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Topics - humanfemale

Pages: [1]
1
Game Support / Ghost of Tsushima (Infamous SS)
« on: 08:20 AM - 07/19/20 »
Using Infamous Second Son profile for PS4
Fast camera
12000DPI
Sensitivity whatever, 20, 30, 40...

Unfortunately after all these years xim4 still does not support the touchpad, and it's important in this game. I used a long cable for the dualshock controller and positioned it beside the keyboard to swipe up easily.

2
Game Support / Turn Assist and Some Opinions.
« on: 08:01 AM - 06/09/17 »
Feature is called turn assist.  It is somewhere in advanced mouse settings below that aiming graph (the "ballistic curve").

Tick the box to enable this "Turn Assist", then as the button for activation of "Turn Assist" set the same button that you use for opening the menu.

Edit:
Meh, this forum has a weird tendency to automatically redirect you back to where you were after you post something. Or login to the forum, which causes various mistakes with posting under wrong threads.

Anyway this thread was intended as a reply to: http://community.xim.tech/index.php?topic=55058.0

3
Overwatch set to 100 horizontal sensitivity/100 vertical/Linear Ramp feels differently on horizontal and vertical axis (using Console Controller Crossover). They are both the same value in the game but don't feel the same, I don't know why and it sucks.

So for the first time I'm in a situation trying to accurately determine Y/X ratio and I have nothing to do it with but feel.

I dug up some old threads from xim2 or xim3 era with toysrme and there was an old xim manual quoted which simply stated: "change the value little by little and compare your horizontal and vertical sensitivity". Basically by feel again. I don't trust my feel I've been through aiming hell with this game for a whole year.

Does anyone have an idea how to measure this a little more accurately? For example for measuring ADS delay there's that method with 0.1 sensitivity and comparing movement to animation.

If not is there Windows software that could help as a last resort? (Provided I obtain a copy of the game and a PC to use with xim4).

4
Apologies if this has been answered before.

1. Is 1.60 sensitivity rounded so it is the same as 1.50 (or possibly rounded up to 2.00)?

2. If it is not the same, what is the minimal meaningful unit to use for sensitivity changes, is it 0.1, maybe 0.5?

5
https://playoverwatch.com/en-us/blog/20294485

They are finally trying to do something about it:
Quote
- Controller users can now choose between two aiming modes

1.    Dual-Zone mode (New default): The vast majority of the thumbstick's range moves with reduced sensitivity and relatively high acceleration. However, when the thumbstick crosses to the outer 10% of its range, it will move with high sensitivity and relatively low acceleration. This mode will allow for more precise aiming, while still allowing players to turn around quickly.

2.    Exponential Ramp mode (Old default): As the thumbstick moves toward the outside of its range, the sensitivity is ramped up exponentially. The acceleration remains relatively high throughout.


But what does this mean for Xim. Will Overwatch from now on need two separately trained ST's, one for each configuration mode?  Of course picking one as the supported/default is possible,  but I am guessing there will always be users who will complain that the other mode is better.


6
Game Support / Could we Boost against Look Smoothing?
« on: 07:46 AM - 07/26/16 »
This informative blog post explaining acceleration and smoothing is making the rounds on Overwatch reddit where complaints about the aiming are constant even after the deadzone fix:  http://drstrangevolt.blogspot.hr/2012/12/aim-acceleration-in-console-shooters-part1.html

I'll bring you the short version if you don't want to read all of that:
Quote
[unlike a mouse] ...moving the thumbstick at constant speed would cause the reticle to turn at linearly increasing speed. This controller 'hypersensitivity' is tempered by lowering the maximum rotation speed and introducing artificial measures such as aim smoothing to limit the growth in rotation speed over time (acceleration). As a result, players with good control of the sticks have reported a sluggish feel...
This seems consistent with my Overwatch experience. You start your flick but it is tempered too much and you under-aim you start pushing more to compensate but acceleration increases and now you over-aim.

Smoothing measured in a game:

Observe the brown smoothing line.

1. Do you think we could use Boost to simulate the effect of less smoothing, as if the brown line was at a steeper angle and intersects the green sooner?

2. Or am I wrong about Boost, and not understanding that a ballistic curve could help instead?

7
I wanted to map a double crouch macro on one of the fake "mouse" buttons on Logitech G13 so I can shadestep without mashing my finger on keys.

I made a keyboard profile with the Logitech software saved it to the device.. and realized xim4 is still not recognizing the device as a keyboard so my profile can't be activated.

Is the reason xim4 can't or won't support Logitech G13 as a keyboard because the analog thumbstick would stop working if it did? Personally I use WASD and have no interest in using the tiny, uncomfortable, analog thumbstick. I would gladly make that trade off if it were possible to choose.


By the way my mind just can't understand how this device has been on the market since 2008 without Logitech iterating on the horrible design of the thumbstick. The ergonomics of it are horrendous.  I have to import Sugru glue from Ireland just to stick a CQCX KontrolFreek on top of it.

8
Game Support / Overwatch: floatiness, sniping and my setup
« on: 11:25 AM - 07/15/16 »
UPDATED: Sat Feb 11 2017:

Code: [Select]
I no longer play Destiny and no longer have to concern my self
with maintaining parity between aiming mechanics of the two
games. My very latest settings are at the top, and the old ones
are at the bottom to preserve them in archives.

Mouse used is Logitech G502s connected to Xim4 with 20160405 stable firmware.

MOUSE
DPI: 6400, at 500Hz polling

GAME
Horiz/Vert sensitivity: 100/100
Aim Technique: Exponential Ramp
Aim Assist: 50
Ana scope relative sensitivity: 100
Widowmaker scope relative sensitivity: 100

HIP
Sensitivity: 7.5
Boost: no boost
Steady-Aim: off
YXRatio: 1.0
Ballistic curve: no curve
Turn-Assist: my emote wheel keybinding

ADS (for Widowmaker and Ana)
Delay: 100ms
Sensitivity: 3.0
  - This is 41% of Hip sens to maintain 1:1 pixel ratio between hip/ads aiming
Boost: no boost
Steady-Aim: off
YXRatio: 1.0
Ballistic curve: no curve
Turn-Assist: my emote wheel keybinding
Translator: Use Hip Translator

KEY BINDINGS
Tab - lobby
Caps Lock - ability 1 (sprint, hook..)
Shift - emote wheel
Alt - Weapon Switch (primary key bindings)
Space - Jump
Q - ability 2 (grenade, poison...)
E - melee
W - forward
A - left
S - backward
D - right
R - reload
C - crouch
F - ultimate ability (primary bindings)
Enter - ultimate ability (secondary bindings)
Pause/Break - Open Overwatch Menu
Esc - PS, console menu
Left Click - shoot
Right Click - aim down sights
Mouse Wheel - weapon switch (secondary key bindings)


OLD SETTINGS START HERE
Unfortunately Overwatch feels much different from Destiny or Titanfall, it's a game with a steep exponential acceleration curve and the look mechanic feels different. It feels very floaty, best I can describe it is: "like your sniper scope is glazing over a glass surface".

First breakthrough came from gunit2004 here[1] with a curve that cuts off at 40 which allowed him to retain maximum horizontal turning speed at high mouse speed without tripping the turn limit which happened to stay below the threshold of in-game timed acceleration feature.

Further experiments in that thread gave me an insight that I might tone down this effect with a decelerated curve plus extra sensitivity. It worked for me, floaty feeling was reduced and the game feels sharper. Hip curve:
Code: [Select]
>>> XIM4 [Mouse Ballistics] START PASTE >>>
X4MB:AAAAGgA0AC4AMAAwAC4AMgAwADEANQAxADEAMgAwAAQJDRIXGyAkKS4yNztARUlOUldc:X4MB
<<< XIM4 END PASTE <<<
Curve will look like the equivalent of this image in your Xim manager. If you would like to test this curve divide your current sensitivity by 0.46 as your starting point and use the result as your new sensitivity. I can't say if DPI below 5600 will feel as good because enormous sensitivity settings might make the pointer skip too much:


I also assigned 8200DPI as the second setting of my mouse profile for when I want to play Lucio, Reaper or Tanks, but 99% of the time I play hitscan precision characters; Widowmaker, Ana, McCree...  so this is just a small bonus, nothing special if your mouse doesn't support such on-the-fly changes.

GAME
Horiz/Vert sensitivity: 100/100
Aim Technique: Exponential Ramp
Aim Assist: 0
Widowmaker scope relative sensitivity: 100
Ana scope relative sensitivity: 100

HIP
Sensitivity: 15
Boost: 300
Ballistic curve: see image and code above

ADS (for Widowmaker and Ana)
Sensitivity: 10
Boost: 150
Ballistic curve: see image and code above
Translator: Use Hip Translator

References:
1. http://xim4.com/community/index.php?topic=47049.msg569044#msg569044

9
Game Support / Destiny: jitters, sniping and my setup
« on: 09:07 AM - 12/25/15 »
UPDATED: Wed Nov 9 2016
I have a Logitech G502s connected to Xim4 with 20160405 stable firmware. I started with 12,000DPI and 1000 tick rate on the mouse, and I jumped ahead to the popular RML setup refined through the year[1] which includes a hip ballistic curve, boost, and steady aim. It also has an anti aim-assist curve on ADS which I ignored from the start as I read it can be deterimental to sniping (as all acceleration is).

Hip setup was OK and the sprint turning was fast enough for me to not even need the sprint switch for higher sensitivity! But it was jittery on the hip, and normally I would live with that but as a sniper, a Last Word user (or both as is often the case) you can not afford any jitters and inaccuracies on the hip (even though Destiny is a game where hip fire mostly doesn't matter beacuse it's inaccurate by design).

As a sniper you always want to pre-aim your sniper from the hip as close as you can to their head so that once you scope in you only need a tiny adjustment made to hit. That way you don't telegraph the position of your head to everyone with your scope glint and the skill is crucial for quickscoping. TLW is the only weapon in the game which you fire from the hip for most accuracy and damage...

I got rid of most of the jitter on the hip profile by switching to 8,200DPI and 500 tick rate on the mouse (later to fully stabilize the jitter I went with 5,600DPI), removing boost and going back to the default 1:1 ballistic curve. However the turning became slow, making it impossible to work close quarters, make tight turns for doorways etc.  I needed a curve that will stay linear for accurate and smooth aiming but provide a faster turn, and I remembered seeing such a curve in the user manual:
Code: [Select]
>>> XIM4 [Mouse Ballistics] START PASTE >>>
X4MB:AAAAGgA0AC4AMAAwAC4AMgAwADEANQAwADgAMQA2AAoUHigyPElacIupyMjIyMjIyMjI:X4MB
<<< XIM4 END PASTE <<<


I also assigned 8,200DPI as the second setting of my mouse profile and as the DPI switch so that optionally I can press and hold the DPI switch button in some hectic CQC situations for a little extra sensitivity on turns, as just another alternative option to the sprint switch from RML which boosts Xim sensitivity when sprint button is held and is much more important than this DPI trick...  This second setting is also useful when I'm using a shotgun, switching to 8,200DPI gives me greater maneuverability when shotgunning (and accuracy is less important at point blank range).


MOUSE
DPI: 5,600
Tick: 500

HIP
Sensitivity: 23.50
Boost: none
Steady-Aim: on
YXRatio: 1.00
Ballistic curve: see image and code above

ADS
Sensitivity: 17.50
Boost: none
Steady-Aim: off
YXRatio: 1.25
Ballistic curve: at 5,600DPI my aim is more steady and accurate but I am no longer capable of overpowering Aim Assist as easily as with 8,200DPI when using snipers with high Aim Assist values (1000-yard, LDR, Longbow). For the first time I needed an anti-AA ADS curve that quickly reaches equivalent of sensitivity 20 to overpower Aim Assist then evens out. After I finally received an Event Horizon sniper with Ambush scope I could go back to 1:1 because that is the absolute lowest combination of Aim Assist you can get on a 400 high impact sniper currently (33 base minus 25 by Ambush = 8AA!). Interim curve I used with Shortgaze scopes on high AA snipers was provided by thepr0:
Code: [Select]
>>> XIM4 [Mouse Ballistics] START PASTE >>>
X4MB:AAAAGgA0AC4AMAAwAC4AMgAwADEANgAwADQAMAA1AAwZJTI/TVpkb3mEj5mkrrnEx8fI:X4MB
<<< XIM4 END PASTE <<<



KEY MAPPINGS
Tab - ghost
Caps Lock - sprint (also activation key for Sprint profile)
Shift - crouch  (primary key bindings)
Alt - Weapon Switch (primary key bindings)
Space - Jump
Q - grenade
E - melee
W - forward
A - left
S - backward
D - right
R - reload
C - crouch (secondary key bindings)
F - super attack (primary bindings)
Enter - super attack (secondary bindings)
Pause/Break - Open Destiny Menu
Esc - PS, console menu
F1 - Sparrow profile activation key
2 - Left Analog stick direction Left
3 - Left Analog stick direction Right
Left Click - shoot
Right Click - aim down sights
Mouse Wheel - weapon switch (secondary key bindings)

Super attack explanation: Destiny is configured to use Jumper layout which moves super to a single button, X on PS4, which I then map to F in Xim.

Crouch explanation: double mapped to improve Evade and Shadestep. When shade-stepping right use little finger to press shift, when shade-stepping left/up/down use index finger to press C.

References
1. http://xim4.com/community/index.php?topic=39989.0

10
Hello. Page 19 of the Xim4 User Manual provides a picture example of a ballistic curve that has: "linear behaviour for fine aiming but faster turn speeds".  But then inexplicably fails to provide the code for this ballistic curve.

Could someone please provide a code for this ballistic curve from the user manual that is compatible with the manager version 20151120 RC? Thank you.

Edit December 24th:
Here is the ballistic code of the curve on page 19 of the user manual:

Code: [Select]
>>> XIM4 [Mouse Ballistics] START PASTE >>>
X4MB:AAAAGgA0AC4AMAAwAC4AMgAwADEANQAwADgAMQA2AAoUHigyPElacIupyMjIyMjIyMjI:X4MB
<<< XIM4 END PASTE <<<

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