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  • "pTowel" started this thread

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1

Wednesday, September 2nd 2015, 1:25pm

What happened to my vehicle sensitivity?

This is probably a dumb question and DICE probably put in some kind of option that made my vehicle sensitivity coupled with something else but why is my MAA crosshair moving incredibly fast even though my sensitivity options are unchanged?

Miffyli

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Wednesday, September 2nd 2015, 1:33pm

Basically they added acceleration to turret movement in vehicles and if I understand the values correctly in files they buffed the rotation speed etc as well.
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

  • "pTowel" started this thread

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3

Wednesday, September 2nd 2015, 1:50pm

Basically they added acceleration to turret movement in vehicles and if I understand the values correctly in files they buffed the rotation speed etc as well.


They did WHAT?! Mouse acceleration on aiming?!

edit: I went back and did a simple mousemat test. Jesus, the deceleration...

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Wednesday, September 2nd 2015, 2:21pm

Basically they added acceleration to turret movement in vehicles and if I understand the values correctly in files they buffed the rotation speed etc as well.


They did WHAT?! Mouse acceleration on aiming?!

edit: I went back and did a simple mousemat test. Jesus, the deceleration...

old camera system made balancing vehicles wonky between console and pc.
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  • "pTowel" started this thread

Posts: 140

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5

Wednesday, September 2nd 2015, 2:50pm

Basically they added acceleration to turret movement in vehicles and if I understand the values correctly in files they buffed the rotation speed etc as well.


They did WHAT?! Mouse acceleration on aiming?!

edit: I went back and did a simple mousemat test. Jesus, the deceleration...

old camera system made balancing vehicles wonky between console and pc.


Messing with PC players' aiming is surely the perfect solution to this.

EDIT: Is the horizontal and vertical turret sensitivity the same? They seem different to me.

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Wednesday, September 2nd 2015, 3:01pm

old turret movement also gave problems with higher tickrates servers, so there's that.
"I'm just a loot whore."


stuff mostly unrelated to BF4 that interests nobody



bf4
on 13/05/2016
23rd M320FB user on pc(13/05/16)
rush mode score RANK:2794 TOP:2% OUT OF:215398
obliteration mode scoreRANK:994 TOP:1% OUT OF:159466
handgun medals RANK:2236 TOP:2% OUT OF:143874
longest headshot RANK:9512 TOP:4% OUT OF:257589
recon score RANK:10871 TOP:4% OUT OF:274899
general score per minute RANK:10016 TOP:4% OUT OF:294774

bf3
31/3/2012 4:58:

Headshot distance RANK:493* TOP:0%
Revives per assault minute RANK: 6019 TOP: 3%
Headshots / kill percentage RANK:25947 TOP:13%
MVP ribbons RANK:18824 TOP:11%

*= 6 if we not count the EOD BOT headshots

@kataklism

ARGUMENT DESTROYED 100

ENEMY KILLED [REASON] JSLICE20 100


WRITING SPREE STOPPED 500

link to full-size old avatar:
http://i.imgur.com/4X0321O.gif




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Thursday, September 3rd 2015, 7:26am

Basically they added acceleration to turret movement in vehicles and if I understand the values correctly in files they buffed the rotation speed etc as well.
They did WHAT?! Mouse acceleration on aiming?! edit: I went back and did a simple mousemat test. Jesus, the deceleration...
old camera system made balancing vehicles wonky between console and pc.
Messing with PC players' aiming is surely the perfect solution to this. EDIT: Is the horizontal and vertical turret sensitivity the same? They seem different to me.
It was either re-work the vehicle sens/turrets from the ground up or no high tick rate. The old way was tied to the 30 hz tick rate. I recommend using the default 20% and adjusting you dpi to get the sensitivity level you want. The default value solves a bunch of small issues. Also, this is most definitely not gonna be the final form of turrets and vehicle sens. All I can say is be active in the CTE and give you feedback and input.

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Thursday, September 3rd 2015, 7:31am

Basically they added acceleration to turret movement in vehicles and if I understand the values correctly in files they buffed the rotation speed etc as well.


They did WHAT?! Mouse acceleration on aiming?!

edit: I went back and did a simple mousemat test. Jesus, the deceleration...

old camera system made balancing vehicles wonky between console and pc.


Messing with PC players' aiming is surely the perfect solution to this.

EDIT: Is the horizontal and vertical turret sensitivity the same? They seem different to me.



It was either re-work the vehicle sens/turrets from the ground up or no high tick rate. The old way was tied to the 30 hz tick rate. I recommend using the default 20% and adjusting you dpi to get the sensitivity level you want. The default value solves a bunch of small issues. Also, this is most definitely not gonna be the final form of turrets and vehicle sens. All I can say is be active in the CTE and give you feedback and input.

What kind of issues could vehicle settingss even cause, with certain server settings?
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This post has been edited 1 times, last edit by "Sheepnub" (Sep 3rd 2015, 8:32am)


Miffyli

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Thursday, September 3rd 2015, 12:32pm

What kind of issues could vehicle settingss even cause, with certain server settings?

Probably jerky turret movement, too fast / turbo turret movement, no turret movement, laggy turret movement etc. If the rotation was hardcoded to go along 30Hz update rate (each frame is always 33ms, not something else) then at faster rates it would think 33ms passed and moves turret too much. Can't be sure but something like this.
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

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Thursday, September 3rd 2015, 9:36pm

What kind of issues could vehicle settingss even cause, with certain server settings?

Probably jerky turret movement, too fast / turbo turret movement, no turret movement, laggy turret movement etc. If the rotation was hardcoded to go along 30Hz update rate (each frame is always 33ms, not something else) then at faster rates it would think 33ms passed and moves turret too much. Can't be sure but something like this.

Right idea, but the effect in game was pretty much the opposite. On 60hz and especially 120hz servers the turrets would take forever to turn compared to 30hz.
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