Closed jgersti closed 2 years ago
This behavior is intended, as it means that your sensitivity settings will change the speed at which things are moving, especially when using the mouse. I tried to set the scaling values so that the default sensitivity settings equate to values of "1" at maximum rotation / movement using default sensitivity.
What is the specific concern and/or proposal for a fix?
My solution would be to use the sign on everything so it has a reproducible and welldefined value.
You'd sacrifice fluid feeling rotation control via mouse if only using the sign. I'm not sure I wanna give that up. IMO if you change your sensitivity settings and want to directly use hen you'll have to scale. You can also check the sign in the script. We could add a quantized operation to map values to -1,0,1 for a given vector or number, perhaps?
My initial problem was that i noticed that the rotation values changed accidently hit the dpi buttons on my mouse. This means the maximum absolute value changes dependending on hardware specs and OS settings.
I would be ok if we just add a standalone the sign function for numbers (Math.Sign
) and vectors (Vector3D.Sign
).
Cool. Let's add the operation and get the best of both. We should also update the docs around inputs to clarify that they are sensitivity dependent and that you can quantize using the new operation. I like quantize and sign as keywords.
Opened a new Issue for the input documentation #164.
see the notes at https://github.com/malware-dev/MDK-SE/wiki/Sandbox.ModAPI.Ingame.IMyShipController
For the normal PC user (mouse+keyboard) this only affects
RotationIndicator