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Fire Control - "proper" Chain Fire For Mwo / Tag Toggle / Jump Jet Spam [Fc 3.0.7 - 30Th Jan 2017]


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#121 evilC

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Posted 25 October 2013 - 10:11 AM

To boil it down another way...

How most people think ghost heat works:
When you fire, heat is calculated based on how many times you have fired that type of weapon in the last 500ms.

How it actually works:
When you fire, heat is calculated based upon how many times you have fired that weapon within 500ms of each other.
(A gap of more than 500ms breaks the chain, else it continues for ever)

Edited by evilC, 25 October 2013 - 10:12 AM.


#122 New Day

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Posted 27 October 2013 - 01:29 AM

Is there a difference in jam rate when double firing the UAC5 with the space of say 750ms and 250ms? I think not but I'm not sure.

#123 evilC

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Posted 27 October 2013 - 06:35 AM

View PostNamesAreStupid, on 27 October 2013 - 01:29 AM, said:

Is there a difference in jam rate when double firing the UAC5 with the space of say 750ms and 250ms? I think not but I'm not sure.

Not that I can tell.

#124 evilC

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Posted 30 October 2013 - 07:56 AM

New version up, 2.15

Added keys 7,8,9,0 to options for Weapon Toggle

Obviously there are not that many weapon groups - the purpose is so that you can use the Weapon Toggle function for things other than toggling weapons - in MWO, simply bind the function you want to toggle to 7,8,9 or 0

#125 New Day

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Posted 03 November 2013 - 01:01 PM

Can you explain to me how to make a macro that sends a chat message? I manged to get one working out of the game but none function while playing.

#126 ArmageddonKnight

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Posted 03 November 2013 - 03:36 PM

What keyboard and mouse do u have ?
if its macro capable use its software to record a series of keystrokes to a macro key and thats it.


otherwise u need to use thrid party software, of which i dont use so cant help there.

#127 evilC

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Posted 04 November 2013 - 07:24 AM

I already wrote a macro to send chat messages.

You can find it here.

#128 evilC

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Posted 20 November 2013 - 01:10 PM

Fire Control 2.16 is out.

No actual changes, but this version features an Updates Notification system, so you get notified when updates are available.

#129 Heavenly Angel

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Posted 21 November 2013 - 05:08 PM

Is there a way to stop it from making the graphics go desaturated and blurry when I toggle a weapon? It's really annoying me and I can't figure out how to stop it.

Edited by Heavenly Angel, 21 November 2013 - 05:19 PM.


#130 kuangmk11

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Posted 21 November 2013 - 05:33 PM

View PostHeavenly Angel, on 21 November 2013 - 05:08 PM, said:

Is there a way to stop it from making the graphics go desaturated and blurry when I toggle a weapon? It's really annoying me and I can't figure out how to stop it.

Do you use SweetFX? Disable the indicator light in firectrl.

#131 evilC

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Posted 22 November 2013 - 06:50 AM

He is correct. The problem is because SweetFX uses the "ScrollLock" key by default to toggle functionality.
Fire Control toggles, by default, set the scroll lock light to indicate state. Toggling the scroll lock light triggers the ScrollLock binding.
There are two solutions:
1) Change the binding in SweetFX.
2) In Fire Control, change the "Scroll Lock indicates status of..." option to "None".

#132 Heavenly Angel

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Posted 22 November 2013 - 09:24 AM

Oh ok, thanks for that.

#133 New Day

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Posted 23 November 2013 - 02:23 AM

Will you add in some sort of support for Gauss macros?

#134 evilC

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Posted 23 November 2013 - 02:43 AM

View PostNamesAreStupid, on 23 November 2013 - 02:23 AM, said:

Will you add in some sort of support for Gauss macros?

No plans to, no.
I did write one for gauss + ppc, but it felt way too cheaty.The code should be floating around in one of my posts, but I will not be incorporating this into Fire Control.

#135 M4NTiC0R3X

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Posted 23 November 2013 - 07:07 AM

Would you n00bs care for one of these as well?

Edited by Marvyn Dodgers, 24 November 2013 - 08:41 AM.


#136 Sen

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Posted 23 November 2013 - 01:38 PM

Quote

Would you n00bs care for one of these as well?

[


Your self portrait? no thanks, one was more than enough.

Edited by Marvyn Dodgers, 24 November 2013 - 08:41 AM.


#137 Therrinian

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Posted 24 November 2013 - 04:20 AM

Is there any way to use fire control to do the following:

charge Gauss
when I let go of the Gauss key and fire I fire other weapon groups too

to resynch a Gauss riffle with 2 ppcs and an AC5.

But I dont want to lose the capability to fire either only PPC, or only AC5. Gauss would only be used in conjunction with the other weapons.

It would be magical if I would NOT Fire the other groups if i let of of the gauss after its charget has expired.

#138 evilC

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Posted 25 November 2013 - 06:27 AM

@Thernian
What you are talking about is identical to doing it with PPCs - it is a "fire these other weapons if I release gauss inside the window" macro.

I do not feel comfortable with this.
That being said, I generally base my decisions on things like this on what the intention is and what I feel that the spirit of the game is.

For example, I feel that rapid fire dakka is a healthy addition to the game - it is not overpowered, it has it's weaknesses but it brings suppression tactics and is not an insta-death like alpha builds. PGI are also clearly trying to nerf alpha builds so my work with Fire Control is doing the community good in this respect by giving people a viable alternative, and PGI have given me the all-clear in this respect.

Now when it comes to gauss, before PGI bought in the window PPC+Gauss was flavour of the month.
That says to me that PGI would not be happy with this addition, and I can see that point of view on this one. I can also see the point of view that you should not need to be a contortionist to fire weapons properly, but without some guidance from PGI or a consensus from the players, I think I will decline for now.

As I said, do some digging - I have posted the code to do it previously (Which I may live to regret, but hey, take the white hat hacker approach IMHO) so given a little time and effort you should be able to piece it together yourself.

Finally, there is the coding issue.
I am not sure how I would add an option for such a feature within the current interface.
Also, adding such an option may require moderate changes to the code.

I have been toying for a while with the idea of allowing more complicated stuff in the Fire Sequence box, so somehing like:
<1,2,3>
Might mean "Hit 1,2,3 as normal, but when the button is released, always restart at 1 instead of picking up where you left off", or
1,2,3<!>
might mean "Hit 1,2,3, but do not loop around".

I suppose what you would want would be something like:
<g>1,2
= "Gauss mode, gauss in 1, other weapons in 2"

So basically, IF you could get an OK from PGI that they do not mind this, and IF I can find the time to upgrade FC's input syntax, and IF I can find the time to work it into the code then you may see this option in Fire Control.

But that is a lot of IFs ;)

Edited by evilC, 25 November 2013 - 06:27 AM.


#139 SnowdogJJJ

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Posted 12 December 2013 - 10:19 AM

FireControl is saying there is a new ADHD version 2.1 but I cant seem to find it.
I looked here and even dl'ed it again to make sure

http://evilc.com/joo...ys-for-dummies.
What am I missing

#140 evilC

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Posted 13 December 2013 - 05:22 AM

You are correct, but this was intentional.

The changes between ADHD 2.0 and 2.1 make no difference to Fire Control, so I did not release a new version.

You can see the ADHD project here. The changelog for ADHD is here.

If you are using the EXE version of FC, you do not need to worry - if updates to ADHD make any difference to FC, I release a new version of FC. As this was not the case, I did not.

However, I can understand where you are coming from - so as a compromise, what I will do from now on is recompile FC with the new ADHD version, and upload that. FC's version number will not change, but the update warning will go away.





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