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Arma 3 sensitivity incorrect


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Posted (edited)

Hello. I believe the Arma 3 sensitivity is incorrect. Take this with a slight pinch of salt as my calculations may be wrong however I tested Minecraft as well and I don't have any issues in that game.

Using AutoHotkey 2 I created a small script to simulate horizontal mouse movements by calling the mouse_event function of the User32.dll.

Running := false

; Do a 360° turn when the home key is pressed
Home::
{
    Running := true

    ; Do the following 60 times
    Loop 60
    {
        ; Move the mouse 100 dots to the right
        DllCall("User32.dll\mouse_event", "UInt", 1, "UInt", 100, "UInt", 0, "UInt", 0, "UPtr", 0)
        ; Pause for 1 millisecond
        Sleep 1
    }

    Running := false
}

#HotIf Running

; Reloads the script effectively stopping any running loop
Esc::Reload

The script will move the mouse 100 dots to the right 60 times, effectively moving the mouse a total of 6000 dots.

I calculated my Arma 3 sensitivity using a distance of 10 inches and a DPI of 600 so a 360° turn should take 6000 dots. The sensitivity was 0.8157778. This is what happens when I run my script on Arma 3.

Edited by Awkward-Knowledge
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  • Wizard
Posted
12 hours ago, Awkward-Knowledge said:

This is what happens when I run my script on Arma 3.

If you run it several times and/or change the parameters to for instance 10 counts 600 times with 10 ms delay or 1 count 6000 times with 1 ms delay you'll notice that you never end up in the same spot. The game has issues, as mentioned in the game notes:

Calculations are off by up to 5% because of issues with smoothing and acceleration even when they are turned off.

Posted (edited)
7 hours ago, DPI Wizard said:

If you run it several times and/or change the parameters to for instance 10 counts 600 times with 10 ms delay or 1 count 6000 times with 1 ms delay you'll notice that you never end up in the same spot. The game has issues, as mentioned in the game notes:

Calculations are off by up to 5% because of issues with smoothing and acceleration even when they are turned off.

I added your parameters to the AH2 script and tested them in-game and I don't seem to be having these issues you've mentioned, each time I run it with the tweaked parameters I end up in the same place each time, only slight differences due to my original human alignment.

The script:

Running := false

; Do a 360° turn when the home key is pressed
Home::
{
    Running := true

    ; Do the following 60 times
    Loop 60
    {
        ; Move the mouse 100 dots to the right
        DllCall("User32.dll\mouse_event", "UInt", 1, "UInt", 100, "UInt", 0, "UInt", 0, "UPtr", 0)
        ; Pause for 1 millisecond
        Sleep 1
    }

    Running := false
}

; Do a 360° turn when the end key is pressed
End::
{
    Running := true

    ; Do the following 600 times
    Loop 600
    {
        ; Move the mouse 10 dots to the right
        DllCall("User32.dll\mouse_event", "UInt", 1, "UInt", 10, "UInt", 0, "UInt", 0, "UPtr", 0)
        ; Pause for 1 millisecond
        Sleep 10
    }

    Running := false
}

; Do a 360° turn when the up key is pressed
Up::
{
    Running := true

    ; Do the following 6000 times
    Loop 6000
    {
        ; Move the mouse 1 dot to the right
        DllCall("User32.dll\mouse_event", "UInt", 1, "UInt", 1, "UInt", 0, "UInt", 0, "UPtr", 0)
        ; Pause for 1 millisecond
        Sleep 1
    }

    Running := false
}

#HotIf Running

; Reloads the script effectively stopping any running loop
Esc::Reload

The results: https://streamable.com/69oz36

Edited by Awkward-Knowledge
  • Wizard
Posted
3 minutes ago, Awkward-Knowledge said:

I added your parameters to the AH2 script and tested them in-game and I don't seem to be having these issues you've mentioned, each time I run it with the tweaked parameters I end up in the same place each time, only slight differences due to my original human alignment.

The results: https://streamable.com/69oz36

Nice, that's looking way more consistent than when I analyzed the game, so I'll check it again and see if they've fixed the issues!

  • Wizard
Posted
16 hours ago, Awkward-Knowledge said:

I added your parameters to the AH2 script and tested them in-game and I don't seem to be having these issues you've mentioned, each time I run it with the tweaked parameters I end up in the same place each time, only slight differences due to my original human alignment.

Strange, mine is not stable at all, take a look:

It's all over the place. Maybe you have a certain setting that fixes it enabled?

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