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Vaccaria

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Everything posted by Vaccaria

  1. https://www.mouse-sensitivity.com/?share=fa571ff2883e3527278b1400b1b5ead7 This conversion was done for tests, I usually do it for every single FoV
  2. All sensitivity: In game sensitivity: Hipfire 360: Targeting 360: ADS AR: ADS Pistol: ADS SMG: ADS SMG SHIFT(holding breath and decreasing FoV): 2x: 2x; 30value: 2x; 31value: 2x; 32value: 8x: All screenshots, size limit. https://www.dropbox.com/s/rpt96br4et8545q/New folder.rar?dl=0 So what we have. The sensitivity depends on the FoV, well, this is not a secret, and so it was clear. I remembered that in ADS the sensitivity is not rounded, you can see it in the screenshots, it only works with "Sensitivity". With additional data +- one value makes it clear that the data is rounded to +. This means that the file that takes data from here simply rounds up to certain decimal places. Showed the most curious screenshots.
  3. I have sensitivity data that I want to test in games. since in pubg, no matter how much I tried, I could not feel the similarities, I left the game for an unknown period. Returning to the game with new knowledge and experience, I started testing. First, I made the lines appear, after I entered "LastConvertedSensitivity", there was no result. I entered data into LastConvertedSensitivity and Sensitivity but it was considered to be rounding to 43 (42.670372). 1) Removed "Sensitivity"(If you put just 0 in the game, then only "LastConvertedSensitivity" is displayed in the file.), "LastConvertedSensitivity" remained. The game displayed: At 0, only general, aim sensitivity works.(I wrote earlier that ADS also works, but this is not correct information, I was wrong) 2) Set the universal sensitivity for all zooms, the “ScopingMagnified” line appears, also works only with “Sensitivity” 3) Removed "LastConvertedSensitivity" from ADS, Zoom, leaving only "Sensitivity" Hipfire turn 360 degrees 8x turn 360 degrees I update to 50 As you can see, the values at which a shot from a weapon most often occurs are rounded and there will be an error in sensitivity. It seems that he did not miss anything and tried to put it into a single whole.
  4. i tested all the options that came to mind and not one worked as expected, except to round up and there will be an error
  5. @DPI Wizard I checked my settings for the accuracy of the numbers, from x2 to x15 zoom give values in Sensitivity, and not LastConvertedSensitivity. Hipfire, ADS, Targeting works fine at LastConvertedSensitivity. I decided to delete the Sensitivity line everywhere, leaving LastConvertedSensitivity, the interface was 0 everywhere, and only the zoom gave a value of 0. LastConvertedSensitivity does not work. As I understand it, it is not possible to make your own settings for each zoom? I use "all", 2x calculates 360 ° Distance: 89.5138 centimeters, but I need 360 ° Distance: 51.396 centimeters. Maybe I am confused and do the data entry wrong?
  6. @DPI Wizard Hello The sensitivity can be adjusted for each zoom. You can add a mention about these opportunities to the calculator? The path where the script to change is located, the link already contains a string, what the formula looks like for calculating the sensitivity for each increase. The formula is effective and simple, but it can be changed. https://github.com/StranikS-Scan/WorldOfTanks-Decompiled/blob/2e8ee4107bc12540bbfbe0003c506693896d0eb0/source/res/scripts/client/AvatarInputHandler/DynamicCameras/SniperCamera.py#L142 You will have to change the script in any case if you need a certain sensitivity for a certain zoom. This is what was in the default script: That's what I did: How approximation works in the game: takes your FoV and divides by the value in the zoom, It turns out an approximation. That is, at 120 FoV, there is little approximation in x8, so those who want to see very close put x16 x25. x1 is 90 horizontal, I have 90. I decided to make zooms in vertical. x1.3675642776 is 40vFoV. x1.7667159548 is 30vFoV. 3.416104923 is 15vFoV. 6.770754733 is 7.5vFoV. 13.510403686 is 3.75vFoV. 27.005203903 is 1.875vFoV. Values in config(first sensitivity setting): I needed sensitivity in x1, like in arcade. I changed the file hundreds of times and restarted the game in order to have a minimal change in the distance of 360. I did this for study, in fact, not everything is so scary. I felt with my hand the approximate values of x1. After I remembered the "SensitivityMatcher" program. I just step by step change the script to + -. When I found an almost perfect x1, I calculated the sensitivity for other zooms. I made calculations for the rest of the zooms, from a multiplier in x1. Most of the time was spent testing for all zooms. Since in x27 the error in calculations in x1 is visible, so I concentrated on x1 as much as possible. For some reason I decided to multiply 0.276460 by 2.5, and got 0.69115 And this turned out to be the most suitable value. "if self.__zoom == 1" - this is the first zoom that I need, etc. "self.__curSense = 0.00069115" - it is a multiplier that intersects with other multiplier. I don't know exactly what and how it works, but i found 2(3)multipliers. The third is written in the script. "Sensitivity Matcher" program. https://themeta.com/blog/2020/5/8/how-to-use-kovaaks-sensitivity-matcher - how to use. How to change the zoom numbers: https://koreanrandom.com/forum/topic/38834-11100-дополнения-для-камеры-без-xvm/?tab=comments#comment-386707 The topic is in Russian, so you will have to use a translator. You need an "extendedZoom" mod in it you can adjust the zoom. After each update, the author writes about updating the scripts for the patch or this is not required and you can continue to use it. Use the "avatar_input_handler.xml" file which is located: You need "wottools 0.5.3 multy.exe" to unlock the file. Open the file with "Notepad ++". There is a sniper mode in the file, you can write the necessary zoom, then save and place this file as a mod in the "res_mods" folder: In the same file there is a sensitivity setting, that is 2. How to decompile and compile this file: Downloading "Python 2.7" Install python in a folder say С:\Python27 Add the python folder to the Path environment variable. Downloading uncompyle2 https://github.com/Mysterie/uncompyle2/ You unpack it into say С:\uncompyle2 Open cmd and go to the folder with uncompyle2: cd c:\uncompyle2 Install the utility by executing in the command line: python setup.py install If everything is ok, we should have a build folder and a scripts-2.7 folder in which the utility itself is located, the uncompyle2 file Take the "SniperCamera.pyc" script of interest to us and put it in the c:\uncompyle2\build\scripts-2.7\folder Open the command line and go to the folder with the script: cd c:\uncompyle2\build\scripts-2.7\ We translate the script from the binaric to its original form: python uncompyle2 -o SniperCamera.py SniperCamera.pyc The file appears next to the current one and can be edited. How it can be changed is shown at the beginning. Since the standard compilation method does not work for me, I use the command. The new file will replace the old .pyc python -m py_compile SniperCamera.py The file is ready, it needs to be placed in the res_mods folder: The end
  7. Hello everyone. I want to share my findings and observations after a long study and testing. I will not try to transfer everything from my head to the text - it is corny it is difficult. But I can try to answer the questions you may have. My learning path began with a professional overwatch player "EFFECT". Who trained a lot and already had a set of settings in osu (2D) and overwatch (3D). It is not known where he got the settings, but it is known that he changed them and looked for similarities, most likely empirically. Even I managed to easily transfer from osu to hipfire overwatch. It remained to figure out how to transfer to ADS and Scope. He just needed to train and slowly achieve accuracy. Recently I read the threads on the forum and was surprised that I am the same person as others, who was looking for an answer, what to choose when converting and what numbers to write. People who understand how formulas work, which is the most appropriate, say 0% or 100% (start with these) You cannot aim without eyes. You shoot with your eyes, the eyes transmit information to the brain, the brain decides to move the mouse - to press the button. You need to train the motor skills of the hands, eyes, body, etc. But when you play games, at first you adapt, the discomfort is removed. After that, you already find yourself on an empty field, because the adaptation stage will pass, and you need to create something that will develop you. There are several rules that I will highlight at once. In mathematics, there are no wrong numbers. The calculator gives the correct values anyway. These numbers in the answers are simply at odds with your habits. You always need to create settings for yourself: sensitivity, FoV, hand position, type of mouse grip, etc. There is no magic pill that will help you from 2D to become effective in 3D. Hipfire is no different from ADS, Scope, etc. These are the same numbers, the same movements in the game. They also need to be trained separately as Hipfire. To train them, you need to get to know them. The topic is extensive and I might miss something. But the first rules that come to mind are enough. When I use the standard conversion scheme of 0% or 100%. My cursor will feel slow in 2D and fast in game. But in the game there is a displacement along the sphere, and in 2d along the plane. How to train such different movements? I went further, and started increasing the %MDV to FoV, thereby starting to decrease the monitor in the monitor (if I can put it that way) https://www.mouse-sensitivity.com/?share=6bbebf26c14ce140e9782268b252c306 Having achieved some similarities in the movements and range of work of the eyes, brain, hand. I understood what had happened. Having a different focal length from the monitor to the eyes. The eyes will work in different ways. I play in osu and track each note in different positions on the monitor with my eyes, my eyes learn to move quickly and focus on a specific point on the monitor. Next stage What grip to use and what part of the hand to use when moving. I will not disassemble other types of grips, as having a 20-21 cm long and 10-11 cm wide palm, I am not able to use the correct palm grip and claw grip. I began to study. What are the types of mouse grip, there is a lot of information, but in short, AS IT IS COMFORTABLE FOR YOU AND KEEP. This approach did not suit me. And I began to disassemble in detail the grip of the fingertip / fingers. After studying and testing, I decided to use a similar grip like that of a professional player. Now, having knowledge, you need to apply them. I have a training ground and this is Osu! It can train hand / finger motor skills, eyes, finger grip. Trying to put it all together! Eyes move and focus on different positions on the monitor. Finger movements are synchronized with your eyes, then where you want to move the cursor. Fingers range of motion appears в 2D, now you need to transfer this range to 3d. Here AimHero enters the ring with its convenient field size. The principle is the same, now the eyes are being trained in the 3D sphere, more precisely, it is the same 2D monitor, but the sensations from the movements are now 3D. The eyes also move to the same positions on the monitor as in osu. But the effective distance is changed by the field. Now about the distance of flick and / or fingers tracking. What is the point of these trainings if the aiming style is not created? I created mine and it is an example. Grip - fingers. The fulcrum on the table is the forearm. The wrist is not in contact with the mousepad. The elbow hangs. Flick (diagonal) - fingers. Flick (horizontal) - wrist. Flick (Vertical) - fingers. Horizontal tracking - wrist. Vertical tracking - shoulder. The rest of the movements in 360 (fine-tuning for the working range for the wrist, fingers) on the fulcrum is the forearm. Since there is no more friction between the wrist and the mousepad, movement feels uncertain - it's all a process of adaptation. Now how does the conversion take place not to hipfire, but to ADS, Scope, or, more simply, to a smaller FoV. There are several options, but I'll show you 2. Make a 1-to-1 sense of the pixel speed Viewspeed-Vertical In Osu, the value remains x1.07, in the calculator when calculating with VSV x0.76. These two values are equal. When calculating for different FoV using VSV, the visual speed will always be different, but the muscle memory will hit the target. It all works and has been tested my aim style. The settings may be convenient, but not effective. Mouse grip can be handy, but not efficient. etc. Everything needs to be created for yourself. And not blindly copy from other pro players. Science has not entered this market, so you need to study and create for yourself. I put everything in a heap and did not paint everything down to the pixel. Therefore, I will try to answer for those who will correctly formulate the question.
  8. When the multiplicity x2, x8, x16 is written in the scopes, it almost always means that the scale will be calculated from the FoV value set by the user. When I started looking for information about FoV weapons I couldn't find it anywhere, but thanks to you I found it, thank you so much!
  9. Everything is written in this thread. I tested all the data. Indeed, how could I know...
  10. I used the "Sensitivity Matcher" program and my usual overwatch, did it for other games according to the same principle. The number in parentheses is the data from for Sens. 70.5328 / 1.1538461539 = 61.1284266638. 70.5328 - vFoV in the game. 1.1538461539 - multiplier between 75vFoV и 65vFoV. 61.1284266638 - The end result of calculations is my vFoV. The game has a formula that calculates the sensitivity from FoV. Here's an example. Formula for calculating the sniper mode in World Of Tanks. And this is what I needed to do. I don’t know how to find a similar script to try it in rust.
  11. Made my calculations for my settings. The principle is one. Maybe someone will come in handy. "Simple Handmade Sight" needs to be calculated for each FOV weapon the multiplier is not accurate, there is a small error. Changed the command for the console so that the RMB is not deleted. New Text Document.txt
  12. I'll start with the perception of different sensitivities. Different FoV changes your perception of speed, just as distance from the monitor affects your perception of speed. To control the speed of perception, you need to set the same FoV. The crosshair in games is a formality, you aim and react with your eyes, your hands are slow in themselves, so your eyes are your aim. You think - you need to turn 360/180/90/45 degrees, the hand does, you look at the result and you see that the perception of speed and distance are different from your thoughts and you adjust the sensitivity and/or FoV. Now about the sensitivity in ADS / Scope in relation to the arcade crosshair or simply HipFire FoV. 360 sensitivity will almost always be different. The perception of speed will differ depending on the FoV. If you convert 1 to 1, then you will roughly feel the speed of passing distance of pixels with your eyes. Now go to dpi. I have deduced the 2D to 3D sensitivity conversion formula. Overwatch: any dpi; FoV 103 = multiplier 5. FoV 90 = multiplier 6. It is also possible to convert from 2D to scope, but I still cannot say that it is correct. I do not spray on games with different FoV, I concentrate on certain values of sensitivity and FoV hipfire, scope. My training gives results, but if something doesn't suit me, I start looking for and changing the sensitivity. For example, I know that the multiplier 6 works and it suits me, I am not satisfied with the multiplier 42 in the scope, I start to change and look for a pattern in numbers and the correctness of my choice. Now we turn to the choice of the position of the hand on the table and the grip of the mouse. People are divided into 2 types 1) wrist 2) elbow. But you need to train both. My elbow is on the table, but it may hang a little off the table or protrude in half and hang down even more. The grip of the mouse determines the position of the elbow on the table. I'm going to talk about fingertips. Controlling aim with your fingertips and wrist is the worst choice, the wrist will tire quickly, the fingers will overextend. To facilitate the work of the wrist, the movements spread to the elbow and shoulder. Vertical tracking should not be on the fingers, it should be on the shoulder. Fingers are the fastest movement for flick. Horizontal tracking is spread over the wrist and elbow. Close distance at the elbow, long distance at the wrist. The most basic principles of interaction with mousepad and hand placement will give you an edge. And then reaction training follows (Yes, sensitivity training) It is not possible to shoot at hipfire and scope with the same interaction of the hand and the mousepad. Now I will tell you how to choose the sensitivity for yourself using my example. Initially, I started to train the settings from pro players, the sensitivity was 38.48 cm, then I began to study everything about FoV, sensitivity, I learned about this site. A calculator that can do everything you need to, you just need to be able to use it. I started testing the settings and kept changing them. Stopped at 900 * 6 FoV 90Hdeg. As I continued to train, I felt I wanted more control on my fingers and an increased range of flicking fingers. I raised the dpi to 1100, making my 360 degrees 21 cm. Put my elbow on the table, it became easier for me to bend my wrist and raise it when moving my elbow or shoulder. When I started to train my finger motor development, they started showing me my potential for gripping my fingertips. All changes that have been and will be to improve the effectiveness of my shooting style. If people do not use their fingers in movements, they will not increase sensitivity, the shoulder shows more efficiency at high cm / 360. If people use a wrist they will not do high cm / 360, they will choose an average of 38.48cm, it is easy to control the shoulder, elbow, and wrist, can also flick with your fingers, but the range will be small. I made a sensitivity table for myself to make it easier to understand the sensitivity to different degrees. Helps in training
  13. The number of pixels and pixel density has changed. Sensitivity remained the same.
  14. Yes, I used 0% MDH. Now on the MDV screenshots 293%. Sensitivity 0.80 fov 90. When changing fov to 103 I need to set already 400% MDV, thereby the sensitivity will be 0.91. With fov 90, the number of pixels is greater than 1920*4(360/HFOV=number of monitors)=7680. With 103 less than 1920*3.4951456311=6710.6796117. Is it necessary to increase sensitivity with fewer pixels if the calculator sets 0.40 fov 103 and 0.50 fov 90 at 0% MDV? You can also calculate VFOV(180/VFOV*1080=...). The number of pixels is still less at high fov.
  15. Hi people. The situation is as follows. The calculator calculated the sensitivity of 0.50 in osu, but it is very slow. Multiplying 0.50 by 2, I already get similar sensations from the sensitivity in the game and in osu. Can you explain why such a difference? p.s. I read the instructions. https://www.mouse-sensitivity.com/?share=61c196739ca6c61a9ded5eec1d9f16e8
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