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Mouse Accel
Created 11th May 2009 @ 00:40
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appe +1000000
I am using your cfg…and u know what, your cfg is fucking awesome :D
ssst, that’s a secret. It makes aiming easy :o
EXM as long as m_customaccel is 0, then you should not have any acceleration from the rest of the commands.
aeqvist I use a wheel mouse optical, so no drivers with which to tweak accel (apart from enhance pointer precision, which is far too much and feels horrible to me).
Dunno about logitech, razer has an option to turn it off though ;)
I never owned a Razer mouse but i mentioned this to a clanmate and he said Razers program has the same problem as Logitech.
The problem is not that you don’t have an option for it, the problem is that even if you turn it off you have acceleration :P Logitech also has a switch, in windows it feels okay, but if you really try it ingame you will see, you have acceleration.
Try it!
But as I said, maybe they have fixed it, i really hope so, but i’m not willing to take the risk for a program i don’t need to have in the background taking up computer powwahh.
roflol mouse accel is for n000bs!
roflol mouse accel is for n000bs!
i think it is for nub :P
hm you’re probably using my old cfg then :P got an updated version here: http://www.team-dignitas.org/files.php?download=true&file_id=449
Yes i know ancient topic but this may help a small minority
injx +:
someone asked me this years ago. it is possible to setup a source game to be the same as quake, but as the source engine’s acceleration is framerate dependent, you MUST have a constant framerate in the source game, else it will fluctuate.
first set sensitivity, m_yaw and m_pitch the same as quake.
then in the source game set m_customaccel 1 and m_customaccel_exponent 1.
the last two settings are,
m_customaccel_max = cl_mouseSensCap
m_customaccel_scale = cl_mouseAccel * fps / 1000
where fps is your framerate in the source game, not in quake.
If m_customaccel_exponent is something other than 1, you cannot equate the two methods.
http://esreality.hexus.net/?a=post&id=1903728
Just being servicey
Last edited by J-man,
Quoted from J-man
Yes i know ancient topic but this may help a small minority
injx +:
someone asked me this years ago. it is possible to setup a source game to be the same as quake, but as the source engine’s acceleration is framerate dependent, you MUST have a constant framerate in the source game, else it will fluctuate.first set sensitivity, m_yaw and m_pitch the same as quake.
then in the source game set m_customaccel 1 and m_customaccel_exponent 1.
the last two settings are,
m_customaccel_max = cl_mouseSensCap
m_customaccel_scale = cl_mouseAccel * fps / 1000
where fps is your framerate in the source game, not in quake.
If m_customaccel_exponent is something other than 1, you cannot equate the two methods.
http://esreality.hexus.net/?a=post&id=1903728
Just being servicey
injx the ESR wizard.
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