#SOCD and conditional actuation points

1 messages · Page 1 of 1 (latest)

long belfry
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First off, great job on pulling off SOCD so smoothy. Before the final release, I figured I'd make one suggestion.

My actuation point is set to 1.5mm for all keys with SOCD Alt On on A-D. Fully pressing both keys to stop movement is crucial.

Let's say I have A actuated at 1.5mm, D will actuate at 0.5mm (or whatever I set it to instead of the default 1.5mm). 0.5mm would only be set if A is actuated.

The first key press will actuate at 1.5mm, the second at 0.5mm only if the first key is still activated. Second key will remain activated even if the first key is let go (in case it still hasn't reached the default actuation point) . This will prevent the player from accidentally stopping.

A third press of the first key would be at 1.5mm. I suppose this would be an alternate implementation of Rappy Snappy alongside SOCD. The current implementation of RS doesn't really make sense when SOCD is around.

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oh, and the reason why I don't have 0.5mm set at default is because of fat finger presses. High actuation points on the first press prevents mistakes.

hearty pond
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Dynamic Actuation SOCD, it’s definitely interesting but quite specific. I don’t think many fat finger often on movement keys, could be just me though.

alpine nexus
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i think this is a really cool concept

long belfry
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^I actually thought Rappy Snappy would be something like this. The actual implementation wasn't any good and most can't even tell a difference including myself

alpine nexus
long belfry
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Since SOCD is likely to be removed, I'm guessing this can be a good alternative?

long belfry
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deemed illegal by Valve, other operators will follow soon. in non-CS games it didn't make a difference anyway so why have a feature around that might get your users kicked (or banned later)