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Arma 2 mouse movement - too fast breaks it up??

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Do you as well have this problem that moving your mouse too fast in game makes the cursor (aim) actually move slower?

For me its really hard atm to manage the shooting in fast paced combat, since it does not work as it aught to work.

I noticed its arma probleä and it only occures in game

Not in arma menus or briefings etc. Only when the guy is turning.

I do not use any kind of acceleration or any other special features. My mouse is attached right in middle of screen.

(aim deadzone 0)

Is there anything that could be done?

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Yeah if I remember rightly mine is the same, does not feel fluid at all. One reason why I have to use that pesky 3rd person view.

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This is just another "realistic" feature.

Arma 3 will be free of this crap, it seems.

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This is just another "realistic" feature.

Arma 3 will be free of this crap' date=' it seems.

[/quote']

seriously? - WHAT THE FUCK?

is there a bit of truth here that FUCKING bad user interface is done in a purpose...

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Do you as well have this problem that moving your mouse too fast in game makes the cursor (aim) actually move slower?

Are you sure this isn't the negaccel? What mouse/mat do you have, what's your sensitivity in inches per turn, and what's your Control panel and ingame settings?

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Do you have this problem in any other game?

Old G5 Logitech gaming mouse

You didn't provide all the info, but G5's sensor is very prone to negative acceleration, and it has very low max speed. Perhaps your problem is with your mouse, laser mice tend to be unstable on certain surfaces.

try setting the mouse to 250-500 Hz, lower its DPI/CPI and see if it will solve your problem.

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This is just another "realistic" feature.

Arma 3 will be free of this crap' date=' it seems.

[/quote']

seriously? - WHAT THE FUCK?

is there a bit of truth here that FUCKING bad user interface is done in a purpose...

IT IS a designed feature, not a bug. Browse ArmA 2 forums for confirmation.

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Isn't it because Arma2 simulates a person, and people usually do not twitch-move as fast as a high sensitivity mouse does ?

I know, its a shocking revelation.

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Isn't it because Arma2 simulates a person' date=' and people usually do not twitch-move as fast as a high sensitivity mouse does ?

I know, its a shocking revelation.

[/quote']

You mean, it simulates paraplegic person on a wheel chair? Cause in real life I can turn around faster then in this game. And I'm an untrained piece of fat.

Although I agree that clumsiness of the mouse control allowed me to survive a few contacts, just running away from them in zig-zag pattern. I bet, if it was as precise, as in CoD, I would not be able to do such a trick. :)

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Do you as well have this problem that moving your mouse too fast in game makes the cursor (aim) actually move slower?

Wait' date=' so you are talking about this green crosshair? If yes, it's really a game feature, and it's there for a reason (try to turn around with a real 3-4kg gun in a split second). It points in the direction your gun is currently facing, taking animation and physics into account. In Operation Flashpoint, if you push the trigger while running, the gun will fire to the left, not forward, because you are holding it that way. In ARMA, you can't fire when running, but mechanics are the same.

If you are talking about not being able to twitch at all, it could be your mouse.

You mean, it simulates paraplegic person on a wheel chair? Cause in real life I can turn around faster then in this game. And I'm an untrained piece of fat.

You can't turn around in a split second with a gun and aim precisely after that. What's happening here most likely is "traditional" FPS experience affecting your perception. I think gun movement in ARMA is quite close to a real life, actually (except indoor fighting, it's really too twitchy, you can't handle AK indoors easily). And yes, I'm quite familiar with a gun (biathlon one) IRL.

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With everything turned off in cfg's (GPU_MaxFramesAhead=1; ) and in game it seems fine to me. I have the same exact mouse. I don't use SetPoint though. I use the mid dpi setting on the mouse. The mouse movement reacts the same in any menu, loading screen, etc.

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You mean' date=' it simulates paraplegic person on a wheel chair? Cause in real life I can turn around faster then in this game. And I'm an untrained piece of fat.

[/quote']

or maybe you just need a new mouse.

my razer naga works just as fine as in any other FPS.

look, aim, shoot, dead.

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With everything turned off in cfg's (GPU_MaxFramesAhead=1; ) and in game it seems fine to me. I have the same exact mouse. I don't use SetPoint though. I use the mid dpi setting on the mouse. The mouse movement reacts the same in any menu' date=' loading screen, etc.

[/quote']But are you sure that you have the same mouse sensitivity in-game as OP has? This setting may contribute a lot to that feeling.

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In my cfg's it's:

revMouse=0; -no idea what this setting does

mouseSmoothing=0;

mouseSensitivityX=1;

mouseSensitivityY=1;

GPU_MaxFramesAhead=1;

Mid setting on mouse is 800 dpi.

Control panel maxed and precision enabled.

Could just be what iareserious is asking about, if that's what he means.

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You mean' date=' it simulates paraplegic person on a wheel chair? Cause in real life I can turn around faster then in this game. And I'm an untrained piece of fat.

[/quote']

You can't turn around in a split second with a gun and aim precisely after that. What's happening here most likely is "traditional" FPS experience affecting your perception. I think gun movement in ARMA is quite close to a real life, actually (except indoor fighting, it's really too twitchy, you can't handle AK indoors easily). And yes, I'm quite familiar with a gun (biathlon one) IRL.

You CAN turn in real life in half of a second or faster, especially with the gun suitable for CQB (not some biathlon monster). And yes, YOU can aim precisely after that - it is not that straining and all you need is just to adjust your sights on the target. Of course your accuracy MAY suffer, but it depends solely on your marksmanship skills.

In real life there is no artificial limitations - everything depends solely on your skills. But in the game everything depends on your skills too! And yes, skills in game are different from skills in real life, but still, they are present - you have to be skilled to quickly assess the situation, do a quick turn and find a target with your sights.

So why we need artificial limitation in the game - negative acceleration - if there is already very natural limitation exist - your aiming skill?

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So why we need artificial limitation in the game - negative acceleration - if there is already very natural limitation exist - your aiming skill?

You clearly haven't played Quake a lot: doing 180 in 100-200 ms with a precise railgun shot is pretty much a standard practice for any serious player there. It looks like an aimbot for a first-time watcher. Aiming with a mouse is really' date=' [i']really easier than with a real gun. This kind of twitching should not be avaliable in a realistic simulator.

And this isn't negative acceleration, it's just (perhaps inaccurate) simulation, it's more complicated than just neg accel. Negative acceleration I'm talking about is your mouse defect which is happening when you move your mouse too fast, it's not a game feature.

Also, most guns in DayZ are clumsy by design (AR, sniper rifles, winchester), and your inertia is dependent on gun's weight. They are more steady when you are tired, but they take longer to turn with. Try to compare M107 and something designed for CQB (MP5 or pistols for example) in this aspect, turning around with MP5 is easier.

Don't forget that you also have the backpack on your back which is correcting your center of mass not in the best way possible.

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So why we need artificial limitation in the game - negative acceleration - if there is already very natural limitation exist - your aiming skill?

You clearly haven't played Quake a lot: doing 180 in 150-200 ms with a precise railgun shot is pretty much a standard practice for any serious player there. Aiming with a mouse is really' date=' [i']really easier than with a real gun. This kind of twitching should not be avaliable in a realistic simulator.

Also, most guns in DayZ are clumsy by design (AR, sniper rifles), and your inertia is dependent on gun's weight. They are more steady when you are tired, but they take longer to turn with. Try to compare M107 and something designed for CQB (MP5 for example) in this aspect, turning around with MP5 is easier.

Flick rails are not that difficult to do in Quake 3 and QuakeLive, I agree. In Quake 2 - it was a totally different story due to built-in weapon fire delay and very specific netcode, but still doable. And yes, military simulator should not be a Quake clone in this regard. ;)

The problem is that when you have to do 180 turn IRL with the gun, you don't do it like in computer game - rotating gun horizontally - in IRL you just lower you gun, twitch you torso and change direction of your feet, raising the gun simultaneously. Lots of coordinated torso and leg work is involved. And you head is usually already turned to the new direction first, so you are never become disoriented with regard to your new target.

So current aiming mechanics will never have any relation to reality - it is just a design feature. And this is why it won't be present in ArmA 3 - because it turned out to be a bad one. :)

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