Jump to content

Skwuruhl

Premium Members
  • Posts

    297
  • Joined

  • Last visited

  • Days Won

    26

Skwuruhl last won the day on June 17 2024

Skwuruhl had the most liked content!

2 Followers

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

3,874 profile views

Skwuruhl's Achievements

  1. In the years since they added a toggle for mouse smoothing. Every problem listed by @lamens was caused by this. Unbelievable to me that it's something enabled by default in unreal games considering how awful it is.
  2. Seems that they changed zoom sensitivity too. My rough measurements of FOV still line up though. Edit: smth seems fucky. It's working now?
  3. Use https://www.nexusmods.com/warhammer40kdarktide/mods/38. Just be sure to set them in order of look_scale then look_scale_ranged then look_scale_ranged_alternate_fire as you desire. For ease of use the less specific commands change all sensitivities that fall under their category.
  4. They just all share a sensitivity multiplier of 0.597184. The actual scope FOV will vary based on the actual weapon model, as far as I can tell. Unless I've missed something in the code the FOV seems to be something it happens to be because of their screen within a screen implementation and not anything actually configured. e.g. if the scope is big on screen then there will be a lot of zoom. Edit: further clarification on this. The actual physical scope shares an FOV. Like whatever is at the far edge of one scope will be at the far edge of one of the same configuration. The difference is that some scopes are "bigger" so they have more "zoom" in the sense that they make enemies on your screen larger. But the size of the scope is dependent on the weapon model and view model FOV, to the best of my knowledge.
  5. I was updating my python script and dug into the exact code for scope sensitivity. Any given scope has static multiplier calculated with PlayerIronSightFOV / FieldOfView * ScopedSensitivityMod * 0.01333 with variables pulled from each scoped weapon's relevant KFWeap .uc file. e.g. the railgun: (70/23 * 16 * 0.01333) = 0.6491130434782608695652173913043478260869565217391304347826086956... Also the Husk Cannon is 50 FOV base, not 60. Hopefully comprehensive list of Non-Scoped FOV: Minigun: 82 Microwave and Flamethrower type weapons: 80 Pistols: 77 Blunderbuss and most SMGs: 75 Grenade Launchers and Scorcher: 73 Everything else, including the thompson, mp7, and medic smg: 70 Lever/Bolt-action, Gravity Imploder/Sonic Gun/Thermite Bore/etc., and Frost Fang: 65 Riot Shield: 64 Husk Cannon and Mine Reconstructor: 50 Scoped weapons: All have PlayerIronSightFOV=70 ScopedSensitivityMod=8 and FieldOfView=12.5 (multiplier=0.597184): FAMAS FN FAL Cranial Popper Storm Cannon Mk14 EBR M99 Parasite Implanter ScopedSensitivityMod=12 and FieldOfView = 18.5 (multiplier=0.605254): Both crossbows ScopedSensitivityMod=16 and FieldOfView = 23 (multiplier=0.649113): Railgun
  6. Do you mean that adjusting the slider with arrow keys adjusts it by semi-random amounts or that it's like, by 0.0095 instead of 0.01 and just gets rounded?
  7. I updated my mod to use chat commands to set sensitivity to 6 decimals of precision. https://www.nexusmods.com/warhammer40kdarktide/mods/38
  8. Mod is updated. I haven't verified that sensitivity still scales with tangent of FOV but I imagine it still does. Edit: we good
  9. Newest update has 3 totally divorced sensitivity options. While holding a melee weapon, while holding ranged weapon, and while ADS/alt fire with your ranged weapon. Appear to just be the old sensitivity but now more customizable. Still only 1 decimal place, need to update my mod for the new options to be more granular.
  10. minimum sensitivity is goofy high
  11. Ok apologies in advance for the bad MS Paint but (also I meant right triangles, not right angles)
  12. To clarify the differences in equations and what you might actually be trying to calculate: You are, presumably, trying to find the number of degrees in your vision that your monitor takes up. This truly is your most "realistic" FOV. To do this you need to use inverse trig functions, namely inverse tangent, as it uses the 2 legs of a right angle to calculate an angle. The first leg is from the center of your screen to the edge. It's important that it's just from the center and not edge to edge because we need the triangle we construct to be a right triangle. The second leg is from the center of your screen to your eyeballs. This forms a right triangle with the opposite leg being from center to edge of monitor, the adjacent leg being center of monitor to eyes, and the hypotenuse being edge of monitor to eyes. Finally we can plug in our values to an equation which will split out the angle from the center of our monitor to the edge, measured from our eyes. atan( 0.5 * Screen_Width / Viewing_Distance) Finally we can put a 2 in front to double the angle to our full monitor. And thus: https://www.wolframalpha.com/input?i=2*atan(0.5*20%2F15.748)+radians 64.83° horizontal degrees. Now obviously this is far too low to use as your FOV in a shooter, but that's just the nature of this method. This method works best for games where your "point of view" is actually your eyes, and your monitor is just a "window". Driving sim games are the prime example of this. In FPS games your "point of view" is actually the character you're playing as.
  13. I strongly recommend MDH/MDV 0% as it's mathematically equivalent to scaling sensitivity by zoom level. That's to say if when you ADS everything appears 3x larger, your sensitivity will be 1/3rd. e.g. with my sensitivity I have 46cm/360° in hipfire. At 71° vFOV the red dot has 1.23546x zoom (tan(71°/2)/tan(60°/2)=1.23546). With the calculator set to MDV 0% it recommends 56.83116cm/360. 46cm * 1.23546 ~= 56.83116cm. Another old example I made for Overwatch: https://imgur.com/a/szjlq
  14. Re op: doing this sort of thing isn't really new, it's something racing game players have been doing for quite a while. e.g. https://dinex86.github.io/FOV-Calculator/ The reason that it doesn't really work for FPS games is that for a racing game you're trying to emulate a windshield and not a 1st person point of view in the FPS sense.
×
×
  • Create New...