Originally Posted by Star-Lord
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stick mapping mouse failure
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Hello,
Thank you for your feedback.
Glad that you're like it. As for manual inputting, N + 1 point on X or Y must be greater than N point, i.e all points should go increasingly. But the way you made is also elegant
Have a great gaming experience.
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Just tried the new version with the manual curve inputs. I was able to get a decent solution though it required an open notepad window, a calculator, and 20-30 minutes.
These are the notes:
Code:max = 32768 p1.y --> 0.2^2 --> 0.04 * max = 1311 p2.y --> 0.4^2 --> 0.16 * max = 5243 p3.y --> 0.6^2 --> 0.36 * max = 11796 p4.y --> 0.8^2 --> 0.64 * max = 20972 interval = 6553.6 p1.x --> 0.2 * max = 6554 p2.x --> 0.4 * max = 13107 p3.x --> 0.6 * max = 19661 p4.x --> 0.8 * max = 26214
I think I could get a slightly more accurate curve by spacing the X values exponentially instead of linearly but that will require some more tinkering. I may just write a script to do this calculation quickly.
One major issue I had inputting the values is that there are constraints placed on the values that interfere with typing the numbers in. The solution I came up with to get around this was to set ALL x and y values to 0 and then input them backwards, from point 4 to point 1.
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Originally Posted by reWASDer View PostI believe that curves in Titanfall are almost the same thing that the presets you have in reWASD. Our presets are based on traditional behavior of Xbox controllers, while with Custom option, you can change it the way you want. With 8 dots, it will be much more precise
In Titanfall and Apex Legends you get a "Response Curve" slider which essentially just sets an exponent. So your input magnitude is equal to deflection^n, where n is the slider value. I believe the default value is around 2, which gives you a nice smooth curve. A value of 1 will be linear. Personally I've finely tuned this value to give me precision control at low deflection while maintaining a higher sensitivity at the extremes.
I believe this is pretty standard in modern FPS games, although most games will not allow you to modify the exponent value. This really is the missing piece of the puzzle for kbm emulation in ReWASD to be a viable option for games.
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Hello! We have released reWASD 5.5, and the issue with weird stick-to-mouse movements is solved. Please check the new version :satisfied: Hope to get any feedback from you.
The full changelog is here: https://forum.rewasd.com/forum/rewas...-and-many-more
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Hello,
The new version expecting to be released in August. But, this release will not contain additional dots for the curve as the release is already full of new features and improvement.
Stay tuned!
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Originally Posted by reWASDer View PostI believe that curves in Titanfall are almost the same thing that the presets you have in reWASD. Our presets are based on traditional behavior of Xbox controllers, while with Custom option, you can change it the way you want. With 8 dots, it will be much more precise
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I believe that curves in Titanfall are almost the same thing that the presets you have in reWASD. Our presets are based on traditional behavior of Xbox controllers, while with Custom option, you can change it the way you want. With 8 dots, it will be much more precise
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Originally Posted by reWASDer View PostYes, it sounds possible. Do you need more points for stick mapped to mouse?
What about 8 points? Will it be enough?
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Yes, it sounds possible. Do you need more points for stick mapped to mouse?
What about 8 points? Will it be enough?
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Originally Posted by reWASDer View PostHey here guys!
Yep, the issue is confirmed. It is much harder to reproduce it than back in 4.1.1 but seems I see the steps.
We will try to fix it in the next version that is coming in the middle of summer. Stay tuned!
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Hey here guys!
Yep, the issue is confirmed. It is much harder to reproduce it than back in 4.1.1 but seems I see the steps.
We will try to fix it in the next version that is coming in the middle of summer. Stay tuned!
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Hello,
Thank you for your videos and detailed explanations! We will investigate the problem and back with updates.
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Originally Posted by ventus View Post
Yes! It happens again and I made a video! Hope it can help you to solve it!
https://www.bilibili.com/video/BV1BZ4y1p7Wr/
Mouse movement sometimes locks when we pass the x or y axis.
In this situation, despite stick inclination, mouse movement can not pass through the axis, but it can move along the axis. To unlock the movement of the mouse, you have to stop stick inclination.
Mouse movement locks only when we choose Custom Response and we will change the curve.
If we change: vertical and horizontal axis range to zero. and will reduce dead zone, the effect can be appear more often.
Mouse movement locks usually appears during slow opposing movements with a small deflection of the stick.
To notice this issues, you need a little patience, because, for the most part of the time, the movement of mouse is good.
Times of the mouse movement locks on the x and y axis on the following example video:
01:08 - 01:17 X-axis lock failure
02:40 - 02:49 Y-axis lock failure
03:24 - 03:36 X-axis lock failure
04:02 - 04:16 X-axis lock failure
05:26 - 05:40 Y-axis lock failure
05:58 - 06:09 Y-axis lock failure
06:38 - 06:49 X-axis lock failure
06:59 - 07:10 Y-axis lock failure
MouseAxisLockFailure.rewasd
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