Husker, go for any Razer mouse. Naga may be an overkill, but there are some very nice, cheaper models with additional buttons.
Posts by Mr_Verbose
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No idea... try changing file attributes to read only or hidden. I remember freefalcon saying something about such problem when we were doing our field report.
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Oh, mouse problems thread!
I have another problem with mouse flight. I fly with rotation on. Sometimes mouse stops changing flight direction even with direction arrows still showing up. In these situations I have to turn rotation off and then turn it on again, and voila, problem disappears. Anybody can tell me why it happens?
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In cameras.ini you have:
Quote[WinCamera]
fovx = 54.431999[CockpitCamera]
fovx = 70 <------------------CHANGE THIS IF YOU FLY IN COCKPIT
znear = 2.000000[ThirdPersonCamera]
fovx = 70 <----------------- CHANGE THIS IF YOU FLY IN TPP[DeathCamera]
fovx = 70You must remove read-only attribute from that file before saving. Save and undock / run game. Write here if it worked.
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We can't really compare this in screenshots, because with FOV change every distance on screen changes a bit. I am afraid I will have to show you that on your own skin. Meet me in the arena and I will show you the difference in gunnery between FOV70 and FOV90.
Btw.: LOL, having a widescreen, on which FOV 90 is native, makes ship almost as close to player as on FOV70. Riebens, post 2 screencaps please: in both ship still, one with FOV70 and the second with FOV90. I would like to compare the differences.
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Riebens, Tensing couldn't hit me with FOV70 when we were strafe/booster circling and could hit me in the same situation with FOV90. There is a difference in gun turn angle, take longer distances on FOV7 shorter on FOV90 into consideration. It is definitely giving a gunnery advantage. Could you make a screenshot on your widescreen 1920x1080 with FOV90? I'm a bit confused in the matter of ship position in this configuration. Post it in this thread please.
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call it what you want but if you have a high wide screen u can use more eficient your guns.
yup, time to start up/down strafing.
Quoteplayers with such good aim even in the midle of a fast turning
this might be the effect of higher FOV, as you can see your enemy while doing strafed booster turn and guns can shoot on wider angle.
Quotemuch short angle using reverse
never noticed that, I've seen only very fast fighters. who has such short angles? maybe this one requires research too.
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In light of recent findings and news passed by Arrow, I would like to ask which resolutions will be supported out of the box with Crossfire 1.9. I am currently using a non-standard (it seems so...) 5:4 display with native resolution 1280x1024. Will such resolution find its way to the mod?
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So this is a "speed hack" the res and FOV really make diferences
You have more visible screen to use your guns "aim advantage"if this is not cheat or exploit or whatever you wanna call... What is?
So i make a fresh install of CF and u make a tweak on fov and resolution... who has the advantage?
Does all players in this mod know this feature?Ive witness some players being banned and acused for much less
Raven, you have misunderstood me. Read again. There is ABSOLUTELY NO difference in how the ship handles when you change FOV or resolution and you DON'T see more with resolution change. I play on 5:4 display, which is incompatible with standard resolutions - if I run game in 1024x768, then I get lowered performance (don't even now how this is possible) and game looks like s***. If you want to see game how I see it, go to the last IC Expedition thread and check out my screenshots. And if I run game in 1024x768 - without change to FOV I will get THE SAME IMAGE like in 1280x1024, just STRETCHED to lower res - fat ships, eggy planets, elipsal trade lanes. Think.
Do all players in this mod know? I don't know if everyone is reading this forum, but the issue was open MUCH longer than I play FLCF, because everyone, who had widescreen display might have applied this solution without even knowing that it is giving that advantage. If I haven't talked with Tensing about him being accused and if I haven't known about FOV uses in FPS games, then you wouldn't even know that there is an issue and what is even funnier, users with widescreens who applied this solution wouldn't know that they have advantage neither.
Btw.: this solution was available here, on SWAT forum:
font/resolution problemo
http://www.swat-portal.com/php…hreadid=11069&boardid=216
Nobody was even thinking about cheating until I tested that with Tensing.Btw2.: I don't get it. You have played UT on FOV120 and here you call people cheaters because of this? I agree with Bond. Paranoia strikes hard these days.
Btw3.: I am playing with FOV 70.
Arrow: nice to hear that. I hope that gun turn problem will be adressed too, because I fear that even if resolutions will be handled by separate library, the wider resolutions will still have the advantage of guns turning farther because of the code bug that links their side range with on-screen visible space. Side range should really be locked to fixed angle. (And of course best dogfighting solution was in Freespace, where guns were mounted in fixed, forward only position and you had to turn whole ship to target anything, but that's just my inner FS-fanboi speaking...)
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LOL. Change FOV to 120, check how fast do you turn. No difference in ship handling.
But change res to 640x480 and see if you are turning slower. Same thinking. -
Grand, being clan leader, you could have answered the question. Can I, as UR, do missions against sirius corps and cops?
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Thing will be bigger. With that res on 52' you will be playing doom 2. There is no effect from resolution or display size. There is however the problem of widescreen displays, which is addressed here.
Dino, why do you think that higher resolution, beside making things smaller, does change the way ships turn faster?
Quotelol how touchy dude...just before few days u was n00b here (ur words) than u become missile expert in few days, now u are gunner expert.What is next.
And u know timing is fucking important thing and i pay attention what and when u said.Just to let you know, before few days you was naive as French maid (this is saying here) and at every question ur answer was: "Idk why and idk what happening here"Well I'm learning fast. I still don't know many things and fly by feel not by planned manouvers, but I think that after today I crossed the line between a rookie clanner and a regular clan pilot.
Also Bond, you have PM from me.
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I am extremely thankful to SHS (for the first time!) for this message. I was hoping to be able to live of guns and if it is as he says, I will make money that way. It's a great exercise!
Btw.: Just have to ask Clan Command about our position on this...
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I am quite stubborn as Bond has noticed someday and I have some forum experience, so I saved my expertise. Here it comes again, reedited to remove emotional content:
FOV SETTING EXPERTISE - UNITED REBEL LABS
This case come to the light only because I started trolling Dil Bahadur / Tensing about him being a aimbotter / cheater. He denied and described his gaming experience and hardware. He is a vet CS player with 2000 DPI mouse and I think that this can make a difference in every game that needs targetting. Then he admitted in addition to latter, that he has a widescreen display and have applied obvious to any google user resolution hack for widescreens. Here it is -> FOV 90 for widescreen. Year 2008, so it isn't new and I guess everybody with 16:10 displays use it to repair game's looks. He didn't know that the change of FOV in this game does give an advantage, because it isn't giving any advantage besides wider vision in FPS games. We tested it in Arena and Gunny may testify here, that Dil / Tensing got his ass kicked very hard (2 times on rampage), so it's not aimbotting as some have accused - if he had an aimbot, I wouldn't be able win vs 6x Ther'hon. I will explain where lies the problem.
We, UR, just did field research on the subject and our findings show, that this small modification of viewport (which is permitted in every FPS in the world) has serious impact on gun usage, because of invalid gun handling code. The game was written with bad exception for gun turn angle - what I mean is when you have FOV 70, you can turn your guns only to the edge of the screen, BUT it isn't the farthest point to which guns can turn. If you increase the FOV you will see more on your sides and here lies the problem, guns turn farther. I have documented shooting to the side with nearly 90 degree from the ship's forward axis.
Take a look:
Too clear things out: I have a philips 170C SXGA 5:4 1280:1024 resolution display, thus I HAD to change resolution, because those offered by FL by default made game look like doom2 and cut half of the performance. I didn't change FOV, because 70 was default for 4:3 and 5:4 (I have wrong HUD placement though, look for spaces between hud and top of the screen). Changing FOV to higher in my case will make the game force wider view into now wider screen and thereby will cause abberrations. If you have widescreen, you will have abberrations if you DON'T change FOV, because you have smaller view streched on wider resolution. Now why everybody with widescreen has an advantage if he makes game not look shitty on his display?
This is classic FOV 70, mouse flight is off, I am placing my targeting box on the edge of my screen, look where the projectiles go.
This is widescreen FOV 90 with very slight abberrations on my 5:4 screen, targeting box on the edge of my screen, projectiles go still in the same place, but my view is wider.
This is FOV 120, notice obvious abberrations, I played UT most of the time in such setting, still targeting on the edge, my guns fire on even bigger angle.
This is FOV 160, gameplay is impossible, because objects just vanish (engine can't resize them?), I am still targeting on the edge of my screen and shoot on almost 80 degree from my fighter's forward axis.
This is turret view screencap documenting how far to the side guns can shoot. This reminds me galleons fighting in line of battle tactic.This is one of the problems.
The second one are distances and field of vision itself. With greater FOV you can see your enemy longer and you have better info about his tactic and manouvering. That's not all - it's also easier to target because of shorter distances you have to travel with your targeting reticule. There is absolutely no solution for this problem and that's why FOV manipulation is used in FPS games - it just helps and is widely used by progamers. I have been a league Unreal Tournament player about 9 years ago and I have played on FOV 120, 150 and even 180 (this is hardcore). FOV modification is considered a client configuration in FPS games and is not considered cheating, because there are no exploits to be done by using FOV. In FL however you can shoot with your guns farther and that's why Tensing/Dil was able to hit me with my evasive strafed long-circles style when he changed to FOV 90. There is no other explanation for this: when he was on 70 I was beyond his screen, when he was on 90 I was on his screen and his guns turned further.
Possible solutions:
I have found at least few solutions to the presented problem.First would be to research the maximum firing angle on FOV 70. It can be done by hanging with one fighter above the test subject and doing screencaps, then we can measure the angle between forward axis of the ship and between firing line. Afterwards OP can, I hope, lock this value as the maximum gun turn. This will make everybody shoot at the reducted side range and make having higher FOVs fair (at least when it comes to guns).
Second is to lock FOV values by server and make game run in 4:3 or 5:4 resolutions on widescreens with black fields on both sides. I play games on my 16:10 laptop this way, it's possible. The ini files of the game need to be protected by some kind of anti-cheat protection in this case. This will pose problems nevertheless for everybody playing on non-default resolutions, like 2048x1536, because of the HUD errors.
Third is to lock guns in forward firing only mode, just like in Freespace, but I am afraid, that such change would rape whole FL and defeat the whole idea.
And 4rd and last, which is a half-solution and is adressed mostly to Aces and people who know how to fly:
Let us not forget that in configuration there are controls for UP and DOWN strafe. The widescreen FOV 90 and all higher FOVs make sense only if someone is evading your fire to the left or right, because that's where your vision is enlarged. If someone evades to the top or to the bottom, well, that's where the lower and upper screen edges come in play just like before. These screens are WIDE not HIGH
(I hope my thinking isn't failing here, haven't tested it yet).There is no solution (besides ini lockdown) to people changing FOV to higher and seeing more. If we let people with widescreens play on widescreen resolutions, we have to let them change FOV or the game will look terrible. If we let them change FOV, well, that places them in advanteged position anyway just because they are seeing more.
I suggest introducing the first solution - max gun angle lock - as fast as possible and letting people change FOV freely, because it's still client-side config modification. Same situation happened in FPS progaming community: noobs didn't know about possiblity of wider FOV, they were pissed by more pro players seeing them from seemingly impossible angles, but eventually when they started to learn how to play, they chose their prefered FOV too.
In most games multi-display is prohibitted just by good taste btw, something like local non-reloading.
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OOOoooopss... my bad mate. I must have misunderstood you.
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The solution to Destroyer & Cruiser turret view problem is here:
FOV SettingWider FOV: The problem is if the solution is a new problem -
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After reading the last 2 post you have written i hope not to hear from you again "i am new and a noob here", becouse you seem to know many things for a noob
Well, we might have other understanding of "noob" term. You might think, that I'm out of noob phase, because I can kill SHS, evade speedie gonzales and know few things, but facts are facts: I play FL for a month, I've learned about subtargetting yesterday and I have your (PX) and SA/Police DB opened in browser under the game. I still ask stupid questions and still don't know many obvious to long-term player things. And I still suck in pvp hard (44.01%). I am just trying to learn fast. I say I'm a noob (prefer term rookie), because I set the bar on the level of aces and aces still kill me easily.
QuoteI have witness that trick, and i seen more and more people using it in the last days. Its a move not easy to perform but with good results... damm need to learn it
So it is an exploit like that with BS collision, not an ini change or other application?
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Is this a hack or an exploit done without any separate application like subtargetting exploit? If it's an exploit (vel 'technique' like some exploit abusers call it in online gaming before it's a bannable offense), then let everybody know how to do it and it will render any usage of missiles totally useless, what some of the players here desire.
Quite nice solution. Not that good for me, as I am horrible with guns
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Peeerfect.....7 more deaths and i go to NY...
It's down to 200k, do you have only 1'400'000 credits Grand?
MOD: Delete this post, IDK how to do this in this forum...
btw.:
QuoteWell... The pirates can BMG, then why don't add prisoner transport (which would bring same money like BMG) so police can have it legal way of earning money? That will make police life easier and sure will add more fun to game... Idk if u planned to do this in 1.9 or can it be done now, just making a suggestion...
Perfect idea: we have Smuggling Suppression Ops RP and they could have Freeing Our Comrades RP. I'm in with every limb I have.
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@Arrow&Orion Like I said: it might be possible with Freelancer engine, but it wouldn't work well. The engine is dated.
@OP: you might have right here, I don't have even a small percent of your knowledge about administration of such server like this and clearly people from Freespace community hadn't have to dispute such problems, as every battle scene was a separate level. I think though that with careful planning and dedicated engine game close to the Freelancer and incorporating FTL drives would be possible and highly playable.