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Miscellaneous => XIM EDGE => Legacy Devices => XIM EDGE Discussions => Topic started by: Threewheels on 10:32 AM - 07/03/12

Title: Ballistic Curve Basics
Post by: Threewheels on 10:32 AM - 07/03/12
Figured I'd start a thread for this, now that more people are using the Edge and are probably going to want to experiment with the ballistics curves.  The user manual covers common types of curves for the Edge, but they will still require some tweaking to feel right.   


*NOTE - for any of the curves below, you should adjust your sensitivity to your play style.  I'm running a 3000dpi mouse, so if you run 5700dpi, you will probably have to lower the sensitivity.


BASICS

when you open up the ballistics screen, you'll see two graphs - one for hip fire, and one for Aim Down Sight (ADS).  Each graph will have a 45 degree line going from the bottom left to the top right.  The bottom left starting coordinates are 0,0.  I'm not exactly sure what actual maximum values are, but for sake of example, we will call the top right of the graph 100,100, which represents maximum turn speed at maximum mouse speed.

The ballistics curve starts out on top of the white 45 degree line.  this white line represents the Smart Translator, and linear 1:1 mouse movement.  Any point moved above the line will result in faster movement than that point on the smart translator, and any point moved lower than the line will be slower than that point on the smart translator. 

So if you shift the top half of the dots above the line, you are creating a profile that is faster than the ST at higher mouse speeds.  you can adjust the shape of the dots to create acceleration curves or even slow down parts of the movement range.

The general rule of thumb is anything parallel to the white line is linear (1:1) movement.  if you shift the whole line up, it's like raising your sensitivity.  Shift the line down, and it's like lowering the sensitivity.  as long as it's a 45 degree slope, you will have linear 1:1 movement.


BOOST

The original concept for boost was to emulate a config with a large deadzone on the XIM2, where slower mouse movements produced quicker look speeds, but while still retaining a mostly linear (1:1) ratio.  It allowed you to skip the lower range of look speed, which produced a "snappy" feel, and would also make it easier to break free of the sticky-aim present in Call of Duty games while you were in ADS

Unfortunately, the current boost offset on the XIM3 caused mouse jitter at higher settings, so it's use is limited.  I believe it was Roads(?) and some others that able to achieve good results using the peripheral bridge by making a mouse curve that ramped up speed quickly, but maintained a 0,0 origin in order to eliminate jitter.

So I came up with the curves below which seem to work very well.   The idea here is to leave your starting point at 0,0 so you don't get jitter.  Then you raise the rest of the curve equally to retain your 1:1 ratio for movement.  Keeping the new curve parallel to the ST line will keep the rest of the movement range linear and 1:1.

(http://dl.dropbox.com/u/3812499/Ballistics2.jpg)

Here is the curve data you can paste into the XIM Edge.

Code: [Select]
>>> XIM Edge Ballistics START Paste >>>
XEBH:0100222C36404A545E68727C86909AA4AEB8C2C8C8C84A06
XEBA:01001B252F39434D57616B757F89939DA7B1BBC5C8C8BC02
<<< XIM Edge Ballistics END Paste   <<<



FINE AIMING CONTROL

Maybe you like high sense all around, but need more control for slow mouse movements, like for sniping?  Here is an ADS curve I tried that is slow and precise at low mouse speeds, but is faster at normal and higher speeds.  This curve will let you use a higher sensitivity, but still have slow low-speed precision.

(ADS curve only)
(http://dl.dropbox.com/u/3812499/Ballistics3.jpg)

Curve Data for fine aiming control curve:

Code: [Select]
>>> XIM Edge Ballistics START Paste >>>
XEBH:00000A141E28323C46505A646E78828C96A0AAB4BEC8F506
XEBA:0100020C16202A343E48525C66707A848E98A2ACB6C04C04
<<< XIM Edge Ballistics END Paste   <<<

EDIT1 - new picture
EDIT2 - curve data to paste into your XIM Edge
EDIT3 - added some basic explanations on how the curve works.
Title: Re: Ballistics Basics
Post by: Od1n on 10:35 AM - 07/03/12
i sticky it as that question will come up now a lot more often :)

great tutorial, i like it :)
Title: Re: Ballistics Basics
Post by: roads on 10:43 AM - 07/03/12
Yeah the fine aiming control is what I found on the mac with controllermate to be the thing to do to retain 1:1 and still be able to move pixel by pixel on a  2560x1440 resolution screen. Its simply impossible with 1:1. Well not totally impossible you can go low sens and you wont have a problem.
The graphs above apply for high sens in my opinion wheels. 5600dpi 10sens and above.
Title: Re: Ballistics Basics
Post by: Threewheels on 10:50 AM - 07/03/12
yeah, these will be mostly for high sens players.  Though a little boost on the ADS curve will help those who feel they get trapped in CoD's sticky aim also. 
Title: Re: Ballistics Basics
Post by: roads on 11:06 AM - 07/03/12
It might be a real alternative to the high dpi mouse that will be forever unknown if just multiplied by 10 from 1800with all the tracking errors. Seeing what happens on high resolution screen with the amazing controllermate I believe the pixel jumps at a steep high sense is simply because you can not physically make a small movement that will be seen by the XIM as that small movement. A minimal movement is already high on the aim velocity axis. At low sense this is not the case. Same with a high DPI the sens will decrease the line flattens. So the 11400 Sensei player is simply playing low sens but the aim is fast. Still there is something wrong about this and Obsiv should look into it in my opinion. Factorization by the mouse is OK but not by the XIM? Same aiming speed but granular on low DPI?
Title: Re: Ballistics Basics
Post by: THE-MARAVINGY on 02:00 PM - 07/03/12
Nice insight into how it all works i'll have a tinker with that and see what I can do in ways of performance.
Title: Re: Ballistics Basics
Post by: doctorandrew on 05:56 PM - 07/03/12
I'm trying to set up my ballistics curve to mimic toys configuration on mw3 for xim3.  Has anyone successfully done this?  I'm so used to playing it, but since there are no standard translators for xim edge I don't know how to values translate over.  Any help?  Thanks!
Title: Re: Ballistics Basics
Post by: Threewheels on 09:25 PM - 07/03/12
Toys config uses a large deadzone, and TE that adds some degree of acceleration (I think).  Since we can't plot out standard configs, your best bet would be to use something similar to the top picture for "boost" along with a high sensitivity. 

If you also need acceleration, there are a couple of different ways (curves) to do that.
Title: Re: Ballistics Basics
Post by: mist4fun on 09:32 PM - 07/03/12
Yes the top picture is pretty much what a standard config with an inflated deadzone and positive acceleration would look like. Try that.

You might want to fix that picture at some point :)
Title: Re: Ballistics Basics
Post by: roads on 10:32 PM - 07/03/12
No there is no positive acceleration after the first small part Odin if a line is parallel to the white line its 1:1. 1:1 is abused a bit here as the mouse movement is never 1:1 corresponding to the screen aim movement in inch and centimeter. So every line parallel to the white lie is 1:1 just a different sens. So you could use a sens 17.0 with the dots on the white line on the second picture and the last 3/4 would feel exactly the same.
Title: Re: Ballistics Basics
Post by: Threewheels on 10:42 AM - 07/04/12
yep.  moving the ballistics curve up/down is like changing your "base" sensitivity and maintains linear movement (1:1) - as long as the curve is parallel to the white line. 

I edited the pic to show the latest curve I have on the device.  Also, depending on your mouse DPI, small changes to the ballistics curve can make big results!
Title: Re: Ballistics Basics
Post by: doctorandrew on 12:48 PM - 07/04/12
>>> XIM Edge Ballistics START Paste >>>
XEBH:0100222C364049535D67717B858F99A3ADB7C1C8C8C84A06
XEBA:01001A242E38424C56606A747E88929CA6B0BAC4C8C8BC02
<<< XIM Edge Ballistics END Paste   <<<
 
Thanks Threewheels.  I'll start from your config and tweak it as i needed.
Title: Re: Ballistics Basics
Post by: ak-xs on 03:48 PM - 07/04/12
TY man. helpful info
Title: Re: Ballistics Basics
Post by: Threewheels on 09:04 PM - 07/04/12
Great Idea Doctorandrew, I just edited my OP and added the curve data for those plots, so people can paste them into their XIM Edge.
Title: Re: Ballistics Basics
Post by: SiNister on 10:04 PM - 07/04/12
This is an awesome thread. I've been playing around with ballistics with mixed results for vehicles in bf3.

Anyone recommend something for vehicles? Something that forces black dot for a certain amount of time at certain mouse speed swipes whilst keeping regular movements 1:1?

I have a curve that goes like an upside down letter "J" for vehicles. It works but not still seems limited.
Title: Re: Ballistics Basics
Post by: OBsIV on 10:09 PM - 07/04/12
Great Idea Doctorandrew, I just edited my OP and added the curve data for those plots, so people can paste them into their XIM Edge.

Absolutely, that's why I added this feature!
Title: Re: Ballistics Basics
Post by: He4DHuNt3r on 02:22 AM - 07/06/12
I currently use the 11 sensitivity mod on MW3... Could Ballistics help reduce the added acceleration from the higher sensitivity & be closer to 1:1? 

I know it will never be truly 1:1 since the Smart Translator was made for 10 Sense but I just love been able to quickly 180-360 while Aiming down sight & having the higher turn speed in general :)
Title: Re: Ballistics Basics
Post by: roads on 03:17 AM - 07/06/12
You should be able to reduce mouse hardware acceleration, there should be no acceleration by the ST.

A smart translator is 1:1 only at 10 sens? Since when, thatís new to me. Is that so Obsiv?
Title: Re: Ballistics Basics
Post by: He4DHuNt3r on 03:41 AM - 07/06/12
I don't use Hardware Acceleration on my Mouse.

I think I may of slightly of confused you.... When you use In-Game Sensitivity 11 on MW3 (Via hex Mod) The Look-Mechanic of the game is quite different from 10 Sensitivity (Added Acceleration).

The Turning Cap is ridiculous fast on both Hip-Fire & Aiming Down Sight but can easily be controlled with the XIM & tbh it's the closest thing I've felt to near PC-Like "Free Move"

On this Youtube video skip to around 3 Min 55 Secs & watch how fast the player spins (Impossible to control with a Controller)

http://www.youtube.com/watch?v=T3GF4Ratnbs&hd=1 (http://www.youtube.com/watch?v=T3GF4Ratnbs&hd=1)
Title: Re: Ballistics Basics
Post by: spinal_chord on 04:03 AM - 07/06/12
I don't use Hardware Acceleration on my Mouse.

I think I may of slightly of confused you.... When you use In-Game Sensitivity 11 on MW3 (Via hex Mod) The Look-Mechanic of the game is quite different from 10 Sensitivity (Added Acceleration).

The Turning Cap is ridiculous fast on both Hip-Fire & Aiming Down Sight but can easily be controlled with the XIM & tbh it's the closest thing I've felt to near PC-Like "Free Move"

On this Youtube video skip to around 3 Min 55 Secs & watch how fast the player spins (Impossible to control with a Controller)

http://www.youtube.com/watch?v=T3GF4Ratnbs&hd=1 (http://www.youtube.com/watch?v=T3GF4Ratnbs&hd=1)

So are you using in-game sensitivity of 11 with xim3 or edge????
Title: Re: Ballistics Basics
Post by: roads on 04:48 AM - 07/06/12
I don't use Hardware Acceleration on my Mouse.

I think I may of slightly of confused you.... When you use In-Game Sensitivity 11 on MW3 (Via hex Mod) The Look-Mechanic of the game is quite different from 10 Sensitivity (Added Acceleration).

The Turning Cap is ridiculous fast on both Hip-Fire & Aiming Down Sight but can easily be controlled with the XIM & tbh it's the closest thing I've felt to near PC-Like "Free Move"

On this Youtube video skip to around 3 Min 55 Secs & watch how fast the player spins (Impossible to control with a Controller)

http://www.youtube.com/watch?v=T3GF4Ratnbs&hd=1 (http://www.youtube.com/watch?v=T3GF4Ratnbs&hd=1)

OK got you, yes you should be able to get rid of the acceleration at MW3 11 superheavyinsane.
Title: Re: Ballistics Basics
Post by: Threewheels on 10:14 AM - 07/06/12
yeah, you would probably need to make something that curves down a bit, like a wide upside down U. 
Title: Re: Ballistics Basics
Post by: roads on 11:27 AM - 07/06/12
And then you have ten again :)
Title: Re: Ballistics Basics
Post by: Threewheels on 04:52 PM - 07/06/12
naw, not if you make most of the curve above the 45 degree line.  it won't really be an upside down 'u', more like the curve on a lower case "r".  besides, that video looked a LOT faster than 10 sensitivity lol.

of course, this is all a guess until someone actually tries it and figures out what works.
Title: Re: Ballistics Basics
Post by: G4M3P4DS SU#K on 12:44 AM - 07/07/12
Reading these threads make me feel so STUPID !!  ??? :P
Title: Re: Ballistics Basics
Post by: He4DHuNt3r on 02:26 AM - 07/07/12
Reading these threads make me feel so STUPID !!  ??? :P

Yeah me too but I'm learning..... slowly :P

Maybe mist4fun could help?
Title: Re: Ballistics Basics
Post by: OBsIV on 05:12 AM - 07/07/12
Best way to learn is to try it out. By far, real time curve editing is a great way to tune to exactly your liking.
Title: Re: Ballistics Basics
Post by: Threewheels on 01:35 PM - 07/07/12
I added some explanations of how the curve works in the OP.  Like OBsIV said, the best way to learn this stuff is to just try it.  I remember spending HOURS with the XIM2 by myself in a private match just trying different settings, one at a time, until I understood what was happening. 

At first it was very confusing, but after some time, the light bulb went off, and I learned how to make some pretty nice configs.
Title: Re: Ballistics Basics
Post by: Erick_Avila9095 on 02:30 PM - 07/07/12
Thanks threewheels :)

After reading the entire thread I now have an idea on how this works, not that hard to comprehend as it appeared.

I myself definitely need this for MW3, I think boost is what I am looking for.

On XIM3 I used same primary translators instead of ads.1 translator which made it feel more feel/boosty while still retaining control. Now with Edge the ADS.1 it's exactly, too snappy/sticky.

My hip is fine, only problem is secondary ADS so I'm gonna go ahead and paste the "boost" code and take off the enable on primary so that stays the same. After trying it out and maybe tweaking I'll come back to leave an update on how it works or if I need some help on something.
Title: Re: Ballistics Basics
Post by: THE-MARAVINGY on 09:32 AM - 07/08/12
I done mine simular to what threewheels done and on mw3 ran with it an ads was a little to quick so tuned down my sensitivity a little an then it was on awsome I was doing 23 for 3 in every game until I got by the mw3 lag lag lag an stopped playing.
It is a learning curve lol but the best way to learn to swim is to jump in an go for it knowing full well your life depends on it.
Title: Re: Ballistics Basics
Post by: OBsIV on 11:11 AM - 07/08/12
Make sure to share your curves.
Title: Re: Ballistics Basics
Post by: roads on 01:36 PM - 07/08/12
Female audience you heard the chief, right?
Title: Re: Ballistics Basics
Post by: ZimZimSalabim on 01:49 PM - 07/08/12
Hey three wheels can you create a similar one for me if you have the time? I don't have one of those cables. I use hip sensitivity 22.80 and ADS 14.85 delay 0ms.

Edit- oh wait I can make it myself I could just paste it into edge and change the sensitivity right?
Title: Re: Ballistics Basics
Post by: mist4fun on 01:58 PM - 07/08/12
Yes
Title: Re: Ballistics Basics
Post by: ak-xs on 02:27 PM - 07/08/12
Make sure to share your curves.

ROFLMAO!

Female audience you heard the chief, right?

if only it wasn't a myth and females actually existed in this forum...  ::)
Title: Re: Ballistics Basics
Post by: mist4fun on 03:33 PM - 07/08/12
Hey we've had one or two in the past, they just never stick around. At one point I thought Alexia was our most active female member before I found out he wasn't a female.
Title: Re: Ballistics Basics
Post by: ZimZimSalabim on 04:17 PM - 07/08/12
Hey when I uncheck ADS and hip fire in ballistics that means I've disabled it, correct?
Title: Re: Ballistics Basics
Post by: Threewheels on 07:17 PM - 07/08/12
Hey when I uncheck ADS and hip fire in ballistics that means I've disabled it, correct?

yes, it should be disabled when UNchecked.
Title: Re: Ballistics Basics
Post by: Erick_Avila9095 on 03:30 PM - 07/09/12
I done mine simular to what threewheels done and on mw3 ran with it an ads was a little to quick so tuned down my sensitivity a little an then it was on awsome.

I also tried the same ADS from Threewheels and it was indeed a little too fast for me too although it's playable so it's just probably not our personal preference of boost.

I noticed it also converted/changed my sensitivities. I switched them back to mine and only moved the dots while still having it all aligned & it seems to work extremely well while having my personal sensitivities. I still haven't tried many different alignments so I don't even know why I'm typing here...off to go experiment with it now that I finally have time since I've been too busy to play for almost 2 days ;D

It would be awesome to have some way of moving the dots while having all of them perfectly aligned straight*****
I have to literally put my face right on the laptop screen to have them PERFECTLy aligned...maybe I'm just a little blind  ::)
Title: Re: Ballistics Basics
Post by: lc505 on 04:27 PM - 07/09/12
Sorry for the noob question but does all this basically detract from 1:1 ? As in it's a more advanced, time-based accel or boost or whatever?
Title: Re: Ballistics Basics
Post by: Threewheels on 04:46 PM - 07/09/12

I also tried the same ADS from Threewheels and it was indeed a little too fast for me too although it's playable so it's just probably not our personal preference of boost.


I also only run 3000dpi on my mouse, so if you run a higher dpi, these changes might be more pronounced.  you'll need to adjust your sensitivity accordingly, or maybe even modify the curve a bit.  you can still run a low sensitivity with boost, and it will feel different than just low sensitivity by itself.

Sorry for the noob question but does all this basically detract from 1:1 ? As in it's a more advanced, time-based accel or boost or whatever?

as long as the curve is parallel with the white line, you'll have 1:1.  On my boost curve, only the very start of the curve is not 1:1, and you move past that point so quickly, it's not noticeable most of the time.  Most of the boost curve represents 1:1, it's just offsets to a higher starting speed.
Title: Re: Ballistics Basics
Post by: Erick_Avila9095 on 12:01 PM - 07/10/12

adjust your sensitivity accordingly, or maybe even modify the curve a bit.  you can still run a low sensitivity with boost, and it will feel different than just low sensitivity by itself.

Well after a day of testing various ways I found it to work pretty well by yes lowering the line more since I have a lower DPI. However, the boost is just gonna make me too accustomed to it since I noticed that my mouse movements needed to change to be able to adjust to it. I do plan to move to PC someday so I don't want to get accustomed to boost.

I decided to just stick with my default sensitivities, I'm getting a little more accustomed to the XIM Edge since it's feeling better due to me now realizing that the GT max adapter on XIM3 indeed had sort of lag. I have to somewhat move my mouse a little slower and push as freely as I want now so I can get my ADS drag shots like before on XIM3.

I thank you for wanting to help :)

As of last night I am now happy with my XIM Edge on MW3 ;)
Title: Re: Ballistics Basics
Post by: THE-MARAVINGY on 10:06 AM - 07/11/12
The squares the squares those little things are driving me insane.
Mr Obsiv sir would it be possible to have a few more lines struck across the big box running paralell with the central corner to corner line.
It may just stop me from going cross eyed trying to line them up evenly just thought.
Title: Re: Ballistics Basics
Post by: willthetech on 12:52 PM - 07/11/12
I tried the second balistic curve from threewheels and it feels like aim assit to me, I can get used to when it goes from slow to fast. I am sure is just something my brain needs to ajust to but I feels like I dont have the "fast at the one moment" reaction.
Title: Re: Ballistics Basics
Post by: Erick_Avila9095 on 04:16 PM - 07/11/12
I tried the second balistic curve from threewheels and it feels like aim assit to me, I can get used to when it goes from slow to fast.

Well take in consideration that it's generally based for higher sensitivities. That's why you can move w/ high-speed precision if you make bigger movements with mouse and while moving the mouse slowly you get that low-speed precision which makes you aim into an enemy and catch plenty of aim assist since you're precision is low and only aiming onto the enemies body.

If you would want to get accustomed to this I guess you have to try making big movements while moving around. After spotting an enemy aim toward him and make slow movements since the aim assist will be powerful for having that low-speed precision aiming towards the enemies body. If the aim assist is too hard then make a big sweep's to the mouse to go back to the high-speed precision.
Title: Re: Ballistics Basics
Post by: willthetech on 05:40 AM - 07/12/12
I tried the second balistic curve from threewheels and it feels like aim assit to me, I can get used to when it goes from slow to fast.

Well take in consideration that it's generally based for higher sensitivities. That's why you can move w/ high-speed precision if you make bigger movements with mouse and while moving the mouse slowly you get that low-speed precision which makes you aim into an enemy and catch plenty of aim assist since you're precision is low and only aiming onto the enemies body.

If you would want to get accustomed to this I guess you have to try making big movements while moving around. After spotting an enemy aim toward him and make slow movements since the aim assist will be powerful for having that low-speed precision aiming towards the enemies body. If the aim assist is too hard then make a big sweep's to the mouse to go back to the high-speed precision.

Well this is where the issue for me is, XIM3 made me a rusher, with the pad I was more of a camper. With that said may strategy is to run fast to the enemy and take them by surprise. In some occasions I find my self in a situation where I run in to a big open area and all of the enemies are far from me, using the ballistic curve given by Threeweels I should be able to make very slow mouse movement and be as accurate as using very low sens, that is working fine...but sometimes an enemy will come from the side or back and I need to make a sudden sweep to that direction, while doing that going from very slow movements to a fast sweep I get a feel of aim assist, please don't get it confused is not really locking on an enemy, is just the transition from slow to fast that I feel like it gets stuck for a little moment. I am sure that with more use of it I will get used to but as of now I am having issues adapting.
Title: Re: Ballistics Basics
Post by: Erick_Avila9095 on 12:51 PM - 07/12/12
going from very slow movements to a fast sweep I get a feel of aim assist, please don't get it confused is not really locking on an enemy, is just the transition from slow to fast that I feel like it gets stuck for a little moment.

That transition you are feeling is yes just the aim assist. However, it sounds like as if you are getting too much of it.

I myself after switching back to an ADS translator I can easily notice aim assist transitions if my aim passes over enemies body. I actually used hip translators on both for XIM3 and I didn't notice the aim assist causing problems until I switched to ADS. although you can used to controlling it correctly

However, I believe that yours is being too problematic, maybe I can help you out.

Tell me what DPI you use and you're primary/secondary sensitivity and also polling rate just in case.
Title: Re: Ballistic Curve Basics
Post by: Threewheels on 01:43 PM - 07/12/12
yeah, that second curve may take a while to get used to.  The one for fine aiming, right? you really need to be using a high sens for that curve to feel right, otherwise, it's slow during the fine movements.  That is actually the 2nd or 3rd revision of that curve.  earlier versions had the dots pulled down more, and it was just way too slow.

its mainly for snipers and acog scope weapons that have more zoom.  it gives you more control with getting those long distance shots.  if you are using SMGs and such, you are probably better off not using that curve.
Title: Re: Ballistic Curve Basics
Post by: OBsIV on 01:53 PM - 07/12/12
When using curves, make sure to note the authors DPI. If the author is using a mouse that is 3x higher DPI, then, you need to multiply the authors Sensitivity by 3 to get the same feel of the curve as the author intended.
Title: Re: Ballistics Basics
Post by: Erick_Avila9095 on 03:25 PM - 07/12/12
I tried the second balistic curve from threewheels and it feels like aim assit to me, I can get used to when it goes from slow to fast.

True, if you used the exact same ballistic curve from threewheels which is the second one then that must be the problem. That one is just maybe too much for you're config/DPI as OBsIV states.

I was thinking that you had the problem with a personal ballistic curve...but do you actually get the same problem with aim assist even while moving the ballistic dots not so low? If you do, then there must be something wrong since I didn't notice an increase in aim assist while moving the curves to a personal preference.
Title: Re: Ballistic Curve Basics
Post by: carha on 02:01 AM - 07/15/12
mw3 snipe @ 1800dpi

(http://img11.imageshack.us/img11/6223/ballisticbasicsnipe1800.png)


>>> XIM Edge Ballistics START Paste >>>
XEBH:010006141E28323C46505A646F7A8595A0ABB7C1C6C87316
XEBA:010002080E141E303E48525C66707A848E98A5B4BEC87316
<<< XIM Edge Ballistics END Paste   <<<

with this curve i got a good precision with slow movement and i can do fast spin with a brutal mouse mouvement
Title: Re: Ballistic Curve Basics
Post by: kokezz on 03:23 AM - 07/15/12
Anyone who owns a Transfer Cable can provide me with a good Ballastic Curves for 5600DPI, please?
Title: Re: Ballistic Curve Basics
Post by: Requiem Fiasco on 09:34 AM - 07/17/12
I was wondering if I could get some assistance on the ballistic editor.

Firstly I would like to thank Obsiv and team for a great product. I have not had this much fun since my CS days 12 years ago.

On to my problem. First and foremost my transfer cable will not recognise on the ballistics preview. I dont know where to go from here so Ill defer o the BB's wisdom on that.

Secondly the ADS curve seems unresponsive in BF3 compared to the HIP curve and I have been getting better results using HIP for ADS sans one thing, my sensitivity is static between both ADS and HIP meaning if I adjust hip it adjusts ads. I was wondering if anyone had a curve that maybe bridges the gap between the accuracy of the ADS curve and the responsiveness of the HIP curve.

I play at about 15 sens @ 8200 dpi last I checked.

On a related topic. Why does 5700 dpi feel smoother than 8200 dpi even considering I have scaled my sens accordingly?
Title: Re: Ballistic Curve Basics
Post by: Indread on 01:08 PM - 07/26/12
To use Ballistic Curves, is the USB Easy Transfer cable required to be connected the entire time, or just for editing for curves?
Title: Re: Ballistic Curve Basics
Post by: Threewheels on 02:40 PM - 07/26/12
you can edit the curves without the easy transfer cable all you want.  you just can't *preview* the curves in real-time.

What I did, was copy my MW3 config 3 times, and then edited the ballistics on the new copies with slight variations between them.   Went into the game, and switched between the 3 different configs to try out the 3 different curves.

Once I found which curve worked the best, I went back to the PC and deleted the other two.  I then modified the good one a bit until I achieved the results I was looking for. 

That's how you do it over the regular usb connection.  It takes longer, but it's doable.  using the transfer cable will speed up the process a bunch though.
Title: Re: Ballistic Curve Basics
Post by: OneThumb on 12:54 AM - 10/11/12
This config i use for COD games. The ADS is very nice for sniping, the Hip curve is good for 720's ect but you might want to turn down the sensitivity.
This config was used with a G500 on max DPI.

>>> XIM Edge Ballistics START Paste >>>
XEBH:0100040D16202A343F4A55606B77818B949DA6AFB8C1B70F
XEBA:010003081018222C394654646E78828C96A0AAB4BEC8CB02
<<< XIM Edge Ballistics END Paste   <<<
Title: Re: Ballistic Curve Basics
Post by: Archer444 on 05:27 PM - 10/23/12
This config i use for COD games. The ADS is very nice for sniping, the Hip curve is good for 720's ect but you might want to turn down the sensitivity.
This config was used with a G500 on max DPI.

>>> XIM Edge Ballistics START Paste >>>
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What are your mouse settings for this config? (speed/acceleration/angle snapping/OS checked?)

Thanks
Title: Re: Ballistic Curve Basics
Post by: KuzuRanger on 09:16 PM - 10/29/12
This is just for those who don't fully understand the explanations from this thread. Made another thread to hopefully give the basic basics.
http://www.xim3.com/community/index.php?topic=23843.0
Title: Re: Ballistic Curve Basics
Post by: Cg13 on 11:04 PM - 12/03/12
Seeing talk about programming on the fly, different ballistic curves.  Didn't see this mentioned in this thread or the main library..

1.) what cable do I need to test ballistic curves?  Is it purchased through xim?  Or  is it any old PC cable.. And what exactly do I need?

2.). My current method of testing ballistic curves and fine tuning mine..
Unplug controller, mouse, keyboard from xim edge... Plug xim edge into laptop... Wait until blue... Launch software... Enter my black ops 2 config... Open ballistics curve... Move some dots around!,  maybe adjust sensitivity... Save and exit... Connect controller, mouse, keyboard... Plug xim edge into Xbox... Boot config for bo2..

Test her out... Leave game... Rinse and repeat!

Exhausting process but not too unreasonable.. Am I to believe with a cable I can do all this without leaving game?

Thanks I'm sure it was explained somewhere... Bu I didn't see it in either ballistic curve thread.

 Thanks guys for helping a n00b tune his sights
Title: Re: Ballistic Curve Basics
Post by: Threewheels on 10:52 AM - 12/04/12
it's called an easy transfer cable, you can find it online. something like this:

http://www.amazon.com/Plugable-Transfer-Cable-Windows-Vista/dp/B005OTPVMY/ref=cm_lmf_tit_2


Just read the user manual on the proper connection method for the xim.  Also, if you are doing it with the regular usb cable, copy your config a few times, then edit the curves on your copies at the same time (make them all a little different).  then go in the game and test your main config + your copies.  It makes the process quicker since you can test 3 or 4 curves at a time instead of 1.
Title: Re: Ballistic Curve Basics
Post by: Cg13 on 12:13 PM - 12/04/12
Thanks man
Title: Re: Ballistic Curve Basics
Post by: cyraxro on 08:05 AM - 03/23/13
Hi guys,
Just got my Xim Edge this days.

I've took someone (many many thanks to him, i can't remember his name) settings and added a little bit more sensitivity for ADS + a Delay for 216, and i must say it works incredible on Black Ops 2.

XIM Settings:
Sensitivity: 36.40
ADS Sensitivity: 20.77
Delay: 216

Ballistics:

>>> XIM Edge Ballistics START Paste >>>
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XEBA:01000A141E28323C464D5155585D62676B6F73777B811D08
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Mouse: G9X
Setpoint settings:
Speed: 0
Acceleration: 0
Report Rate: 1000
DPI: 5700

I think i've tried every ballistic from this forum but this one beats them all by far.

Greets,
Cristi
Title: Re: Ballistic Curve Basics
Post by: RANGERPR4 on 02:51 PM - 04/05/13
hi guys,somebody could ask me a question about ballistic curve to set more velocity in BF3 I have some trouble running fast and the shooting I need more powerful or more fast shooting I try to able to run more fast but I set up the curve hip ballistic mouse velocity 43.00 ads ballistic curve mouse velocity 30.00 but sometimes the aim assist is working sometimes not anyone send me some piece of info to get more performance thanks everybody
Title: Re: Ballistic Curve Basics
Post by: JDkEEpiTmOVING on 10:42 AM - 06/14/13
great tutorial...i still need a little help tho guys... id like a curve that lets me 1:1 at low speeds while letting me twitch so to speak at high speeds...i know its a nooby question but please guys come cod sniping and shotgun is what it will be for.
Title: Re: Ballistic Curve Basics
Post by: jjoao on 03:32 AM - 07/05/16
This line of code works also with xim4


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Title: Re: Ballistic Curve Basics
Post by: digital blasphemy on 05:16 PM - 01/16/17
Three wheels , can you convert the ballisitic curve for edge to xim4?
Title: Re: Ballistic Curve Basics
Post by: slickrick on 04:05 PM - 02/21/18
so say I want my b curve on ads to be a little faster when first ads and I'm turning then slowing to normal sensitivity ,I would make the curve higher at the bottom?
Title: Re: Ballistic Curve Basics
Post by: Mo7amed20love on 12:28 PM - 03/26/18
Hi everyone
I have a heavy  weapon recoil in rainbow six seige
What i can do to reduce the recoil ?