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Escape from Tarkov


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Posted
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.

Posted
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

Posted (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 by Jeffy14
  • Wizard
Posted
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%.

Posted
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? 

image.png

  • Wizard
Posted
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.

Posted
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?image.png.5ce04fe1a1939b6386238c0f09f09c27.png

  • Wizard
Posted
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.

Posted
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?

image.png

  • Wizard
Posted
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...

  • 4 months later...
Posted (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 by HackerPide
Posted (edited)

image.thumb.png.04739199fc0a9bad395d010447fdb809.png

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 by Bear2150
Added sympathetic note.
  • Wizard
Posted
54 minutes ago, Bear2150 said:

image.thumb.png.04739199fc0a9bad395d010447fdb809.png

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. 

Posted

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
Posted
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.

  • 2 weeks later...
Posted
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

  • 3 weeks later...
  • Wizard
Posted
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.

Posted
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

  • 2 weeks later...
Posted
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
Posted
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.

Posted
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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