Fail. Read his post again, more thoroughly this time.
Correlating mouse movement speed with character turning speed will only ever work 100% if character movement is just as uninhibited as the mouse is. Since the turning speed is limited, a short and fast mouse movement will obviously have less effect than a long, slow one over the same distance. The only way to remedy this would be to remove the limits on turning speed.Originally Posted by MehMan
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I agree that it shouldn't be 100% synced to the mouse movement like in CS Source, because that is totally unrealistic and does not promote the sort of gameplay we are after. Even so, there are mouse control issues that really ruin the game for me at the moment. Even at decent frames per second there is some mouse latency, even with Vsync and pre-rendered frames to 0.
I can acquire a target in my crosshairs in real life faster than I can in a game, simply because the feel is totally out. I can appreciate capping the maximum speed that you can move, but the lag and odd pointer acceleration wreck the experience because they make movement in the game unpredictable.
That comes with experience in the game though. I felt it was hard in the beginning. Not anymore. The occasional fast paced DM games im doing tells me my aim is fast and good.![]()
Could it be a bit better? Maybe, but please for everything that is holy - no super movement a la CS/BF2 that some people seem to want. Not the correct game for that.
I've played OFP and ArmA for years, the aiming system in OFP was much much better because it was more responsive. The mouse in ArmA and ArmA 2 has a certain lag to it. Maybe it's because my system is slower so the effect is more pronounced. Higher frames mask the problem because it brute forces through it, pumping out more frames per second.
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH...
call of duty fan boy, I would love to see you, in full combat gear weighing over 30 kilos, do a 360 degree turn in a tenth of a second...
this is a simulation style game, not an arcade one.
Way to miss my point.
Yes, that's the deal. It just feels as if there's a bunch of bricks tied to my charater's arms and the faster he tries to move the more it slows him down.I can acquire a target in my crosshairs in real life faster than I can in a game, simply because the feel is totally out. I can appreciate capping the maximum speed that you can move, but the lag and odd pointer acceleration wreck the experience because they make movement in the game unpredictable.
Anyway, here's a vid I made to demonstrate what's bother me:
Not input lag, but just that the slower I move my mouse, the faster my character turns.
Last edited by MehMan; Sep 15 2009 at 18:20.
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Spoiler: