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Gameplay questions threads Everything about playing CoD (missions, tactics, how to... and etc.)

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Old 02-08-2012, 09:32 AM
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sorak sorak is offline
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Quote:
Originally Posted by FFCW_Urizen View Post
I use a hat switch too(no TrackIR, yet), spotting them is not so hard, keeping track of ´em is. the problem here is, you can only rotate in steps of 45° and sometimes that´s just too much.
Ive allways wanted the option to be able to change that 45 degree to a lesser amount.. i wonder if there is a way to do that..
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Old 02-08-2012, 09:34 AM
jimbop jimbop is offline
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I thought that you could choose either snap or pan view for POV switch?
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Old 02-08-2012, 04:03 PM
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FFCW_Urizen FFCW_Urizen is offline
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I thought that you could choose either snap or pan view for POV switch?
Snap View = You rotate to a Certain degree, releasing the Hat-Switch centers your view. And trust me, Snap view is even more worse than pan view. The smallest Rotation iirc were 90°.

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Originally Posted by sorak View Post
Ive allways wanted the option to be able to change that 45 degree to a lesser amount.. i wonder if there is a way to do that..
none, that i´m aware off.
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The devs need to continue to tweak the FM balance until there is equal amount of whining from both sides.
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Old 02-08-2012, 04:40 PM
adonys adonys is offline
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AA is helping because it smudges the 1/2 dot pixels over their neighbors, making the spot a little bit bigger than the no AA dot. On the other hand, it blends the edges against the background, which should make it a little bit harder to see.

So, overall, I guess the AA/noAA dot sighting improvement really comes down to specifics (resolution used, dot's distance, dot's background, user's sight, monitor settings, room lighting, etc).

The biggest problems atm with the dots are the hardcoded distances at which the dot is switched off and the smallest LOD is switched on. they are not overlapping each other, and this is what is causing the disappearing dots problem. Also, it seems that at around those distances, the dot's relative (rendered) size is bigger than lowest LOD's relative (rendered) zie, which again leads to the above mentioned problem.
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