Fontaine's FOV Fix & Variable Optics

  • Fontaine added a new version:

    Quote

    Fontaine's FOV Fix v2.1.4 for SPT 3.9.x

    Improved compatibility with Realism mod and hold breath toggle zoom sensitivity fix.

  • Howdy,
    A very minor issue that's been around a bit and doesn't explicitly require major attention, nonetheless!

    Pressing Toggle Zoom on an Item in Inventory (I use Middle Mouse for Toggle Zoom) will Zoom when you leave the Inventory and do something like Crouching/Standing.
    Doesn't happen when you press the Middle Mouse key on no Item/Empty Space

    Here's a Vid if ya need visual example
    https://streamable.com/wu0xm9

  • probably not something I will have time to look into/fix tbh

  • Fontaine added a new version:

    Quote

    Fontaine's FOV Fix v2.1.6 for SPT 3.9.x (with or without Realism Mod)

    This should hopefully fix compatibility for those not using Realism mod. If still not working then GGs I guess.

  • Please add another multiplier for mouse sensitivity, which will determine how much the sensitivity changes depending on the distance from the character's eyes to the optical sight on the weapon. I have conducted many tests, and I realized that the further the optical sight is from the character's eyes, the worse the decrease in sensitivity in zoom mode is felt. In other words, if you put the sight on the very tip of the weapon so that the glass of the sight occupies a centimeter on the screen, and this sight has a magnification of, say, 35x, then the sensitivity will decrease by 35 times, but due to the fact that the sight window is very small, it will seem that it is impossible to use. If the coefficient of the distance of the sight affects the sensitivity by multiplying it (the further the sight, the less the sensitivity decreases), then distantly mounted sights will be easier to use. The principle is based on the fact that when you change the FOV in the game, you need to change the sensitivity along with it, but sights change sensitivity greatly depending on the magnification level, but do not take into account the fact that the FOV has changed.

  • Please add another multiplier for mouse sensitivity, which will determine how much the sensitivity changes depending on the distance from the character's eyes to the optical sight on the weapon. I have conducted many tests, and I realized that the further the optical sight is from the character's eyes, the worse the decrease in sensitivity in zoom mode is felt. In other words, if you put the sight on the very tip of the weapon so that the glass of the sight occupies a centimeter on the screen, and this sight has a magnification of, say, 35x, then the sensitivity will decrease by 35 times, but due to the fact that the sight window is very small, it will seem that it is impossible to use. If the coefficient of the distance of the sight affects the sensitivity by multiplying it (the further the sight, the less the sensitivity decreases), then distantly mounted sights will be easier to use. The principle is based on the fact that when you change the FOV in the game, you need to change the sensitivity along with it, but sights change sensitivity greatly depending on the magnification level, but do not take into account the fact that the FOV has changed.

    tldr

  • tldr

    fyi,

    small scope radius (on screen) + high zoom + small sensitivity = impossible to use
    big scope radius + high zoom + small sensitivity = well played

    there's no change in sensitivity or zoom, just scope radius.


    so i asked to add multiplier to divide sensitivity descreasing depends on scope position on the weapon

    by default - sensitivity is decreasing exactly by zoom multiplier (35x zoom means sensitivity divided by 35)


    by your plugin - sensitivity is decreasing by 35, and multiplied using koeeficient 0-200 in settings (actually, you fixed 60% of game scopes, thanks for it)

    needed:
    scope can be further or closer depends on weapon and its mount position
    that 35 value is additionally multiplied by [ (some config setting) * (distance from eyes to scope glass) ]

  • There's barely any difference in the distance between scope and player camera between gun/mounts. Also SPT 3.10 will break this mod for a long time so this is fairly pointless to add now

  • btw, for 3.10.0 - the game launches the secondary camera at some distance from the primary, perhaps this value can be extracted.


    in a row with the decreasing LOD in the primary camera, which Buyanov forgot about.

    Alright I'm going to block and ignore you from now on. If you can't be bothered to capitalize correctly in your own native language and be clear in what you're saying you're just wasting my time.

  • Fontaine added a new version:

    Quote

    Fontaine's FOV Fix v2.1.7 for SPT 3.9.x

    • No need to download this if you are not using Realism's stances. Added smoothing for stance to ADS transitions when using Realism mod. Camera movement should be significantly less jarring for both rifles and pistols when using stances.

  • Hello Fontaine just want to report bug where im not able to Aim through Sight on - Stationary automatic grenade launcher = AGS-30 30x29mm automatic grenade launcher. I tested it with just Fov Fix and it works fine , then i tested it with realism mod and it works fine, then i tested with Fov + Realism and it is bugged. I tested Fov load last then i tested Realism load last in Load order, but bug still persisted.

  • Hello Fontaine just want to report bug where im not able to Aim through Sight on - Stationary automatic grenade launcher = AGS-30 30x29mm automatic grenade launcher. I tested it with just Fov Fix and it works fine , then i tested it with realism mod and it works fine, then i tested with Fov + Realism and it is bugged. I tested Fov load last then i tested Realism load last in Load order, but bug still persisted.

    KLMQZo7.jpeg

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