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Showing content with the highest reputation on 05/03/2017 in all areas

  1. Hey all, I have developed a free piece of software that attempts to give the user the best of both worlds re: low sensitivity (accurate aiming) vs high sensitivity (easy to look around large amounts). It works like this: Under normal operation (Mouse kept on mat), it does not affect anything, but if you lift the mouse *whilst it is in motion*, it keeps moving the mouse cursor until you place the mouse back on the mat. The upshot is that you can "roll" or "spin" the mouse like a trackball to generate the large mouse movements (eg a 180deg turn), allowing you to keep the sensitivity low for high accuracy. I have a forum post where you can discuss and find the download link, it is here: http://ahkscript.org/boards/viewtopic.php?f=6&t=8439 There is no "install", it's just a portable EXE. It does not alter any windows settings or change anything on your PC. Source code is available for the paranoid / curious. enjoy!
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  2. Cavalry added (under vehicles)! USA on or off affects it, so select the correct one. The USA coefficient does not affect it however.
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  3. Use the Save/Load/Delete buttons under Calculator Settings The settings are currently stored in your local browser, but in the future I would like to save them in the userprofile on the server.
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  4. As a relatively new member to this site, I don't know what the current road-map is. However, I was wondering if there were any plans to have the site remember some 'base' settings which you can use to calculate other games off. I one game which I know my settings are correct on, as a basis for all my calculations, but its a pain having to input them every time! It would be great if I could just put a 'to' game in, and the system already knows my 'from' values. Outside of that, the site now looks really slick! Good job
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  5. Hey I found a great way to explain/visualise the 3D to 2D projection concept. Just go to: https://www.mathsisfun.com/data/grapher-equation.html​​ Then input this equation: x^2+(y+0)^2=1^2 You will notice that you get a unit circle, which represents a FOV of 180 since the y intercept and the x intercept are both 1. If you change the r and k values in the equation (of the form x^2+(y+k)^2=r^2), where k=sqrt(r^2-1), you will notice that the circle gets bigger but still maintains its interception with x=1. Try x^2+(y+2)^2=5. If you consider that your monitor is the line from x=0 to x=1, you can imagine how the parallax motion effect would determine the "speed" of the curve along the x axis as it is projected onto a 2D plane. http://i.imgur.com/BkdMHQn.png
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  6. I've been thinking how I can describe my post in the easiest way possible. Firstly I'd like to start with some basics. Field of View makes up your view window within a game, this measurement (in degrees) is removed from the remainder of your full rotation (360). Obviously your screen window is fixed in size. Hence, when we lower our FOV the image is scaled larger, when we increase our FOV the image is scaled smaller, maintaining the overall boundaries of the original view box. The reason selecting the correct FOV is important, minimize distortion but maintain a reasonable view angle, however that is another topic and I don't want to lead off track. Here's where my creative side attempts to give you an analogy to understand the relationship between your desktop and in game. http://coewww.rutgers.edu/classes/mae/mae488/hw/lectures/adv_connect/rack_pinion.gif As you can see moving your cursor on desktop is indeed related to how you rotate in game, For every FOV there's only one speed/ sensitivity that is actually 1:1 with your aspect ratio (allowing the gears to mesh perfectly). As in this example given that the gears interlock perfectly as the gear rotates over the pinion it's clear they move in unison, 1:1 movement. That relationship is outlayed in my previous posts. Here's another example that I'll attempt to explain why IT IS possible to match ALL FOV 1:1. http://www.f-lohmueller.de/pov_anim/engineering/Bike_Chain_043cb.gif As you can see we have two gears of dissimilar diameters (simulating different FOV). They both rotate at different speeds, however the chain travels around them at uniform speed, clearly. It does not matter how big the gear/FOV is or how many times it rotates. What matters is that the 'chain' moves between the two perfectly. Essentially adjusting your speed/sensitivity at the desired FOV so the 'gears' match the chain speed PERFECTLY. Answering the above question then YES, it can be perfect. Perfect does not mean every pixel on your screen should move in sync regardless of FOV. That's physically impossible. Different diameters will complete a rotation at different times. The centre of your screen can be perfect and that's the only bit that matters, that's the only part of the screen you used to line up your shots. Moving to your next target is simply a matter of distance / time, the better you judge this the faster you become.
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