Version 7 is up!
This is the biggest update to date, the entire calculation code has been rewritten completely from scratch.
Since the calculator have many thousands of possible calculation combinations it's almost impossible to verify everything, but most functions and calculations should work.
The new code allows for future features like calculating all aims for a game at the same time and a more comprehensive system for managing the games you use.
If you find something not working correctly, please report it in this thread!
Games updated
Ghost Recon Wildlands - Adjusted sensitivity and FOV formulas to be 100% perfect
Call of Duty: Black Ops III - Changed FOV Type to multiplier, improved FOV formula and added support for reverse-calculations
Insurgency: Sandstorm - Added support for new FOV features and updated calculations
FOV improvements
Selecting a special option that have a different FOV type now correctly changes the FOV type and default FOV
Improved FOV multiplier support, the FOV for all games that use multiplier can now be reverse-calculated
Fixed a bug when changing FOV type the first time after selecting a new game sometimes resulting in the FOV value from the previous game being used
Conversion methods
Viewspeed (v1) renamed Viewspeed - Horizontal
Viewspeed (v2) renamed Viewspeed - Vertical
Monitor Distance renamed Monitor Distance - Horizontal
Added new conversion method: Monitor Distance - Vertical. This method works exactly like the old Monitor Distance, but is matching the vertical FOV rather than the horizontal. Directly comparable to the USA setting in BF1/BF4 and the Relative ADS Coefficient in the Black Ops 4 config file
These renames are done to better indicated which axis the method is using
Horizontal matches will change if the horizontal FOV changes, typically when changing aspect ratio
Vertical matches will stay the same when changing aspect ratio unless the vertical FOV changes
Monitor Distance 0% is now true 0% for all calculations. It used to be 0.000001 to avoid issues with zero. The difference is neglectable, most calculations will be exactly the same
Improved error checking
Min/max DPI and distance suggestions now works in all cases, even for hexadecimal values
If the calculation result in a sensitivity too high or too low the error message will now show you the invalid sensitivity
Discrepancy calculations
360 Distance use the 360 distance (duh)
Monitor Distance use the distance you have to move your mouse to rotate the entered percentage
Both Viewspeed use a base length which is the value the calculations are based on
General
Games with hexadecimal sensitivity values now show you the decimal value in parentheses so it's easier to relate to
DPI calculations are now rounded up or down to nearest 10 instead of 50
You can now change the monitor size for both games, but this will currently only be used to calculate cross hair movement distance. Scaling sensitivity to monitor size is planned
A lot of minor improvements to avoid rounding errors etc