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Then you could use logics to control the sensivity, depending on the zoom status, which needs to be connected to an own input on the controller.
As exampe: zoom 1.00 - 1.10 = 20% output, 1.10 - 1.20 = 10% output, 1.20 - higher = 5% output.
I made a controller, which you can test or modify for your needs:
https://steamcommunity.com/sharedfiles/filedetails/?id=2006466614
It's untested, but i hope it gives you a hint how to work out a good solution for your needs. :)
Already tried that, but doesn't work: lets say my input is 0.5, the pivot goes to 0.5 turn... if i zoom in and divide the input by 2, it's twice as sensitiv, but the pivot goes back to 0.25 turn. The position will change when zooming in or out, even without changing the base input.
I'll give it a shot and tell you if it worked.
Edit : same effect, pivot turns back to center when zooming in, and max rotation is only fraction of the max range.
Thanks for the quick answers.
We have to find a way to not divide the input, but the input variation speed.
Tried with a memo block, keeping the base value, but adding ( or substraction) to itself a value based on zoom level every tick.
Right input -> positive threshold gate -> add 1/zoom level to the base input (starting at 0 ) every tick
Left input -> negative threshold gate -> substract 1/zoom level to the base input (starting at 0 ) every tick
Seemed to make sense, but doesn't work, dunno why. Maybe i'm using the memo block wrong, not adding at every game tick, but only one time once i pass the threshold gate.
Maybe if i manage to get repeated on signals every tick to actualize the memo block as long as i press right or left
Edit : Maybe using the "on tick" in a lua script, getting the ON signal out of it into the "set" node of the memo block...
Edit 2 : don't bother too much, i'm going to work and wont see any of the solution before 10 hours... but thanks anyway!
Also i should've made the gimbal value circular, in that it overflows and underflows, but i couldn't be bothered after fixing so many dumb issues
https://steamcommunity.com/sharedfiles/filedetails/?id=2006557525
It's possible to make it completely stutterless and remove the bubblegum fixes i put in, but then the camera will have momentum. To do this, reduce sensitivity of A/D and W/S and then drop the property of the equals in the microcontroller to 0.001.
If you want to invert the controls, simply add a minus to the x's in the first 2 functions
The reason your memory block didn't work is because you're not taking into account that it's writing the value 60 times a second, or close enough to that.
Figured out my memo block was overflowing too quickly, setting the increments to 0.1, it reached max in 1/6 of a sec.
I took inspiration of your logic to remake mine ( that "equal" block is really usefull, had to use multiple threshold gates before). It works much better now, but not perfect : the zoom isn't linear, and i couldn't figure out the math function they use, so the camera takes the same amount of time to cross the field of view at the same speed on different zoom level.
Tried 0.0005x/((y+0.2)*(y+0.2)) as increment on the memo block every tick, x being the seat input and y the zoom input. It's what works the best at the moment, even if it's a bit slow at mid level zoom.
There must be a trigonometry function better suited, but i'm really bad with that kind of stuff.
Anyway, thank you very much, it already helped me a lot.