'm getting. I'm not sure what the yaw for EFT is however? Do I also need to calibrate this program with my mouse?
Wizard DPI Wizard Posted April 10, 2024 Author Wizard Posted April 10, 2024 13 minutes ago, yejosheph said: Hey so I'm using Kovaaks sensitivity matcher and for this 10% kit this is the measurements I'm getting. I'm not sure what the yaw for EFT is however? The yaw will vary depending on the gear, but if you want to check against the calculator output, click on physical stats and enter your DPI and 360 distance from the calculator. Try with 10.4% in the turn speed reduction and I think it should be spot on. Or did you mean a kit that says it's 10%? If so, look at the physical stats and divide the distance you found to be correct with the distance in the calculator with 0% turn speed reduction to find the correct reduction.
yejosheph Posted April 10, 2024 Posted April 10, 2024 1 hour ago, DPI Wizard said: The yaw will vary depending on the gear, but if you want to check against the calculator output, click on physical stats and enter your DPI and 360 distance from the calculator. Try with 10.4% in the turn speed reduction and I think it should be spot on. Or did you mean a kit that says it's 10%? If so, look at the physical stats and divide the distance you found to be correct with the distance in the calculator with 0% turn speed reduction to find the correct reduction. Do I need to understand DAC or aim curvature, and do I lock physical sensitivity?
Wizard DPI Wizard Posted April 10, 2024 Author Wizard Posted April 10, 2024 14 minutes ago, yejosheph said: Do I need to understand DAC or aim curvature, and do I lock physical sensitivity? No, do not lock it. All you need to do is enter DPI and turn distance, then it should be spot on. Everything else will be adjusted accordingly. yejosheph 1
yejosheph Posted April 10, 2024 Posted April 10, 2024 9 minutes ago, DPI Wizard said: No, do not lock it. All you need to do is enter DPI and turn distance, then it should be spot on. Everything else will be adjusted accordingly. So this is the result I got with the a kit totalling in 10% reduction in turning speed. So the result I'm looking at is 51.64cm for 360, therefore my sensitivity should be lowered by approx 3.1% right?
Wizard DPI Wizard Posted April 10, 2024 Author Wizard Posted April 10, 2024 1 hour ago, yejosheph said: So this is the result I got with the a kit totalling in 10% reduction in turning speed. So the result I'm looking at is 51.64cm for 360, therefore my sensitivity should be lowered by approx 3.1% right? That sounds about right. Try with the output using 3% and see if if matches. Other than the armor plates being 1.2% instead of 1.5%, I think I have only seen it actually increase in steps of 0.5%. But as it works right now there might be something causing it to increase by 0.1% too...
HackerPide Posted August 16, 2024 Posted August 16, 2024 (edited) I found a solution to set mouse sensitivity lower than 0.1. It looks like the game has a default 5x sensitivity multiplier denoted by the "sensitivity": 5.0 lines in Control.ini. After setting them to 1.0 and setting MouseSensitivity to 0.44(I needed 0.088 with default 5x) the game feels like it is set to my desired sensitivity. The game deleted the "sensitivity": 5.0 lines from Control.ini after launching it. I haven't tested to see if setting values other than 1.0 will keep them in the file. I don't know how you could integrate this to the calculator, but hopefully this will help high DPI players! Edited August 16, 2024 by HackerPide
Bear2150 Posted August 21, 2024 Posted August 21, 2024 (edited) What do i do with Scope zoom adjustment sensitivity? i think it maybe new in latest update. Edit: P.S. I'm sorry if this means you have to retest everything in this god awful game. Edited August 21, 2024 by Bear2150 Added sympathetic note.
Wizard DPI Wizard Posted August 21, 2024 Author Wizard Posted August 21, 2024 54 minutes ago, Bear2150 said: What do i do with Scope zoom adjustment sensitivity? i think it maybe new in latest update. Edit: P.S. I'm sorry if this means you have to retest everything in this god awful game. I haven't looked at it yet, but for now I guess using the default value makes everything as before while just adjusting the ads sensitivity. It will probably possible to set one sens for ads and one for scope with this new setting, but i'm not sure exactly where the cutoff is. And the "All" calculations probably has to split in two. dsu 1
lagarto Posted August 21, 2024 Posted August 21, 2024 Not a sensitivity settings, that will affect the variable zoom sensitivity, if you have low zoom sensitivity you need to use the mouse wheel a lot to reach the max sensitivity of the zoom.
Wizard DPI Wizard Posted August 21, 2024 Author Wizard Posted August 21, 2024 4 hours ago, lagarto said: Not a sensitivity settings, that will affect the variable zoom sensitivity, if you have low zoom sensitivity you need to use the mouse wheel a lot to reach the max sensitivity of the zoom. Ok good to know. I won't be able to check until Friday.
dsu Posted September 5, 2024 Posted September 5, 2024 On 8/21/2024 at 12:09 PM, DPI Wizard said: Ok good to know. I won't be able to check until Friday. seems like the variable scopes that are capable of scroll wheel zoom have had their sensitivities and maybe fovs changed, for ex. the vudu and tango6t seem to match now
yejosheph Posted September 23, 2024 Posted September 23, 2024 Much of the scopes have much slower sensitivities now, I'm not sure if BSG are basing it on monitor coefficients now?
Wizard DPI Wizard Posted September 23, 2024 Author Wizard Posted September 23, 2024 9 hours ago, yejosheph said: Much of the scopes have much slower sensitivities now, I'm not sure if BSG are basing it on monitor coefficients now? Which ones specifically? I've tested a couple I have access to, and can't find anything changed.
yejosheph Posted September 25, 2024 Posted September 25, 2024 On 9/24/2024 at 4:31 AM, DPI Wizard said: Which ones specifically? I've tested a couple I have access to, and can't find anything changed. The one's I'm most sure about are the variable zoom optics like the Vudu
yejosheph Posted October 4, 2024 Posted October 4, 2024 On 9/24/2024 at 4:31 AM, DPI Wizard said: Which ones specifically? I've tested a couple I have access to, and can't find anything changed. Could you tell me the method for calculating this myself?
Wizard DPI Wizard Posted October 4, 2024 Author Wizard Posted October 4, 2024 38 minutes ago, yejosheph said: Could you tell me the method for calculating this myself? It's very tricky for this game, as you have to literally count pixels to calculate the FOV, and it has to be lined up in a very specific and precise way.
yejosheph Posted October 4, 2024 Posted October 4, 2024 2 hours ago, DPI Wizard said: It's very tricky for this game, as you have to literally count pixels to calculate the FOV, and it has to be lined up in a very specific and precise way. Ah I see. If you are not able to calculate it because SPT hasn't been updated, maybe you could teach me the method and I will try to calculate it in offline raids?
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