Post by Thoamsing on Feb 17, 2020 15:50:23 GMT
Hello!
The gist of it is that with swift swipes of the mouse it takes about 21.5cm to make a 360 degree turn, while gliding it slowly (say 1.5cm / second) it's about 26.5cm. That 5cm difference corresponds to something like 70 degrees of aim spread. Imagine when you aim to hit something and miss by a wee 70 degrees!
This is with a very decent, reliable mouse - employing a fine sensor, operating at 1600dpi. I'm not a video game industry wiz to be sure, but it seems absurd to me that a modern, popular shiiter can ship to stores with such a defect. ...And still suffer from it in its post-development state; having received several patches.
Here's the lowdown on what I've tried so far... In an attempt to save time through not having to feed it to me, but also to perhaps spark thought in the able minds hopefully willing to aid in puzzling out a solution.
I disabled every acceleration/smoothing related entry inside GamerProfile.xml. It doesn't alleviate the issue to an acceptable level (let alone resolving it).
Cleared the curve="Weapons:AimCurves/Mouse_Curve" chunks out of 4881E4C778199500.xml found inside both patch.dat\__UNKNOWN\misc\ and common.dat\__UNKNOWN\misc\.
Set <MouseAcceleration min="0.0" max="0.0"/> and <MouseCurveMultiplayer val="0.0"/> in inputactionmapcommon.xml inside both patch.dat\actionmaps and common.dat\actionmaps.
I used Gibbed/Dunia Tools to unpack/repack. I'd packed the .xml files into patch_hd.dat and - upon realizing the absence of any noticable effect - even back into the patch and common .dat files.
I've also tried the MarkC Windows Mouse Fix.
No dice. Nothing shows result...
Well, take it away! Any tips, ideas, breadcrumbs are welcome.
Regards,
Joseph
PS Does anybody know how to modify the aim sensitivity for different 'states' - such as driving a vehicle, or operating weapon scopes - so that they're level with the general 'on foot' sensitivity? Mouse (un)control in this video game is a fuckin' menace to your senses now ain't it!
The gist of it is that with swift swipes of the mouse it takes about 21.5cm to make a 360 degree turn, while gliding it slowly (say 1.5cm / second) it's about 26.5cm. That 5cm difference corresponds to something like 70 degrees of aim spread. Imagine when you aim to hit something and miss by a wee 70 degrees!
This is with a very decent, reliable mouse - employing a fine sensor, operating at 1600dpi. I'm not a video game industry wiz to be sure, but it seems absurd to me that a modern, popular shiiter can ship to stores with such a defect. ...And still suffer from it in its post-development state; having received several patches.
Here's the lowdown on what I've tried so far... In an attempt to save time through not having to feed it to me, but also to perhaps spark thought in the able minds hopefully willing to aid in puzzling out a solution.
I disabled every acceleration/smoothing related entry inside GamerProfile.xml. It doesn't alleviate the issue to an acceptable level (let alone resolving it).
Cleared the curve="Weapons:AimCurves/Mouse_Curve" chunks out of 4881E4C778199500.xml found inside both patch.dat\__UNKNOWN\misc\ and common.dat\__UNKNOWN\misc\.
Set <MouseAcceleration min="0.0" max="0.0"/> and <MouseCurveMultiplayer val="0.0"/> in inputactionmapcommon.xml inside both patch.dat\actionmaps and common.dat\actionmaps.
I used Gibbed/Dunia Tools to unpack/repack. I'd packed the .xml files into patch_hd.dat and - upon realizing the absence of any noticable effect - even back into the patch and common .dat files.
I've also tried the MarkC Windows Mouse Fix.
No dice. Nothing shows result...
Well, take it away! Any tips, ideas, breadcrumbs are welcome.
Regards,
Joseph
PS Does anybody know how to modify the aim sensitivity for different 'states' - such as driving a vehicle, or operating weapon scopes - so that they're level with the general 'on foot' sensitivity? Mouse (un)control in this video game is a fuckin' menace to your senses now ain't it!