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Для настройки нужно создать user.cfg в C:\Program Files (x86)\Piranha Games\MechWarrior Online
и добавить в файл следующее и настроить по вкусу:
# Эффект стекла кокпита
gp_option_ShowCockpitGlass=0
# Эффект размытия вдалеке
r_DepthOfField=0
# Эффект фильма. Гранулы как на старой пленке
r_HDRGrainAmount=0.0
# Угол обзора
cl_fov = 85
# Плавность мышки
i_mouse_smooth=0
# Ускорение мышки
i_mouse_accel=0
# Максимальное ускорение мышки
i_mouse_accel_max=0
# Чувствительность мышки
cl_sensitivity=0.2
"When we return, and return we shall, our shining moral character will be as much our shield as our BattleMechs and fighters"
A. Kerensky
klavis (25.12.2014),Violent Pacification (18.12.2014)
К чему это, Марти?
Плавность, ускорение и чуствительность мышки уже давно есть в опцыях игры.
In the night we can't rest in the dark we are blessed
And in moonlight we fight for the Mother
Там нет цифрового индикатора текущего сенса вроде
- - - Добавлено - - -
Конечноесть хмл но да лучше не палить![]()
"When we return, and return we shall, our shining moral character will be as much our shield as our BattleMechs and fighters"
A. Kerensky
Violent Pacification (18.12.2014)
вредные вы
"When we return, and return we shall, our shining moral character will be as much our shield as our BattleMechs and fighters"
A. Kerensky
Не очень, По данной Пухом ссылке нет переменных описанных тобой. Так что не зря, нормальная шпора... Утащил на Вику
Yenisey (18.12.2014)
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А с прицельными можно сделать что-нибудь? Чтобы крест с кругом были поменьше например.
Пока нельзя
"When we return, and return we shall, our shining moral character will be as much our shield as our BattleMechs and fighters"
A. Kerensky
; mouse sensitivity
cl_sensitivity = 0.15
; mouse acceleration off
i_mouse_accel = 0
i_mouse_accel_max=0
i_mouse_smooth=0
con_restricted = 0
sys_MaxFPS = 120
gp_option_ShowCockpitGlass=0
r_DepthOfField = 1
r_HDRGrainAmount = 0.0
cl_fov = 81
; Main view frustum FoV
r_MultiGPU = 1
; Enable if SLI/CrossFire
r_MultiThreaded = 2
; 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
sys_physics_CPU = 3
;CPU used for physics "-1"=No CORES "0"=CORE1, "1"=CORE2, "2"=CORE3, "3"=CORE4
sys_spec_GameEffects = 4
sys_spec_ObjectDetail = 4
sys_spec_Particles = 4
sys_spec_PostProcessing = 4
sys_spec_Shading = 4
sys_spec_Shadows = 4
sys_spec_Texture = 4
sys_spec_Environment = 4
; MSAA fix for ATI - toggle as needed. FSAA can work with injector.
r_PostMSAA = 0
r_PostProcessEffects = 0
r_FSAA = 0
;GameEffects (in cvars, does not load in, can be dropped from your user.cfg if desired, included for ;reference)
i_lighteffects = 1
;ObjectDetail (game decals, stuff loaded on top of terrain - fluff. cull to 0 for performance, or lower values for less view distance for that item)
e_ObjQuality = 4
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 1
e_DecalsOverlapping = 1
e_Dissolve = 2
e_LodRatio = 20
e_Lods = 1
e_LodMin = 0
e_MaxViewDistSpecLerp = 1
e_OcclusionCullingViewDistRatio = 1
e_ProcVegetation = 1
e_streamCgf = 0
e_VegetationBending = 0
e_VegetationMinSize = 0
e_VegetationSpritesDistanceCustomRatioMin = 0.5
e_VegetationSpritesDistanceRatio = 1
e_ViewDistMin = 10
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 80
e_ViewDistRatioLights = 100
e_ViewDistRatioVegetation = 50
e_TerrainDetailMaterialsViewDistXY = 1536
e_TerrainDetailMaterialsViewDistZ = 96
e_TerrainOcclusionCullingMaxDist = 150
ca_AttachmentCullingRation = 200
ca_DrawFaceAttachments = 1
ca_useDecals = 1
es_DebrisLifetimeScale = 1
i_rejecteffects = 1
e_DecalsForceDeferred = 1
r_DrawNearZRange = 0.08
;Particles (quality of particle effects, explosions, jumpjets, etc.)
e_ParticlesQuality = 2
e_ParticlesLights = 1
e_ParticlesMaxScreenFill = 64
e_ParticlesMinDrawPixels = 1
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
r_UseParticlesHalfRes = 0
r_UseSoftParticles = 1
;Physics (physics. highly CPU intensive, lower for performance on dualcores.)
g_breakage_particles_limit = 64
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
e_CullVegActivation = 50
e_FoliageWindActivationDist = 0
e_PhysFoliage = 2
e_PhysOceanCell = 0.5
p_gravity_z = -36.3
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_max_MC_iters = 4000
p_max_object_splashes = 2
p_max_substeps_large_group = 3
p_num_bodies_large_group = 50
p_splash_dist0 = 7
p_splash_dist1 = 30
p_splash_force0 = 10
p_splash_force1 = 100
p_splash_vel0 = 4.5
p_splash_vel1 = 10
v_vehicle_quality = 3
es_MaxPhysDist = 100
es_MaxPhysDistInvisible = 25
;PostProcessing (colorgrading/Depth of field demand many FPS. set to 0 for FPS gains)
;HDR Eyeadaptationcache and postprocesscache can be set to 0 for high defaults, 2/4 for mediums, 30 for
;low end rigs...I cant tell any difference visually ingame, but these 2 settings are key to optimizing
;inclose mech lag/issues. Brightness offset the igher the more it darkens the HDR brightness. HDR helps make the game look good
;due to dropping other settings. Edge AA does not cost much, may want to try 1 or 2 as values. 1 is for normal edge
;AA, 2 is for laplace edge AA.
r_colorgrading = 2
r_DepthOfField = 1
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 0.1
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.7
r_HDRBlueShift = 0
r_HDRBrightLevel = 0.85
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6
r_HDREyeAdaptionCache = 0
r_HDRGrainAmount = 0
r_HDRLevel = 3
r_HDROffset = 12
r_HDRRendering = 1
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 0
r_RainMaxViewDist_Deferred = 0
r_sunshafts = 1
r_UseEdgeAA = 0
r_MotionBlur = 0
; Quality default 2 - 3 = highest range is 1-4 I believe, not sure if 0 works or disables it yet, havent tried)
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 5
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
;Shading (lowered from high setting of 16 to 12. lower more for FPS)
e_DynamicLightsMaxEntityLights = 8
e_GI = 1
;GI - Global Illumination (SSAO quality - subjective choices. go up to 4 or 8 for quality/amount etc, SSAO
;setting, bigger laser beams, more volumetric effects, little fps loss/some fps loss depending on machine)
e_GIAmount = 0.8
e_GIMaxDistance = 50
e_GINumCascades = 2
e_SkyType = 1
e_SkyUpdateRate = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_VegetationUseTerrainColor = 1
r_DetailNumLayers = 1
r_DetailDistance = 4
r_DetailTextures = 1
r_ssdo = 0
r_SSAO = 2
r_SSAOQuality = 3
r_SSAODownscale = 0
r_refraction = 2
r_ssreflections = 0
r_ssao_amount = 0.55
r_ssao_darkening = 1.8
;Shadows (gives shadows, if a little pixelated, without much FPS loss. Worth it for seeing your own mechs shadow if
;nothing else. set all to 0 for big FPS gains - but id recommend trying to keep it on, it doesnt seem a big FPS hit
;and does help the game look decent)
e_GsmCache = 1
e_GsmCastFromTerrain = 1
e_GsmLodsNum = 2
e_GsmRange = 5
e_ParticlesShadows = 0
e_Shadows = 1
e_ShadowsCastViewDistRatio = 1.2
e_ShadowsMaxTexRes = 128
e_ShadowsOnAlphaBlend = 1
e_ShadowsResScale = 2
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 1
r_ShadowsMaskResolution = 0
r_ShadowsPCFiltering = 0
r_ShadowsUseClipVolume = 0
;Sound
s_MPEGDecoders = 64
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
;Textures (adjust from 32 to 24 for fps gains, or lower.)
r_DynTexAtlasCloudsMaxSize = 24
r_DynTexAtlasSpritesMaxSize = 24
r_DynTexMaxSize = 80
r_EnvCMResolution = 1
r_EnvTexResolution = 2
r_EnvTexUpdateInterval = 0.2
r_ImposterRatio = 2
r_TexSkyResolution = 0
r_TexAtlasSize = 1024
r_TexMinAnisotropy = 2
r_TexBumpResolution = 0
r_TexResolution = 0
r_TexturesFilteringQuality = 0
r_VegetationSpritesTexRes = 24
;Water (I've set most to 0 here, leaving some so water actually exists and still performs well)
e_WaterOceanFFT = 1
e_WaterTesselationAmount = 10
e_WaterTesselationAmountX = 10
e_WaterTesselationAmountY = 10
e_WaterTesselationSwathWidth = 10
r_WaterCaustics = 1
r_WaterReflections = 1
r_WaterReflectionsQuality = 2
r_WaterReflectionsMinVisiblePixelsUpdate = 1
r_WaterTessellationHW = 1
r_WaterUpdateDistance = 1
r_WaterUpdateFactor = 1
;Volumetric Effects (lighting, filler, colour. havent played with these much...feel free to experiment)
r_Beams = 2
r_BeamsDistFactor = 0.05
r_BeamsMaxSlices = 300
e_Clouds = 1
r_CloudsUpdateAlways = 0
changed (override) >
r_TexResolution = 1
r_TexturesFilteringQuality = 2
changed (override) <
r_TexturesStreaming = 1
Команды для юзер.кфг
Пытаюсь еще найти что-либо ну и полную расшифровку команд.
ага, я тоже такое видел, а эти все опции работают?
"When we return, and return we shall, our shining moral character will be as much our shield as our BattleMechs and fighters"
A. Kerensky