Skulk/gorge's fov?

BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
edited November 2006 in NS General Discussion
Can someone please explain to me how a skulk/gorge's higher fov affects their sensitivity? This is really bugging me and I've tested it for a while, and skulks and gorges definitely SEEM to have a higher mouse sensitivity than other lifeforms and marines. I test this by measuring how much I need to turn the mouse to turn 180 degrees. However, when I turn up the sensitivity on a fade to match the sensitivity of a skulk, it feels much higher, and vice versa when I turn down my sensitivity on a skulk. I'm not sure what's going on here, is my sensitivity for a skulk actually the same, but because of the higher fov I just don't need to turn my mouse as much?

Help please, thanks.


editt: OH the reply to my locked thread just got edited with this link <a href="http://www.unknownworlds.com/forums/index.php?showtopic=97248" target="_blank">http://www.unknownworlds.com/forums/index....showtopic=97248</a>

well uh, lock this thread if you want or talk about this horrible subtle bug that messes up my aim

Comments

  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited November 2006
    Setting default_fov 108 will correct the scaling of skulk and gorge sensitivities. It will also increase your FOV to 108 degrees <b>only in HLTV</b>, which shouldn't be much of a concern.

    Note that this change will restore a linear relation between sensitivity and FOV; it will <b>not</b> give you constant sensitivity.

    However, I can't see much reason to prefer constant sensitivity over a linear relation. The linear relation will relate mouse displacements with lines on the screen, whereas a constant setting will relate mouse displacements with ingame angles. The former should be much more natural; the latter is pretty much useful for quick half-turns and nothing else.

    But this is essentially what you observed when you tried to adjust the fade and skulk sensitivities to match - because of the differing fields of view, the skulk's sensitivity felt lower than the fade's even when they were the same. To make them feel the same, you would need to adjust them so that they are proportional to the class's field of view. Or just set default_fov 108, as mentioned above.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Hmm, I see. So as you said,

    resultant sensitivity = 1.2 * (fov / default_fov) * sensitivity

    right? So would setting the default_fov to 108 really have no impact on 90 fov classes? Because wouldn't you be getting rid of the 1.2 multiplier by turning it into a 1?

    Also, setting the default_fov for a skulk to 126 would perfectly restore linear relations, right? Because it does essentially the same thing as setting a fade or a marine's default_fov to 108, which is making 1.2 * (fov/default_fov) to equal to 1.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited November 2006
    if fov = default_fov,
    then resultant sensitivity = sensitivity
    else resultant sensitivity = 1.2 * (fov / default_fov) * sensitivity

    Don't neglect to consider the entire conditional statement, for it is the root of the problem. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Because the "resultant sensitivity" is a purely relative measure, the 1.2 factor would have no effect if it were applied consistently. But it is not.

    With default_fov 90, the antecedent is satisfied by every class with a 90 degree FOV. The classes without a 90 degree FOV then get sensitivity arbitrarily raised by the 1.2 factor. To restore a linear relation you need to set default_fov to any number other than 90, 100, or 105 so that the antecedent is never satisfied. I only suggest 108 because it preserves the previous mouse sensitivity for the 90 degree FOV classes.

    Note that I am <b>not</b> suggesting you set a different default_fov for each class. If you set default_fov to any value other than 90, 100, or 105, you won't need to make any adjustments per class. With default_fov set such that the antecedent of the conditional is never satisfied, the linear relation is immediately restored.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->So would setting the default_fov to 108 really have no impact on 90 fov classes? Because wouldn't you be getting rid of the 1.2 multiplier by turning it into a 1?<!--QuoteEnd--></div><!--QuoteEEnd-->
    With default_fov 90 and FOV 90, "fov = default_fov" is true so resultant sensitivity = sensitivity

    With default_fov 108 and FOV 90, "fov = default_fov" is false so resultant sensitivity = 1.2 * (90 / 108) * sensitivity = sensitivity
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    civ, you know WAY too much about ns. you could seriously write a physics or mathematical master thesis with all the data youve collected about ns
  • AnbuAnbu Join Date: 2005-01-06 Member: 33008Members
    any way to actually change the fov w/o losing lag compensation or using a hack?? I really prefer 110 fov and used to use it in UT2k4, 90 fov seems so zoomed in. I'm really picky about using the same settings in every game i play so atm i have to play Q3 and warsow at 90 fov as well :<
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