Apex legends sens to minecraft8/23/2023 Relative sensitivity = sensitivity / (old FoV / new FoV) You obviously can do the same calculation when you just want to change your FoV in Apex and have your mouse movements feel the same. All we need to do is to divide the equivalent sensitivity that we just calculated by the FoV of that other game over the FoV you use in Apex. Now you could just go ahead and lower your Apex FoV to 90º to have the same feeling as you do in CS:GO or whatever, but turns you don’t have to, because we can easily calculate the correct relative sensitivity in the same way that games calculate it when you use the zoom on a weapon for example. The reason for this is that, while we did indeed calculate the mathematically correct equivalent sensitivity for you, it might not be the “tangibly” correct relative sensitivity You will rotate by the same amount of degrees with the same mouse movements, but that doesn’t necessarily mean your crosshair moves the same arbitrary distance on your screen with the same mouse movement, because that also depends on your FoV, and if they aren’t the same in both games, it’s not gonna feel the same. The entry you are looking for is called ‘mouse_sensitivity’.Īlright, after doing all that-okay, it was only two steps, calculating your equivalent sensitivity and putting it into your config-you might still end up realizing that your sensitivity feels off. That file is:Ĭ:\Users\\Saved Games\Respawn\Apex\local\settings.cfg. The solution is to open your config file and put it in there. Now that you have your mathematically correct equivalent mouse sensitivity, chances are there’s too many numbers behind the decimal point, and the menu in Apex Legends only allows for a measly single digit. 0.5555 – Fortnite (if you are using the in-game slider).0.022 – any Source Engine game (CS:GO, Apex Legends) and most id-tech 2 and later games (Quake, Doom(2016), Call of Duty, CS 1.6, etc.).Also here’s a bunch of values for popular games right now: So how do you find out what yaw a game uses? Well, you try to google it, measure it yourself (with Sensitivity Matcher for example), or see if it happens to be on. But before you go and play, note that even though you might have the mathematically correct equivalent sensitivity now, it might not feel the same yet. Let’s double check if a sensitivity of 1.89 rotates us the same amount of degrees in Apex Legends: 1.89*0.022=0.04158º. To get the same rotation per increment in Apex Legends, we calculate the sensitivity we need to use via 6.3*(0.0066/0.022)=6.3*0.3=1.89. So let’s say we use 6.3 sensitivity in Overwatch, which would rotate our view by 6.3*0.0066=0.04158º. Ergo, the formula for that would be:Ĭonverted sensitivity = old sensitivity * old yaw / new yawįor example, Overwatch has a yaw of 0.0066, and as we now know Apex uses 0.022. This means to convert your sensitivity from one game to Apex Legends and have it do the same amount of rotation per mouse increment, you need to multiply it by the yaw of that other game over 0.022. So if for example you have a sensitivity of 5 and your mouse reports an increment, the game will rotate your view by 5*0.022=0.11º in the game world. This value gets multiplied with your sensitivity and the result is the amount of degrees your view gets rotated per mouse increment. In Apex Legends for example, the default yaw is 0.022. ![]() ![]() Boring explanation in the next paragraph:Įssentially when a game transforms the delta of your recently detected mouse movement into a rotation of your view, it does so using a specific yaw value. It depends on the games inherent yaw value. Well, let me specify that a little better: Use the equivalent sensitivity, which may or may not be the same sensitivity. But let’s take this question apart by first answering as if it came from someone who has played other games in the past, because that’s easy to answer: If you have played another first or third person shooter for extended periods of time, start out using the same sensitivity. The obvious (and pretty stupid) answer to that question is: «Just use what feels right!». This post is going to answer questions like that. Mouse Sensitivity and Settings in Apex LegendsĪ set of questions that come up all the time on the Apex Legends Discord are «What sensitivity should I use?», «What DPI should I be playing at» and/or «My aim sucks, what should I do?».
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Added Basic Skills Editor to ModPackFramework. Keep in mind that a few things are still universal across all save games, like local parts and moves. This will start a brand new save game with the name provided. Added a "New Game" button to the Save Game Selection mod. This will include custom moves found in wrestler's Extended MoveList and custom parts contained within. This will share wrestlers with all custom moves, parts, and selected mod data (Heel Database, Move Renames, MoveLists, Throw Out Data, Weight Detection Data, and Alternate Attires). Enabled the Full Wrestler Export function. This allows users to replace the animations for counter moves with their own custom Move Craft counters. Added the ability to completely replace counters with other moves. Added the ability for the ModPack to automatically tag required parts and moves when uploading a wrestler to the workshop. Ensured compatibility between the latest game version and the ModPack Originally posted by Carlzilla:!!! NEW MOD PACK UPLOAD !!! Please visit the Discord (link in first post) for download and tech support. Removed custom mist colors in order to fix blood. Fixed blood so that it reliably appears in all matches. Added ability to import/export working movecraft data. This fix is NOT retroactive, but should trigger if the uploader updates their move. Fixed issue where workshop downloads were being registered in one particular move slot instead of all appropriate slots. Fixed issue with DQ on Ref Bump option for referees. They will be enabled again when I have time to fix some of the errors in the mode. Fixed issue with wrestlers trying to pick up custom weapons that can not be picked up. Local imports are still universal to all saves however. Made move craft data save specific for users using the Save Selection mod. This fix is not retroactive, and will not fix moves from the workshop created on games without this mod active. ![]() Fixed Move Craft error with registering moves to larger damage slots, now weak moves will appropriately show up in larger damage sections of the same type. Added move installation to Install Subscribed Items Added local move installation and export Players can easily create their own Recovery Taunts, by making Performance moves starting at either Preset Form 100 or Preset Form 101.- Added compatibility for latest game version and Move Craft DLC The general purpose of this option is to provide flavor to your matches (played or simmed) as Recovery Taunts randomly trigger (based on user configuration) throughout the duration. ![]() They can result in sequences where an edit gets back up with a unique animation, or fails to recover and falls back to the ground. Recovery Taunts are a special type of taunt that has a chance of being performed once an edit has been knocked down (self inflicted or otherwise). These taunts will still work in the base game, however the nature of them starting from the Face Up/Face Down position means that they will look awkward if used like a regular taunt. A collection of Taunts for use with the "Recovery Taunt Options" component of the Extra Game Features (EGO) mod. AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |