The lowered zoomsens helps me tons with the RG: I found myself getting addicted to it, although the higher fov doesn't seem to do the job properly: I was looking for a good compromise, in order to exploit more the zoom in long LG/RG situations.
I'll have to test something like zoomfov 60-65 and zoomsens 0.8, otherwise the zoomsens will be too low for long distance LG battles
...where height/width is 3/4 if you use a normal resolution.
So, for instance, if you use sensitivty 10 and cl_mouseaccel 1 at cg_zoomfov 110 with +zoom on and want the same feel without +zoom, you'd use sensitivity 12.5244 and cl_mouseaccel 1.25244. You can use quake to do the above calculation for you - just type sensitivity 1, cl_mouseaccel 0, cl_showmouserate 1, cg_zoomfov whatever, and +zoom, then move your mouse around...the second number is coefficient you're after.
I don't get it, zoomfov shouldn't be higher than 1, if I want the same sens as without zoom? Think it denies the accel, or don't know where is the glitch. And btw what is the different between zoomsens 1 and 0?!
Do you experience any problems like freezing when you switch weapons? I used to have different fov for different weapons but sometimes the game froze for like half a sec when switching weapons so removed the different fov settings and the game doesnt freeze anymore..
does this formula consider the accel as well? is there any calculator online? kyt's one doesn't mention the accel plus, i have no clue how to do the tan/arc tan calculations
So in the case of 52 zoomfov, and 103 fov the value of k being 0.4639 is exactly what you would expect because this would mean roughly half the sensitivity.
So if you had sensitivity 5, and cl_mouseaccel 0.1 your values would look like this zoomed in:
who cares about game related issues when you can read about syncerrors zoom settings. i honestly read this rather than an explonation on timenudge written by a member of ql staff.
I don't use zoom that much because my main fov is already like zoom - so zoom's used in special scenarios, like railing someone at great distance or setting up a shot.
I use cg_fov 100, cg_zoomfov 50, cg_zoomSensitivity 0.5, on a 4/3 screen.
I started using 2x lower sensitivity while zoomed (cg_zoomSensitivity 0.5) when playing Tribes Ascend sniping - aiming at a few pixels wide targets requires more precision.
By this formula
k = arctan[ 0.75 * tan[ cg_zoomfov / 2 ] ] / arctan[ 0.75 * tan[ cg_fov / 2 ] ]
I should use cg_zoomSensitivity 0.4613
Does setting cg_zoomSensitivity to the k value gives better feeling than other numbers?
this formula doesnt count the proper cg_zoomsensitivity value, the game counts it automatically with zoomsensitivity 1. And the formula counts /sensitivity value
i.e. you use sensitivity X, fov Y and zoomfov Z then the value you calculate would be the /sensitivity value to use if you change your fov too zoomfov instead of +zooming
zoomsens 1 and zoomfov 60. I use it stabilize my aim over reasonable distances. I believe it's a pain to watch me use it on stream, but I often "flick" it when making railshots. For some historic reason I twitch when I fire the railgun and this make the twitching area smaller, increasing the chance of a hit.
Its to tweak the sensitivity while zoomed, kinda speaks for itself. 1 takes the exact sens you normally have, and gradually lowering the number makes your sens slower when zoomed.
Can someone test this out and tell me
cg_fov 100
cg_zoomfov 100
cg_zoomsensitivity 1 (new default weird formula)
sensitivity such that you turn 360 degrees across your mousepad with your mouse without zooming
in my case 1200 dpi, 0.76, qck heavy
when I press +zoom and I turn, I actually now turn more than 360 degrees.
In order to correct this extra turning I have to drop cg_zoomsensitivity down to around 0.8