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How many cm do you need for a 360 degree turn in quake?
14. February 2007 - 6:58
#41
How many cm do you need for a 360 degree turn in quake?
sens: 4.0777
accel: 0
m_filter: 1
14. February 2007 - 9:42
#42
How many cm do you need for a 360 degree turn in quake?
yaw and pitch is 0.031
mouseaccel 0.85
sens 0.99
So it depends with full effect on mouseaccel it would be arround 7-12 cm
But if i turn slowly it would be much much more
like 30 -40 or above ![]()
yäp yäp yäp..
15. February 2007 - 21:51
#43
How many cm do you need for a 360 degree turn in quake?
34cm to 360
accel 0.3
G5+5L
with mx518 i had ~45cm...
18. February 2007 - 19:24
#44
How many cm do you need for a 360 degree turn in quake?
about 10cm to 360
accel 0
sens 30
13. March 2007 - 18:01
#45
How many cm do you need for a 360 degree turn in quake?
i need 86.4 cms for a turn
not sure if that can be ![]()
13. March 2007 - 18:41
#47
How many cm do you need for a 360 degree turn in quake?
i use same settings in other mod
![]()
13. March 2007 - 20:13
#48
How many cm do you need for a 360 degree turn in quake?
just in defrag i use kickass sense of my bro ![]()









Do you people use the same sensitivity and acceleration in other mods?
I personally need a higher sensitivity and no acceleration in other mods (I play mainly basqe3).