why were you unbanned
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SteamID64 | 76561197976748989 |
SteamID3 | [U:1:16483261] |
SteamID32 | STEAM_0:1:8241630 |
Country | Canada |
Signed Up | March 8, 2013 |
Last Posted | August 14, 2019 at 9:58 PM |
Posts | 65 (0 per day) |
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You need something that reflects sound and something that absorbs sound. foam for instance, will absorb some sound, and if you put a sound reflecting material (like a plate of some sort) behind it any sound that bleeds through will be reflected back into the foam, if that makes sense. This is pretty much impossible to do unless you want to line your walls and ceiling with 2 inch thick foam.
also, even if you do that, it only means a certain range of frequencies will be absorbed, and some frequencies might not even be affected by it at all. also, the materials needed will probably cost you a lot of money for the amount you'll need.
SetsulstabbyIn-game sensitivity is a multiplier. It takes the counts of movement recorded by mouse and multiplies it to determine the final distance your cursor moves.That's assuming 90° horizontal fov.
DPI or CPI = Dots/Counts per inch. CPI basically is the number of units the mouse splits an inch into. So if you have a CPI of "1,000" your mouse records 1,000 movement units, and tells the cursor to move 1,000 pixels. So, using an in-game sensitivity of "1.0" and a CPI of "400", if you move your mouse one inch your view will move 400 pixels on your display.
If your sensitivity is too high (above 2.7128 for 1920x1080 displays), you will be unable to move your view by one pixel at a time, even with the slightest movement--this is called "pixel skipping".
Do note that higher DPI is not always better. Certain mice have "native" DPI steps which you should use. Most mice also get tracking errors at lower speeds with higher DPI's. And as was mentioned, on multimonitor displays it can cause your cursor to fly onto the other screen out of game (this can be rectified with an .exe called "CursorLock" btw).
So...use the in-game sensitivity that will allow you to use a native DPI step while keeping your in-game under 2.7128 (for other resolutions, use this to calculate the number).
Using fov_desired 90 with a 16:9 aspect ratio will give you 106.26° horizontal fov in the source engine. The correct maximum sensitivity is therefore 3.61714.
For fov_desired 75 it's 2.77561.
hfov = fov_desired for 4:3 aspect ratio.
If you're using values other than 90 for fov_desired on 16:9 or have a different aspect ratio like 16:10 or glorious 21:9 use http://www.casualhacks.net/Source-FOV-calculator.html to calculate your real fov.
Yeah it's confusing. In source, a FOV of 90 on a 16:9 resolution is 106 degrees, but it is 90 degrees in the 4:3 area of the screen (that's how I try to understand it). That command just assumes you're using a 4:3 aspect ratio because it's grandfathered in from the half-life 1 engine where they used vertical-, rather than source which is horizontal+. This is why you can't use a wide aspect ratio in CS 1.6, because your horizontal FOV is locked to 90, so it will squish your vertical FOV and everything seems zoomed in.
But yeah, the desktop resolution has to be the same aspect ratio as the game does in order for it to work. If you set the resolution to 1440, and the FOV to 90, it corresponds to 3.61714. Likewise, 1920 and 106.26 corresponds to 3.61714 like what was just said.
Tracking is ultimately better in the long run and isn't nearly as sensitive to setup changes (mouse, sensitivity etc), especially if you go to a lan you will find your muscle memory is kind of fucked because the desk/chair doesn't facilitate the same conditions
Once your tracking gets very good then you can combine it with muscle memory and be unstoppable
I found that a sensitivity of 4.0 at 400 DPI (or 2.0 at 800 DPI) which equals 10 inches per 360, is the absolute highest usable sensitivity in counter-strike you can use before you lose fine precision. In TF2, this barely makes it comfortable to use for projectile classes if you primarily use your wrist.
f0rest uses 3.6 at 400 dpi which equates to 11.3 inches per 360 and he is highly regarded as one of the best players when it comes to aim. I used his sensitivity as a reference to figure out the highest usable limit. If you want the same sensitivity for every game, I suggest lowering your sensitivity and using your arm for projectile classes but can still rely only on wrist movement for scout/sniper. I used to practice rocket jumping with around 20 inches per 360, and it takes a long time to get used to but your tracking improves a lot.
Current topside temperature is 93 degrees with an estimated high of 105. My room is maintained at a pleasant 68 degrees, at all times.
airblast should do full crit damage, no self damage with reflected projectiles, and violently spin the other players screen when you hold M2 against them in a corner to simulate a real compression blast
clockwork and b4nny on scout is going to be ridiculous
mason digging himself a hole
GeknaiirSo is there any alternative to the jump/surf servers?
KSF SurfTimer: 23.229.84.43:27015
Surfing is much better in CSS, and this has wayyyy more people.
ahh arrow keys.. the good old days of playing duke nukem 3d and doom in the 90s
DX Racer is the best, that is if you want to drop 300$ for it. I don't have one myself but I've heard they're worth every penny.