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Gun controlling/movement

Posted: 2009-02-26 06:33
by Human_001
When Ironsight rifles (and many others) are shouldered, in order to obtain realistic gun control simulation, and possibly increase accuracy, mouse sensitivity to be lowered just like deployed machinegun/ sniper/ scoped assault rifle.

I see this used in other FPS game and it works quite good.

Re: Gun controlling/movement

Posted: 2009-02-26 06:46
by jetset22a
Not that realistic, is your ability to turn suddenly slower when you're using iron sights in real life? And it works for other FPS because cqb is based on crosshairs for those games. For PR, cqb relies on using iron sights while moving, which is also something you would do in reality, but with both eyes open. (since BF2 iron sights simulates what it would look like with one eye closed) So really anyway you flip it, pr "gun control" is much more realistic than those other games you refer to (probably COD4) And it works just fine, there's really no reason for it to change like you describe.

Re: Gun controlling/movement

Posted: 2009-02-26 06:58
by Oak
Human_001 wrote:When Ironsight rifles (and many others) are shouldered, in order to obtain realistic gun control simulation, and possibly increase accuracy, mouse sensitivity to be lowered just like deployed machinegun/ sniper/ scoped assault rifle.

I see this used in other FPS game and it works quite good.
Sounds like an interesting idea. It would be extra cool if it could be set per-player in the individual options pane.

Re: Gun controlling/movement

Posted: 2009-02-26 07:34
by badmojo420
jetset22a wrote:And it works just fine, there's really no reason for it to change like you describe.
Have you ever tried hitting a target at any distance? Any slight movement of the mouse moves the shot over a good 5-10m.

Re: Gun controlling/movement

Posted: 2009-02-26 08:05
by jetset22a
badmojo420 wrote:Have you ever tried hitting a target at any distance? Any slight movement of the mouse moves the shot over a good 5-10m.
I have, but it still works much better than .8 and what I meant was that there's no use in making the sensitivity lower when iron sighted. Try to be less condescending and don't take my words out of context.

Re: Gun controlling/movement

Posted: 2009-02-26 08:28
by Smegburt_funkledink
Oak wrote:Sounds like an interesting idea. It would be extra cool if it could be set per-player in the individual options pane.
Get yourself a mouse with adjustable dpi. :p

Re: Gun controlling/movement

Posted: 2009-02-26 09:05
by cyberzomby
Human_001 wrote:When Ironsight rifles (and many others) are shouldered, in order to obtain realistic gun control simulation, and possibly increase accuracy, mouse sensitivity to be lowered just like deployed machinegun/ sniper/ scoped assault rifle.

I see this used in other FPS game and it works quite good.
Here comes another Airsoft story to show its not realistic: When you shoulder your replica in Airsoft you can easily pivot. The reason why the deployed mode is slower to pivot is that it has a bipod in/on the ground. I do agree however that if your prone the rotation should be slower.

Re: Gun controlling/movement

Posted: 2009-02-26 09:34
by PFunk
The ironsight does track too many pixels even when you move it very slowly.

Re: Gun controlling/movement

Posted: 2009-02-26 10:42
by DankE_SPB
PFunk wrote:The ironsight does track too many pixels even when you move it very slowly.
change dpi and sensitivity ingame ;)

Re: Gun controlling/movement

Posted: 2009-02-26 11:17
by hiberNative
Sgt.Smeg wrote:Get yourself a mouse with adjustable dpi. :p
that's what i was gonna say. i switch it all the time, like when scanning around with the sniper scope or as a spotter in an apc.

i don't like the op's idea.

Re: Gun controlling/movement

Posted: 2009-02-26 22:56
by Human_001
cyberzomby wrote:Here comes another Airsoft story to show its not realistic: When you shoulder your replica in Airsoft you can easily pivot.
Thats what I am saying. As of now, you can pivot and swing gun around as if it has no weight to them.

I don't think its good idea to lower sensitivity as much as scoped in Sniper rifle, but just enough to make things more smooth when aiming to enemy.

The sensitivity level should be different between guns to simulate the handling difference of each gun. For example M16 should turn slightly slower than AK47 because M16 has longer overall length. Because longer gun is always somewhat less maneuverable.

Re: Gun controlling/movement

Posted: 2009-05-09 07:17
by Human_001
Another Idea I came up with. I will continue to post on my previous thread about my suggestion on Gun control.

-Share same gun handling between scoped assault rifle and iron sight assault rifle of same model.

Edit (late): I forgot to explain what I mean by "share gun handling". It means both scoped rifle and iron sight sensitivity will be set between current shouldered scoped assault rifle and iron sight assault rifle. So it will be not as dull as scope nor too sensitive like iron sight.

Doing this will allow iron sight to be more accurate, and allow scoped rifle to turn quickly in CQC, but with limited view just like when shouldering scoped rifle. (because scope gets in way of view)

Right now it is impossible to turn scoped rifle quick enough when shouldered. Although this distinguish roll between 2 types of guns (Scope/Iron) it is not realistic.

By making both scope and iron sight rifle share same controllability, you can turn your scoped rifle quick enough but still have enough control when zoomed in to track your target. This also makes Iron sight more controllable for accurate long range fire yet still enough to turn your sight in CQC when shouldered.

-Above plus different gun swing/pivot speed or sensitivity based on gun length and weight.

Edit: When combining above two this will create problem of shorter/lighter gun to be too sensitive when scoped. To avoid this, carbine version of scoped assault rifle need same sensitivity as full length rifle of same model only when scoped, to avoid being too sensitive when scoped. But doing this will kill carbine controllability advantage in CQC just because scope is on it. I'm not quite sure how to solve this problem.

Re: Gun controlling/movement

Posted: 2009-05-09 10:09
by DNAz5646
Yea if we could some how simulate potability for diff guns potions ect then we would but its good the way it is we can change it if we figure out how to do it well

Re: Gun controlling/movement

Posted: 2009-05-09 16:05
by galzohar
Rather than sensitivity, make a max turning speed limitation, and even better, an acceleration limitation on top. This is complicated work though to get done realistically, and might be hardcoded like most other things in this game...

Re: Gun controlling/movement

Posted: 2009-05-09 23:23
by Ace42
Go into the windows (or whatever OS) control panel, manually increase the input (refresh) rate and resolution for the mouse. If you are using a 3rd party mouse with additional control software (logitech, for example) - use that to increase the mouse's input rate and resolution.

Adjust the mouse's "acceleration" (so that small movements on the mouse make slow subtle movements; fast ones make increasingly more rapid and tangible ones) to suit, and readjust sensitivity to compensate for the greater resolution and faster scan time.

Voila, problem solved without coding something that will mess up everyone else's mouse settings.